Druids
Druids use esoteric nature magic, passed down in druidic communities for millennia. The specifics vary from circle to circle, but they all share a reverence for nature and the circle of life.
Special Features
Vegetation
Druids—especially those focused on Flora—need access to different plant types for their magic. With the right seeds, they can grow many of these plants themselves.
Restrictions
Range
A druid can only control plants within [WIL + Flora] × 2 meters.
Lifespan
Plants created via Wildgrowth that are no longer sustained by Concentration wither at the end of the druid’s next turn; once concentration breaks, it can’t be re-established for that effect.
Magical Plants
Druids cannot create magical plants with Wildgrowth.
Plant Types
Herb: Any non-woody plant (e.g., grasses, mosses, flowers, perennials).
Shrub: Woody growth with several stem-like shoots and no single main trunk (e.g., bushes, hedges).
Tree: A plant with a distinct woody main trunk; typically more massive than shrubs.
Staff Spells
Some druid spells can be cast as Staff Spells. This requires a wooden staff (or comparable item) as a “plant substitute.” Because a staff is dead wood, the druid must physically touch it while casting.
Soul Anchor
To summon a wild animal or assume its form, a druid needs a Soul Anchor: a ritually prepared trophy from an honorable hunt (commonly horns, claws, or teeth) that houses the animal’s soul. If the animal form is slain, the anchor shatters and the soul returns irrevocably to the Eternal Wilderness. Keeping a soul trapped for too long is frowned upon; druids are strongly advised to release it no later than after one year.
Regeneration
Animal souls regain one wound per full hour of inactivity while stored in the anchor.
Soul Bond
A soul that undergoes the Soul Bond ritual no longer needs an anchor; it links to the druid’s soul until either party dissolves the bond. If that form/summon is slain, it heals within the druid’s astral body and can be called again once regeneration is complete.
Foci
Druid foci can be quite varied, though many use staffs made from gnarled branches of ancient trees (so-called 'Shillelaghs'). Most important for a Druid focus is that its base material was once – or still is – alive.
Proficiency Values
Fauna
Each point in Fauna eases Concentration checks for Theriomorphosis by 1 and grants +1 WL to summoned animal souls.
Flora
Each point in Flora increases DC, PA, and SA of all Flora spells by 1.
Expertise
Druid spells with the keyword Expertise can be cast at a higher tier once the Druid reaches the corresponding expertise rank:
Expertise 1 – Beginner
Expertise 2 – Intermediate
Expertise 3 – Adept
etc.