Druid of the Winter

Druid of the Winter

Cost: 5
Devotion: Your Devotion must be Druidic. You can have only one Devotion specialty header.

You must have the Sphere of Primal to take this header.

You cannot use spells from the Sphere of Wayfare if you have this header.

The natural world is full of free spirits. They dwell all around us, in everything that is not bound by the hands of the Gifted. They dwell in the trees, the earth, the rivers and the wind. The veil that separates this world from the spirit world is called the Pale.

You have learned to listen and watch around you to track the spirits of the Pale. Rather than inspiring the spirits to appear to you with song and dance and history, you intrigue the spirits by finding them and calling out to them directly. You watch the heavens and world around you until you instinctively know where and when the Pale is thinnest. You spend much of your time bargaining with the natural spirits for aid, and in return they agree to keep the land wild and free.

The heart of the Pale is said, by many Druids, to be represented by the Tree o’ Green, the Tree o’ Grey, and the Gold spirits that guard them. The Tree of Green is the embodiment of the Spring and Summer months, of cool, replenishing rains and warm summer days. The Tree of Grey holds the Fall and Winter months, a natural balance to its brother and the unyielding harshness of the natural world. The Two Trees draw power from the ever-changing Pale and the seasons of the world. The spirits of the Gold nurture the trees are inspire the Gifted Races that call to them.

As a Druid you draw your power primarily from one of the ever changing seasons, for the seasons most directly connect the realm of the Gifted Races with the Pale and the Trees found therein.

You gain Ice as a battle trait. You may replace the battle trait of your spells with Ice if the spell has a Elemental or Physical trait, and Cold if the spell has a Metabolic trait.

Twice per event, if you are touching a tree, touch a recipient, choose Earth, Fire or Water, and call out “Refresh [Attribute] by Weald” to strengthen them.

Frostbite

Cost: 3

Once per long rest, spend a point of Void, call out “10 Damage and Agony by Cold,” and make a melee or packet attack to use rime and intense cold against an opponent.

Nature's Embrace

Cost: 2

This skill may only be used if you are under the canopy of a tree or touching a tree directly. Use this skill when you are about to bleed out because you are unstable. Spend a point of Fire to immediately become stable. You may use this skill to take an extra two steps while falling down so you lay down under a tree or touching the roots or trunk of a tree.

Sleet Storm

Cost: 5

Spend two points of Water to make three consecutive attacks that slow opponents. For each attack call out “Short Slow by Ice” and make a packet attack. The attacks must be made within 10 seconds and using another skill will cause remaining attacks to be lost.

Tree Meld

Cost: 4
Spirit Form

You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, exhaust 2 points of Water, and say "Imbue by Weald" to activate this ability. The tree must be large enough around that your hands cannot touch thumbs and finger tips when wrapped around the trunk. So long as you do not move you gain the Spirit defense and become immune to most attacks. You gain the Plant trait and the Spirit trait. Any attack that is not beneficial that is "to Plant" or "to Spirit" will affect you and knock you out of Spirit form. Otherwise you will stay in spirit form until you choose to move. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

The Winter’s Blessing

Cost: 2

If you are skilled in the use of a weapon, you may form that weapon out of ice. You may focus for one minute to form weapons of ice, allowing you to use props with an icy appearance. You may hold these ice weapons in your off hand while casting spells, and you may block with a one handed ice weapon while casting spells. If an ice weapon is destroyed you may focus for one minute, role playing your concentration as you summon ice to form a new weapon, to create a new one. (You must provide the appropriate weapon props made to look like ice, white with blue crystals, to use this skill.)

Winter’s Magic

Cost: 3

You gain one Centering point that can be used in place of Earth, Fire or Water when casting spells from the Primal or Weald spheres. This point is refreshed any time you take a long rest, and refreshing this point is not limited by your Void attribute.