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Wilder

Religious Route (Druid)

Priests of Beade, the Mother of All, the druids religiously tend to Thrael; the vegetation, the wildlife, all things that grow are under their domain. Each member of this holy sect cultivates a forest grove and maintains that which flourishes there.

This path relies on its spells offensively and its decent parry defensively.

Available Spell Circles

(Druids begin with 3 spell circles)::

Astral Prime – Astral Orisons & Rotes

This circle is available to Channelers, Clerics, Empaths, and Wilders.

Number Name Cost Description
sp01 Astral Charge 1 The caster builds up spiritual energy within himself and forces it out to do damage to his enemy.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 4 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 7 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 9 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp30 Astral Grand Mastery Ultimate This spell is disabled pending class revisions.
Via Blym Cael – Weather Magics

This circle is available to Religious Wilders.

Number Name Cost Description
vbc01 Mantle of the North 1 The wilder takes on an affinity to the cold of the north, granting it a resistance to cold that scales with channeling skill.
vbc03 Mantle of the Skyborne 3 The wilder takes on an affinity to the winds of Thrael, granting it a bonus against ranged and thrown attacks that scales with channeling skill.
vbc05 Mantle of the Tides 5 Taking on an affinity to the waters of Thrael, the wilder gains the ability to breathe underwater and gains a resistance to water that scales with channeling skill.
vbc07 Mantle of the Storm 7 Taking on an affinity to lightning, the wilder gains a bonus to parry skill and a resistance to electricity that scales with channeling skill.
vbc11 Wrath of the Storm 5 The wilder calls upon the heavens, instantly calling down a stunning bolt of lightning. This spell requires that one have the Mantle of the Storm active and has a cooldown.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage, stun time, and roundtime will scale accordingly.
vbc15 Carried on the Wind 30 The wilder sends an object it is holding to someone else upon the wind. The maximum weight the wilder may send scales with channeling skill. This spell requires that the Mantle of the Skyborne be active and that both individuals be outdoors.
Via Blym Florae – Nature's Gifts

This circle is available to Religious Wilders.

Number Name Cost Description
vbf01 Create Staff 50 The wilder creates a wilder's staff from a simple branch or twig. The quality of the staff scales with channeling skill.
vbf02 Lash 2 The wilder causes a plant to attack its target.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage and roundtime will scale accordingly.
vbf05 Staff Mastery 5 The wilder imbues its staff with its own essence, making the staff an extension of itself and granting it the ability to parry spellbolts and ranged attacks without penalty.
vbf07 Florid Entanglement 7 The wilder calls upon a plant to entangle its target, lowering the defense of its foe. The penalty to defense scales with channeling skill.
vbf12 Viper Branch 10 The wilder's staff briefly turns into a viper, biting and poisoning its foe. The poison duration scales with channeling skill.
vbf14 The Forest Walks 1 Upon the first casting, the wilder gains the ability to bring the forest to its aid. Any future castings call any of the wilder's plant allies to it.
vbf15 Essence Spores 15 The wilder summons a walking fern that exudes spores that grant essence regeneration to everyone in the room.
Via Fas Florae – Nature's Divinity

This circle is available to Druids.

Number Name Cost Description
vffl03 Tumbling Leaf 3 Writes a small note on a leaf and sends it tumbling on the wind to the recipient of his message.
vffl06 Invigorate 6 The wilder grants the vigor of thrael to itself or an ally, giving it a spiritual bonus to strength that scales with channeling skill.
vffl08 Ray 6 The wilder calls down a ray of light from its staff or from on high, searing its foe.

This can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage and roundtime will scale accordingly.
vffl10 Consecreate Grove 50 This spell creates a grove for the wilder. Future castings open and close the entrance to the grove.
vffl13 Wild Growth 50 Within its grove, the wilder grows furniture from a seed.
vffl15 Sink Roots 30 The wilder travels through the ground as a root, returning to its grove.
Via In Onus – Soul Arete, Introvert

This circle is available to Clerics, Empaths, and Religious Wilders.

Number Name Cost Description
vio01 Bless Weapon 5 Calling upon the gods, the caster has the ability to bless a weapon, making it fit for use against the undead.
vio04 Cleanse 5 The caster cleanses a target's body of poison and venom.
vio06 Soul Sight 5 The caster remains in tune with death itself, perceiving those who perish.
vio07 Clear Sight 7 The caster cures the target of blindness.
vio10 Stabilize 10 The caster cures the target of stun. Instant-cast.
vio13 Astral Meditation 13 You connect with the astral plane on a deeper level, taking in energy at a faster pace than before as long as the caster takes no action after casting the spell. The essence regeneration scales with channeling skill.
vio15 Soften 8 By focusing on their deity, the caster of soften will grant its target relief from the perils and discomforts of petrification.
Via Teg Aer – Thrael's Essence

This circle is available to Martial Wilders and Religious Wilders.

Number Name Cost Description
vta01 Survival 1 In response to all their time spent outdoors, studious wilders will find their ability to sustain themselves in the wild increased. The bonus scales with channeling skill.
vta03 Trackless 6 The wilder is so in tune with Thrael that the very ground refuses to betray its passage.
vta04 Windborn Guidance 4 The wilder entrusts itself to the wind, guiding its movements away from harm. The bonus scales with channeling skill.
vta07 Thrael's Bounty 7 Drawing upon its attunement with Thrael, the wilder gains the ability to partake of its bounty. The bonus scales with channeling skill.
vta11 Barkskin 11 Taking on the aspect of a tree, the wilder's skin itself grows sturdier against physical harm. The bonus scales with channeling skill.
vta13 Echos on the Wind 13 Using its own voice to call out about it, the wilder sends the image of its surroundings to another.

Skills

(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)

Skill Value
Alchemy Normal
Animal Handling Very Good
Archery Good
Armor Normal
Channeling Very Good
Conditioning Normal
Evasion & Dodging Normal
First Aid Very Good
Fishing Normal
Focus Bad
Foraging Normal
Gnosis Very Good
Kinesis Very Good
Larceny Very Bad
Lockpicking Very Bad
Lore Good
Mechanisms Very Bad
Melee Weapons Normal
Observation Normal
Outdoorsman Very Good
Parry Good
Shields Normal
Skinning Normal
Sorcery Bad
Stealth Normal
Tactics Normal
Throwing Normal
Unarmed Combat Normal