Druidic
DRUIDIC ARTS
This power emanates from nature itself. Its abilities must be bought with the Druidic limitation. Rolls made for them get a bonus equal to the user’s Druidic Talent level.
Power Modifier: Druidic -10%
In areas where nature is weak, druidic abilities take the same penalties to success rolls that druidic spells suffer; see Druidic Spells (p. 19). Abilities that don’t require a success roll instead lose 10% of their potency – Ally point value, DR, etc. – per -1 (round down).
Druidic Abilities
Allies (Nature spirit or powerful totem beast of equal points; 12 or less; PM, -10%; Summonable, +100%) [19] or (15 or less) [29]; Animal Empathy (PM, -10%) [5]; Channeling (PM, -10%; Specialized, Nature Spirits, -50%) [4]; Damage Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or 7]; Detect (PM, -10%) for all plants [18], all animals [18], or anything alive [27]; Medium (PM, -10%; Specialized, Nature Spirits, -50%) [4]; Mind Control (Animals Only, -25%; PM, - 10%) [33]; Plant Empathy (PM, -10%) [5]; Speak With Animals (PM, -10%) [23]; Speak With Plants (PM, -10%) [14]; and Terrain Adaptation (PM, -10%) [5] for ice, mud, snow, or other weather-related conditions.
Druidic Talent 5 points/level
Each level of Power Investiture (Druidic) costs 10 points, includes a level of Druidic Talent, and thus adds to both druidic spells and rolls for Druidic abilities. Spellcasting druids should buy that advantage – not this one.
Druidic Skills
Those with any points in Druidic Arts can learn Esoteric Medicine (Druidic) (p. B192) and Herb Lore (p. B199).
DRUIDIC SPELLS
Druidic spells are the work of invisible natural spirits bound to the druid by his gods. They function like clerical spells (above), except as follows:
• They require Power Investiture (Druidic), not regular Power Investiture.
• They’re influenced by nature’s strength rather than by sanctity. They’re at full skill in healthy wilderness, natural caves, etc.; -1 in despoiled wild places such mines or clear-cut forests; -3 in cities and cut-stone tunnels; -5 amidst ordinary pollution; and -10 in a poisoned wasteland.
• They use a different list:
- PI 1: Beast-Rouser, Beast-Soother, Detect Magic, Detect Poison, Extinguish Fire, Find Direction, Hawk Vision, Identify Plant, Master, No-Smell, Purify Air, Purify Earth, Purify Water, Quick March, Recover Energy, Seek Coastline, Seek Earth, Seek Food, Seek Pass, Seek Plant, Seek Water, Sense Life, Tell Position, and Umbrella.
- PI 2: Animal Control, Beast Link, Beast Seeker, Beast Speech, Bless Plants, Cure Disease, Fog, Frost, Heal Plant, Hide Path, Know Location, Light Tread, Mystic Mist, Neutralize Poison, Pathfinder, Plant Growth, Plant Vision, Pollen Cloud, Predict Earth Movement, Predict Weather, Purify Food, Repel Animal, Rider, Rider Within, Shape Air, Shape Earth, Shape Plant, Shape Water, Spider Silk, Wall of Wind, Weather Dome, and Windstorm.
- PI 3: Animate Plant, Beast Summoning, Blossom, Breathe Water, Clouds, Conceal, Create Plant, False Tracks, Forest Warning, Freeze, Instant Neutralize Poison, Melt Ice, Plant Control, Plant Sense, Plant Speech, Protect Animal, Rain, Rain of Nuts, Rejuvenate Plant, Remember Path, Resist Cold, Resist Lightning, Resist Pressure, Snow, Snow Shoes, Summon Elemental, Swim, Tangle Growth, Walk Through Plants, Walk Through Wood, Water Vision, Waves, Whirlpool, and Wind.
- PI 4: Beast Possession, Blight, Body of Slime, Body of Water, Body of Wind, Body of Wood, Control Elemental, Create Animal, Create Spring, Dispel Magic, Dry Spring, Frostbite, Hail, Lightning, Plant Form, Sandstorm, Shapeshifting, Storm, Strike Barren, Tide, and Wither Plant.
- PI 5: Alter Terrain, Arboreal Immurement, Create Elemental, Entombment, Partial Shapeshifting, Permanent Beast Possession, Permanent Shapeshifting, Plant Form Other, and Shapeshift Others.
- PI 6: Earthquake, Geyser, Move Terrain, and Volcano.
The nature oriented spellcasters. Check out the Morph advantage for shapeshifting, likely with limitations - the Alternate Form advantage - or the Shapeshifting Spell.