Druids draw their power from the natural energy fields surrounding the earth, plants, and animals. Although they do manipulate the elemental energy fields, their skill is limited. While frost dwarves are in tune with the natural world, especially the earth, they favor rune magic. Humans have proven adept at manipulating the elements, but do not have enough understanding of the natural world to become druids. They are powerful in the wilds, but suffer within artificial or worked structures, which block the natural energy fields.
- Requirements: Novice, Engro, Elves (any), Frost Dwarf
- Arcane Skill: Druidism (Smarts)
- Starting Powers: 3
- Powers: Animate war tree, armor, barrier, beast friend, bolt, boost/lower trait, bridge, burrow, deflection, detect/conceal, elemental form, elemental manipulation, entangle, environmental protection, farsight, fatigue, feast, fog cloud, growth/shrink, healing, knockdown, leaping, light, obscure, quake, refuge, sanctuary, sentry, shape change, silence, smite, sphere of might, storm, summon beast, summon elemental (wood), viper weapon, voice on the wind, wall walker, warding (animals and plants only), whirlwind, wilderness step.
Modifiers to Casting
This is shown on the table below. Modifiers apply to Druidism rolls based on where they are casting the spell.
|+1||Completely natural (cave, desert, forest)|
|+0||Rural (outside in a village, a worked cave, a mine)|
|–1||Urban (inside a village building, anywhere in a town or city, within other enclosed, artificial structures)|