Post by wildroze on May 25, 2017 0:59:13 GMT
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"Ring-a-round the roses,
Whomever gets the closest,
Ashes Ashes
We all fall down."
Basics:
"Nature Witches"
Nature Manipulation, also known as Druidism is a form of magic based around moving mother nature to do your bidding. It works only in area's where plantlife is fast and growing and will adapt to the situation depending on what area the user is in. Small twirling hand movements are needed for each cast to get the magic flowing from your palms out into the world but no fancy words are needed to get things going. It is rather passive and amazing for farmers and florists alike.
Abilities
Emotional Connection
Helping Hands
Growing Plantlife
Bringing dead plants back
Healing Nature based races
Trapping Vines
Spreading Thorns
"Nature Witches"
Nature Manipulation, also known as Druidism is a form of magic based around moving mother nature to do your bidding. It works only in area's where plantlife is fast and growing and will adapt to the situation depending on what area the user is in. Small twirling hand movements are needed for each cast to get the magic flowing from your palms out into the world but no fancy words are needed to get things going. It is rather passive and amazing for farmers and florists alike.
Abilities
Emotional Connection
Helping Hands
Growing Plantlife
Bringing dead plants back
Healing Nature based races
Trapping Vines
Spreading Thorns
Passive Spells
These spells are active when Mana is around and cause no harm.
These spells use mana with out even realizing it and are fleeting.
These spells are active when Mana is around and cause no harm.
These spells use mana with out even realizing it and are fleeting.
▸Emotional Connection: When starting the school of Nature Manipulation Camille grew a strong bond with nature as her first ever cast. A small radius around her is effected by her emotions from time to time as for example her being sad causes flowers to hang and anger causes it to straight up wilt. She uses mana during this process with out even knowing but after leaving the area or calming down everything turns back to normal her mana flooding back into her as if nothing happened. Because no lasting damage or effect is done it isn't technically one of her spells but still is something that often happens.
Mana: 5/12 per use. [Returns to her after using]
▸Helping Hands: Not being able to manipulate anything but nature moving objects around the house is often done by small flower based creators that are created with mana. They are never taller then an average human hand and can cause no harm and are easily destroyed. They can lift small things and help clean up as Camille likes using tiny mushrooms often for this as they clean up the forest anyhow. She puts small amounts of mana into the creators she then can't get to unless the creator is gone. Camille uses them to make tea.
Mana: 7/12 per use. [Returns to her after using]
▸Commune with Nature: Camille by concentrating can commune with the fauna on land, sea and sky though it is only one way. She knows the speech of most animals when this is activated but isn´t able to talk back just adjust herself to seem more friendly or fearsome. Tiny creatures such ass bug are something she can´t speak with. This would be example of hearing a mother bear just wants to protect it´s cubs or an animal being upset but the outside not showing it.
▸Burn Ointment: A sticky mix of Honey and lavender crushed together with large leafs and lemon juice to sooth burns and heal sunburns over time.
This mix is best used when cold. Apply to burn sides not the open wound.
▸Vomiting Potion: Moonrock salted water mixed with nettles and Bloodroot or Sanguinaria plant. No crushing or mixing needed, store in warm place.
Must be drank as soon as possible and with out breathing for maximum effect
▸Soothing Remedy: A crushed mix of Rose, Lavander and Jasmine flowers kept in a bottle for smelling uses only. Calms nerves and sooths those whom are hurt.
This is only a distraction from pain and not a solution.
Mana: 5/12 per use. [Returns to her after using]
▸Helping Hands: Not being able to manipulate anything but nature moving objects around the house is often done by small flower based creators that are created with mana. They are never taller then an average human hand and can cause no harm and are easily destroyed. They can lift small things and help clean up as Camille likes using tiny mushrooms often for this as they clean up the forest anyhow. She puts small amounts of mana into the creators she then can't get to unless the creator is gone. Camille uses them to make tea.
Mana: 7/12 per use. [Returns to her after using]
▸Commune with Nature: Camille by concentrating can commune with the fauna on land, sea and sky though it is only one way. She knows the speech of most animals when this is activated but isn´t able to talk back just adjust herself to seem more friendly or fearsome. Tiny creatures such ass bug are something she can´t speak with. This would be example of hearing a mother bear just wants to protect it´s cubs or an animal being upset but the outside not showing it.
Potion Creation
Potions created with a mix of herbalism and magic. No Mana needed
Potions created with a mix of herbalism and magic. No Mana needed
▸Burn Ointment: A sticky mix of Honey and lavender crushed together with large leafs and lemon juice to sooth burns and heal sunburns over time.
This mix is best used when cold. Apply to burn sides not the open wound.
▸Vomiting Potion: Moonrock salted water mixed with nettles and Bloodroot or Sanguinaria plant. No crushing or mixing needed, store in warm place.
Must be drank as soon as possible and with out breathing for maximum effect
▸Soothing Remedy: A crushed mix of Rose, Lavander and Jasmine flowers kept in a bottle for smelling uses only. Calms nerves and sooths those whom are hurt.
This is only a distraction from pain and not a solution.
Basic Spells
These spells cost a small amount of many but double the more it is used.
These spells cost a small amount of many but double the more it is used.
▸Growing Plantlife: Growing plants comes natural to someone that studies the school of Nature manipulation. When focusing on the area you want the plant to grow the process of growth will start to happen right infront of your eyes but at fourty times the speed. The larger the object the more mana it will cost and the more energy a person puts into it. Flowers and grass are grown with in seconds, Large bushes and tall flowers minutes and trees and order large creations hours.
Mana: 2/12 per use.
▸Bringing dead plants back: Dead plants and leafs about to fall of an autumn tree can be saved using mana and restored back to what they used to look like when in the prime of their growth.
Mana: 4/12 per use.
▸Healing Nature based races: Races such as Lallirn and Nature Dryads can be healed with this magic. They will feel a tingling sensation as any inside or outside damage is slowly restored back to when it was in it's prime.
This takes a lot of mana to do.
Mana: 8/12 per use.
▸Trapping Vines: Even though an Aura stops one from completely being trapped vines are often used for defense or attack wrapping around ankles or midriffs to try and halt the enemy or slow them down. With proper concentration they can be used as tendrils/snakes to be fully controlled by the castor but this takes practice to archive
Mana: 8/12 per use.
▸Spreading Thorns: Indirect harm can be caused by growing thorns over and around things fast so enemies aren't able to touch them with out thorns digging into their skin. The castor can also do this around themselves but as it has to touch something to grow around this inflicts pain upon them.
Mana: 10/12 per use.
▸
Mana: 2/12 per use.
▸Bringing dead plants back: Dead plants and leafs about to fall of an autumn tree can be saved using mana and restored back to what they used to look like when in the prime of their growth.
Mana: 4/12 per use.
▸Healing Nature based races: Races such as Lallirn and Nature Dryads can be healed with this magic. They will feel a tingling sensation as any inside or outside damage is slowly restored back to when it was in it's prime.
This takes a lot of mana to do.
Mana: 8/12 per use.
Defense Spells
These spells cost large amounts of Mana
These spells cost large amounts of Mana
▸Trapping Vines: Even though an Aura stops one from completely being trapped vines are often used for defense or attack wrapping around ankles or midriffs to try and halt the enemy or slow them down. With proper concentration they can be used as tendrils/snakes to be fully controlled by the castor but this takes practice to archive
Mana: 8/12 per use.
▸Spreading Thorns: Indirect harm can be caused by growing thorns over and around things fast so enemies aren't able to touch them with out thorns digging into their skin. The castor can also do this around themselves but as it has to touch something to grow around this inflicts pain upon them.
Mana: 10/12 per use.
▸
Camille's Development
Mageship: Novice
Elemental: Nature Manipulation
Current Mana Limit: 18
Aura: 7
Abilities Known: 5
Abilities Mastered: 0
Ability Meter:
Mageship: Novice
Elemental: Nature Manipulation
Current Mana Limit: 18
Aura: 7
Abilities Known: 5
Abilities Mastered: 0
Ability Meter: