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| IntroductionDruids are wood dweller proficient in mind, animal, and plant control. They warship the mother godess Sumu an can be considered her priests. FeaturesMageryDruids can have any level of Magery, but as they are chosen by their teacher, they tend to be talented. Aspected Magery is often seen among them. They loose their power if they handle forged metal more than briefly. This is deeply borrowed within their belief and thus their Magery is limited by a -15% Pact and the -15 CP Vow to never use forged metal artefacts. SkillsDruids Ritual Magic with Ritual Magic (Druidic Lore) as root. They learn mainly animal, mind control, and plant college skills, but necromancy and elemental colleges are common. Magical PowersDruids have special rituals mostly concearned with control over people. Their most important tool is an obsidian knife . Their power carries a power modifier of -25%(Mana-Sensitiv, -10%; Pact, -15%) Obsidian Knife Enchantments1st Enchantment (3 CP)If Knife is hanging freely it always points to the place it was entchanted. Signature Gear, 1 CP; Absolute Direction (Can be Stolen, -15%; Breakable, DR 0, unrepairable, SM -5, -45%; Druid Power, -25%), 1 CP. 2nd Enchantment (5 CP)If Druide scarifies his forehead he is able to see in the dark. Dark Vision (Can be Stolen, -15%; Breakable, DR 0, unrepairable, SM -5, -45%; Druid Power, -25%), 5 CP. 3rd Enchantment (12 CP)Knife is rendered unbreakable. The Breakable limitation is wiped from previous enchantments, 12 CP. Rituals |
This Wiki handles the conversion rules for the The Dark Eye setting.
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