Religious Wilder (Druid): Difference between revisions

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!Astral Prime,
!Astral Prime,
!Astral
!Astral  
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| colspan="2" |''This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.''
| colspan="2" |''This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.''
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{| class="wikitable mw-collapsible mw-collapsed"
!Via Blym Cael
!Via Blym Cael,
!Astral
!Astral  
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| colspan="2" |''This circle is available to Religious Wilders.''
| colspan="2" |''This circle is available to Religious Wilders.''
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!Via Blym Florae,
!Astral
|-
| colspan="2" |''This circle is available to Religious Wilders.''
Via Blym Florae spells may be learned from the eald in the Birchwoods.
{|
!Shortname
!Name
!Cost
!Description
|-
|vbf01
|Create Staff
|15 essence, 1 willpower
|Improves a current wilder staff or creates a wilder staff from a twig or branch. The quality of the staff scales with Wisdom, Channeling, and wilder staff quality. Casting the spell upon an existing wilder staff will rescale it.
Wilder staves have a maximum quality dictated by how many sacrifices have been made to nature. A wilder can sacrifice something to its wilder staff by placing fish, pelts, or plants upon a cairn alongside the wilder staff, and then setting that cairn on fire.
Wilder staves have an additional maximum quality they can achieve, though this quality is further extended by sacrificing a nadis rootlet, a currently unknown object, or a currently unknown object.
|-
|vbf02
|Lash
|3
|Brings a plant or wilder staff to life to lash out at an enemy. This spell causes double the normal bleed. This spell's offensive and damage quality are improved by Wilder Staves. You may charge this spell to have it take additional roundtime and do more damage by adding <code>1, 2</code> or <code>3</code> modifier when cast (e.g. <code>cast <target> 3</code>).
|-
|vbf05
|Staff Mastery
|5
|The wilder imbues its staff with its own essence, making the staff an extension of itself and granting it the ability to parry spellbolts and ranged attacks without penalty, and provides a bonus to parrying with the staff that scales with Wisdom, Channeling, and wilder staff quality.
|-
|vbf07
|Florid Entanglement
|4
|The wilder calls upon a plant to entangle its target, lowering the defense of its foe. The penalty to defense scales with channeling skill.
|-
|vbf12
|Viper Branch
|5
|The wilder's staff briefly turns into a viper, biting and poisoning its foe. The poison duration scales with channeling skill.
|-
|vbf14
|The Forest Walks
|1
|Upon the first casting, the wilder gains the ability to bring the forest to its aid. Any future castings call any of the wilder's plant allies to it.
|-
|vbf15
|Essence Spores
|12
|The wilder summons a walking fern that exudes spores that grant essence regeneration to everyone in the room.
|}
|}
|}
|}

Revision as of 04:12, 31 May 2025

Priests of Beade, the Mother of All, the druids religiously tend to Thrael; the vegetation, the wildlife, all things that grow are under their domain. Each member of this holy sect cultivates a forest grove and maintains that which flourishes there.

This path relies on its spells offensively and its decent parry defensively.

Available Spell Circles

Religious Wilders begin with 3 spell circles. An additional circle is available at levels 15, 30, and 40.

Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.

Spell Circle Sphere
Astral Prime, Astral
This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.

sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 3 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 6 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 11 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Wisdom and Channeling. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.

sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp17 Interdiction 15 essence, 2 willpower Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
Via Blym Cael, Astral
This circle is available to Religious Wilders.

Via Blym Cael spells may be learned from Mirelde in the Birchwoods.

Shortname Name Cost Description
vbc01 Mantle of the North 11 The wilder takes on an affinity to the cold of the north, granting it a resistance to cold that scales with channeling skill.
vbc03 Mantle of the Skyborne 10 The wilder takes on an affinity to the winds of Thrael, granting it the ability to fly, and a bonus against physical attacks that scales with Wisdom, Channeling, and wilder staff quality.
vbc05 Mantle of the Tides 8 Taking on an affinity to the waters of Thrael, the wilder gains fire and water resistance that scales with Wisdom, Channeling, and wilder staff quality. Also allows the caster to breathe underwater and slightly mitigates the penalties for moving when not standing.
vbc07 Mantle of the Storm 10 Taking on an affinity to lightning, the wilder gains a spiritual bonus to parry skill and a resistance to electricity that scales with Wisdom and Channeling.
vbc11 Wrath of the Storm 6 The wilder calls upon the heavens, instantly calling down a stunning bolt of lightning. This spell requires that one have the Mantle of the Storm active and has a cooldown.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage, stun time, and roundtime will scale accordingly.

vbc15 Carried on the Wind 15 The caster sends an object in its dominant hand to the specified player, or the caster's grove in the event that the grove is specified. This spell requires that the caster have the Mantle of the Skyborne active. The maximum weight of the object the caster may send scales with Channeling, Wisdom, and wilder staff quality.
Via Blym Florae, Astral
This circle is available to Religious Wilders.

Via Blym Florae spells may be learned from the eald in the Birchwoods.

Shortname Name Cost Description
vbf01 Create Staff 15 essence, 1 willpower Improves a current wilder staff or creates a wilder staff from a twig or branch. The quality of the staff scales with Wisdom, Channeling, and wilder staff quality. Casting the spell upon an existing wilder staff will rescale it.

Wilder staves have a maximum quality dictated by how many sacrifices have been made to nature. A wilder can sacrifice something to its wilder staff by placing fish, pelts, or plants upon a cairn alongside the wilder staff, and then setting that cairn on fire. Wilder staves have an additional maximum quality they can achieve, though this quality is further extended by sacrificing a nadis rootlet, a currently unknown object, or a currently unknown object.

vbf02 Lash 3 Brings a plant or wilder staff to life to lash out at an enemy. This spell causes double the normal bleed. This spell's offensive and damage quality are improved by Wilder Staves. You may charge this spell to have it take additional roundtime and do more damage by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3).
vbf05 Staff Mastery 5 The wilder imbues its staff with its own essence, making the staff an extension of itself and granting it the ability to parry spellbolts and ranged attacks without penalty, and provides a bonus to parrying with the staff that scales with Wisdom, Channeling, and wilder staff quality.
vbf07 Florid Entanglement 4 The wilder calls upon a plant to entangle its target, lowering the defense of its foe. The penalty to defense scales with channeling skill.
vbf12 Viper Branch 5 The wilder's staff briefly turns into a viper, biting and poisoning its foe. The poison duration scales with channeling skill.
vbf14 The Forest Walks 1 Upon the first casting, the wilder gains the ability to bring the forest to its aid. Any future castings call any of the wilder's plant allies to it.
vbf15 Essence Spores 12 The wilder summons a walking fern that exudes spores that grant essence regeneration to everyone in the room.