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Druids: Expanding their powers!
#1
So I like the Witch and Druid concepts. But it feels like the Druid gets the short stick! Witches have neat mind games. Well I don't think Druids work that way, with witchy mind tricks. But I can definitely help with ideas. Such as these ones!

Charm: The Druid will make the target 'charmed' to them. They are not able to demand anything from the target. Nor put them in danger. But the person feels more moved to aid the Druid in any way they can. And they won't notice it as it feels completely natural. Great for 'nudging' that person to aid the druid in his nefarious goals!

Phase: The druid is able to move through solid objects. Including doors. Walls. Jail bars. Etc. Great for escaping and entering in private places!

Wisp: The druid enters a trance like state and a barely visible tiny will o wisp is form. These wisps move incredibly fast and are not easy to detect. Great for spy work!

Shapechange: The druid can assume the form of a target that is present when this spell takes place. Great for even more havoc!
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#2
H-How is any of that particularly druidic, though
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#3
(12-28-2019, 04:22 PM)Magik Wrote: H-How is any of that particularly druidic, though

Well I'm glad you asked. All of these? Are actual Druid powers in DnD 5e. I just adapted them to Eternia 3.

Charm Person, Pass Through Without Trace, Commune with Nature and Polymorph Self. Hence Charm, Phase, Wisp and Shapechange.  Big Grin
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#4
I'm... pretty sure we're more true to the origins of Eternia's lore in what Druids are. Meaning Arthurian with a bit of other lore added in. Why would Druids be able to use a Charm spell on people without Illusion magic? They can't touch the mind inherently, they're clergy of the wilds. Phase shouldn't be a thing period unless you're Danny Phantom or an actual spook. Wisp just makes this sound like WoW and is, also, not something that Druids can accomplish with Nature Magic, same with Shapechange.

If anything, we need Druid rites that give bonuses to Druids and those suitably allied to them. Maybe a few more innate Druid powers that revolve around the spirits rather than controlling the wilds like we already have, like doing a daily (once per 24 OOC hour) offering ritual for a mild but long lasting (24 OOC hours) buff to specific things that Druids do.

Edit: You also mention havoc when that's not innately tied to Druids in the game. Why would Druids be spies when their origin is deserters that got in touch with nature?
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#5
Frankly, the only thing that I think might fit, is changing into animals, since if I recall, it is a universal trait across most druids in different medias? Don't know how much it fits real life lore, or IC lore, though.

That said... Best to not try and use 5e druid as examples for spells. That is a whole different beast entirely (pun intented), one that was made specifically for a game using druids as an insperation, and then altering it into a class- Which also means, giving it many different spells so that it'll have variety as a spellcaster.
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#6
I actually have a very lovely naturey "spirit world" style map that's undergoing renovations that I'm probably going to add as an event area, it would make an excellent druid-flavor witch Dream World
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#7
Main issue is that changing into animals would fit more into an Exalted or Mythic hidden requiring both Bone Magic and potentially Nature Magic.

The use of mana in Eternia is pretty well laid out and the restructuring of bodies is something that is very, very high tier. Mimics can shapeshift as a result of their physiology. Envy Sin Mages can shapeshift because their jealousy is so strong that they can imitate someone else in multiple ways.

Nature Magic deals more with plants and nature spirits.
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