Druid Guild Powers

Druid Guild Powers power list

INF files

For visually impaired users using screen readers, each power description is separated by a heading so you can navigate with the H key.

Spell Name: Magic Flower

SP Cost: 30 + Level * 3
Syntax: magicflower <short> <type>
Skills used: magic spells, magic elements
Description:
A beautiful and naturally healing staple of nature is the
magic flower. As a druid, you can create a flower of
the types and colors listed below. The flower can
be smelled and releases a healing aroma to the person
who has it. The strength of the healing is based on
your skills. You must be in the forest to create a
magic flower.
short: This designates a single word name of the flower. If
you make a silky soft rose, your short word might be
rose and the flower will be able to be identified by
that word.
Colors: blue, brightblue
green, brightgreen
red, brightred
brown, yellow
white, black, grey
teal, aqua
purple, pink
Types: Can be any valid flower type that does not contain odd
characters. Should not be more than four words in length.
Example: magicflower rose red soft rose
(becomes a soft rose, red in color)
magicflower orchid purple large orchid
(becomes a large orchid, purple in color)
Note: Do not use bogus flower names that are not realistic and
Do NOT use ascii characters in your flower name like:
<>{}()&* or other characters. Doing so will get you
removed from the guild.

Spell Name: Summon Insects

SP Cost: 25
Syntax: summoninsects <target>
Skills used: magic spells, magic elements, cleric faith
Description:
Using the magic of nature and your cleric faith you can call a
small swarm of insects to harrass and bite your enemy. While
not a powerful spell, it still can be effective and cause
discomfort. The damage inflicted by the insects is based on
your skills.

Prayer Name: Heal

SP Cost: amount + 10
Syntax: heal <target> <amount>
Skills used: cleric faith, cleric knowledge
Description:
This prayer heals the target the amount that you specify.
The actual healing power and true amount the target is
healed is dependant on your skills. The minimum amount
of healing is 25.
The target must be in the same room as the cleric. If the
target is devoted to the faith of the cleric, they will
receive extra healing.
Because of the focus involved in healing you must wait a
few moments before healing again, therefore you should
take care in healing small amounts repetatively as this
can be detrimental.

Prayer Name: Learn Devotion

SP Cost: 50
Syntax: learndevotion <player>
Skills used: cleric faith, cleric preach
Description:
This prayer seeks out the aura of another person and
tells you what religious affiliation they have.
Success is based on your abilities and the abilities
of your target.

Spell Name: Thorns

SP Cost: 40
Syntax: thorns <target>
Skills used: combat attack, magic spells, magic elements
Description:
These deadly thorns will materialize from the Druid and
burst into the target with cutting abrasion. The number
and sharpness of the thorns is dependant on your skills
and level.

Prayer Name: Camouflage

SP Cost: 35
Syntax: camouflage
Skills used: cleric faith, mental focus, magic defense
Description:
A similar prayer to the whisper walk, camouflage is the
art of taking on the forest surroundings and becoming
virtually invisible within them. With skilled training
and the proper knowledge you can disappear into the
forest from all but the most discerning eye. Success
is based on your skills and level.

Spell Name: Needles

SP Cost: 60
Syntax: needles
Skills used: combat attack, mental discipline, magic elements
Description:
Magically transforming pineneedles into hardened and sharp
instruments of death, you can command and send these tiny
spears into all of your enemies. You must be in combat to
send the needles into your foe, but with proper skill levels
your enemies will wish for powerful armour to protect against
the onslaught.

Prayer Name: Barkskin

SP Cost: 75
Syntax: barkskin
barkskin remove
Skills used: mental discipline, mental focus, cleric preach
Description:
With this prayer you call upon arcane powers and turn your
skin into tough bark for a long period of time. This bark
protection will add an extra layer of armour to your body,
minimizing powerful blows without adding weight. The
strength of the bark is based on your level and skills.
Barkskin can be removed with the command: barkskin remove.

Spell Name: Rootbind

SP Cost: 50
Syntax: rootbind <target>
Skills used: magic elements, magic spells, cleric preach
Description:
Calling up roots from the ground to inhibit your enemy
is a technique often used in order to stop a person
getting away from a druid. The target's legs will be
wrapped and held in strong roots until the spell wears
off. The duration and strength of the roots are based
on your skills and level.

Spell Name: Summon Bird

SP Cost: 50
Syntax: summonbird <target>
Skills used: cleric knowledge, mental focus, magic elements
Description:
Calling a bird to be your eyes, you can send this seeker to
your target and see what they see. This is an unobtrusive
method of seeking out someone.
Success will allow the bird to see the target without being
seen, however failure will cause your bird to be noticed.
The success is based on your skills and level and the skills,
level, wisdom, and dexterity of your target.
Birds can only find targets that are outdoors and failure will
cause you to lose your bird for a short period.

Prayer Name: Heal Far

SP Cost: amount + 10
Syntax: healfar <target> <amount>
minimum amount is 25
Skills used: cleric faith, cleric knowledge
Description:
Using the healing powers you have learned in earlier
training you can now heal a person from far away. This
has been known to save many lives in distant danger.
This prayer heals the target the amount that you specify
and like the normal heal, the power of healing is based
on your skills. If the target is devoted to the faith of
the cleric, they will receive extra healing.
The target must be devoted to your faith or well known
by you in order to be healed from a distance. Such mental
and/or spiritual connection is needed for the prayer to
operate.

Prayer Name: Whisper Walk

SP Cost: 20
Syntax: whisperwalk <direction>
Skills used: cleric faith, mental discipline, magic defense
Description:
Every druid learns the art of movement in complete silence, having
become one with the animals of the forest and the religion of
nature, you can move without being seen while in a forest area.
Some skill is required and the ability to move undetected is
based on your skills and level.

Technique Name: Preach

SP Cost: 20
Syntax: Preach <text>
Skills used: None
Description:
As a cleric you can learn the ability to preach to the masses. By
preaching, your words are more noticeable and spoken with more
authority than otherwise seen in talking or yelling.
Preaching is a local prayer only affecting those in the immediate
area where you preach.

Prayer Name: Lightning

SP Cost: 60
Syntax: lightning <target>
Skills used: cleric faith, combat attack, magic spells
Description:
At one with the elements of nature, the Druid can focus
the energies of the sky and send lightning the target.
This energy attack will pound through armour and skin
burning the flesh in a bright display of energy.
The power of the lightning is based on your level
and skills.

Prayer Name: Mushrooms

SP Cost: 75
Syntax: mushrooms
Skills used: None
Description:
In a combination of magic and nature, the Druid has always
referred to herbs as the intoxicating drug of choice. However,
in recent years the druids have found a way of combining the
soil of the earth with magic in order to create a type of
mushroom that has a strange hallucinogen.
Eating this mushroom once created can cause strong intoxicating
effects, but more than this it has been known to focus the body
and mind in such a way that it can cause powerful effects in
combat.
You must be in the forest to make mushrooms.

Prayer Name: Summon Earth

SP Cost: 100
Syntax: summonearth
Skills used: cleric faith, cleric knowledge, cleric preach
magic defense, magic spells, magic elements
Description:
The first of the elemental beings that a druid can summon,
the earth elemental is a powerful, yet non aggressive
elemental that can be ordered to carry items for the druid.
The strength and abilities of the elemental are based on your
level and skills.
The following commands can be given to the elemental after
it is formed and summoned:
order elemental to follow me - the elemental will follow you.
order elemental to unfollow me - the elemental will stop following.
order elemental to get <item> - the elemental to get something.
order elemental to drop <item> - the elemental to drop something.
order elemental to dissolve now - dissolves the elemental.
Note: Only one elemental can be summoned at a time. If you have
problems with the elemental because of disconnect or a server
reset you may have to wait up to 10 minutes to summon your
elemental again.

Prayer Name: Howl

SP Cost: 50
Syntax: howl
Skills used: cleric faith, cleric knowledge, magic defense
Description:
In a primal call of the wild you can become in sync with
the dangerous animals of the forest and emit a ferocious
howl causing all around you to fear you and lose mental
energy from the ferocity of your howl. The damage done
to your enemies is dependant on your skills and level.
If called during combat the howl will only affect your
enemies, if called prior to combat it will affect
everyone in the area.

Spell Name: Vinehold

SP Cost: 50
Syntax: vinehold <target>
Skills used: magic elements, magic spell, cleric preach
magic defense
Description:
Similar to the rootbind but much more useful in combat, the
vines in this spell hold the target so they cannot attack
or fight against you. These vines surround the arms of your
target and inhibit them from striking with normal attacks.
The target will be wrapped and held in strong vines until
the spell wears off. The duration and strength of the vines
are based on your skills and level.

Prayer Name: Devotion

SP Cost: --
Syntax: Read the sign at the Temple
Skills used: --
Description:
This prayer is the ability to allow a another person to
devote themselves fully to your beliefs. With devotion
comes the ability to do several things that aren't
normally possible. Read help devote for a further
explanation of this ability.

Prayer Name: Create Herbs

SP Cost: 40
Syntax: createherbs
Skills used: cleric faith, cleric knowledge, cleric preach
Description:
In older times, before the advent of modern medicine, the pure
medicine of nature was found in herbs. Using your faith and
knowledge of nature you are able to create and form powerful
healing herbs. These herbs will possess both spiritual and
physical healing properties and can be given to others to
assist them. The strength of healing is based on your
level and skills.
You must be in the forest to create herbs.

Prayer Name: Stall

SP Cost: 25
Syntax: stall <player> <target>
Skills used: mental focus, mental discipline
Description:
Using knowledge of the creatures in nature and the land
you can affect them and stop them from following someone.
Because of the focus needed you cannot use this on yourself
but only other adventurers. Success is based on the skills
and level of the druid and that of the creature following.
This ability is only effective outdoors and against
creatures not adventurers.

Prayer Name: Summon Water

SP Cost: 150
Syntax: summonwater
Skills used: cleric faith, cleric knowledge, cleric preach
magic defense, magic spells, magic elements
Description:
The water elemental is able to protect you with its natural
abilities to form a water barrier. Care must be taken when
ordering the elemental to protect you, because once the
elemental begins fighting an enemy you cannot stop them
without dissolving the elemental. The strength and abilities
of the elemental are based on your level and skills.
The following commands can be given to the elemental after
it is formed and summoned:
Normal:
order elemental to follow me - the elemental will follow you.
order elemental to unfollow me - the elemental will stop following.
order elemental to protect me - the elemental protects you.
order elemental to unprotect me - the elemental stops protecting.
order elemental to dissolve now - dissolves the elemental.
Note: Only one elemental can be summoned at a time. If you have
problems with the elemental because of disconnect or a server
reset you may have to wait up to 10 minutes to summon your
elemental again.

Prayer Name: Marry

SP Cost: --
Coin Cost: 100,000 Coppers
Syntax: marry <groom> <bride> <description>
Skills used: None
Description:
The ability to marry a couple is limited to the orders of
religious guilds. Marriage may be performed or ordered
according to your guild directions. Marry performs the
final rights and announces the marriage to the world.
The cost of this ability is 100 crowns for marriage and
is taken directly from your bank account. Divorce is
more costly, costing 100 crowns per person. Divorce may
be done individually, but marriage requires both parties
to be present.
Married couples will not forget eachother even in death.
OOC NOTES: The syntax you use will show you how your
marriage description will be seen around the
world and ask you for confirmation. After
you confirm the message will be relayed. This
allows you a chance to practice.
See also: inf divorce.

Prayer Name: Blast

SP Cost: 80
Syntax: blast <target>
Skills used: cleric faith, combat attack, magic spells
magic elements
Description:
Using the forces around you of wind and fire, the blast
sends a powerful blow of energy into your enemy smashing them
forcefully. The blast has been known to break bones
and cause internal damage to your foe. The power and
force of the blast is base on your skills and level.

Spell Name: Shapechange

SP Cost: Dependant on form
Syntax: shapechange <form>
shapechange revert (returns to your form)
Skills used: mental discipline, magic spells, cleric faith
Description:
This dangerous and exotic spell is a power of controversy in
the Druids Guild. Some of the more staunch and conservative
leaders in Surik feel that it is an abomination, while younger,
dynamic druids may enjoy the creativity and wild abandon of
this diverse magic. The type of shape and power is dependant
on the druid's level and skills.
Because of the taxing nature of taking on an alternate shape,
you will find that your own speech patterns change as well as
your abilities to don armor, wield weapons, or use powers
while in the form. However, depending on the shape, you will
be very dangerous with unarmed attacks and you will have
higher abilities to avoid hits and inflict damage.
The following powers are also part of the shape change:
Form Cost Level Special Abilities
------------------------------------------------------------
Fox 100 16 Speed and Endurance.
Tiger 150 19 Strength and Health.
Hawk 200 23 Magic, Endurance, and the ability
to fly back to the guild from a
forest (fly). This costs 100 energy.
Dragon 300 25 Health, Magic, and the ability to
breathe flames (breatheflames).
This costs 100 energy.

Prayer Name: Disfellowship

SP Cost: --
Syntax: Read the sign at the Temple
Skills used: --
Description:
This prayer removes the ability of another person's
devotion to your religion. Disfellowshipping someone
is a serious act and should be only for severe
reasons. Read help devote for a further explanation
of this ability.

Prayer Name: Divorce

SP Cost: --
Coin Cost: 100,000 Coppers per person
Syntax: divorce <name> <description>
Skills used: None
Description:
The ability to divorce is the offset of marriage, but
the cost is double, in the sense that it costs
100,000 coppers per person instead of for both. This
is because each person must have a cleric divorce them
as the power is to the individual declaring the divorce.
Marriage is a sacred event and should be done with
all seriousness. The action of divorce is left up
to the clerical guilds and religions to determine
when it should occur This means that the guild or
cleric can decide what extra punishment may be
meted out beyond the cost.
OOC NOTES: The syntax you use will show you how your
divorce description will be seen around the
world and ask you for confirmation. After
you confirm the message will be relayed. This
allows you a chance to practice.
You must do this for BOTH people.
See also: inf marry.

Spell Name: Sea Winds

SP Cost: 50
Syntax: seawinds
Skills used: magic spells, magic elements
Description:
The winds of the sea are something that you have the ability
to change. Using this power of nature you can cause the winds to
blow aboard the ship they are on, allowing the captain of the
ship to sail more quickly than otherwise possible.
Success or failure is based upon your skills and level.

Prayer Name: Summon Wind

SP Cost: 200
Syntax: summonwind
Skills used: cleric faith, cleric knowledge, cleric preach
magic defense, magic spells, magic elements
Description:
The wind elemental is able to attack your enemies and
even follow them in battle. The wind elemental can also
protect you. It has some special attacks that can be
called upon against your enemies. The strength and
abilities of the elemental are based on your level and
skills.
The following commands can be given to the elemental after
it is formed and summoned:
Normal:
order elemental to follow me - the elemental will follow you.
order elemental to unfollow me - the elemental will stop following.
order elemental to protect me - the elemental protects you.
order elemental to unprotect me - the elemental stops protecting.
order elemental to hpall now - orders elemental report status.
order elemental to attack <target> - orders elemental to attack the target.
order elemental to tornado all - sends a tornado into all enemies.
(This will cost the elemental 100 energy).
order elemental to dissolve now - dissolves the elemental.
Note: Only one elemental can be summoned at a time. If you have
problems with the elemental because of disconnect or a server
reset you may have to wait up to 10 minutes to summon your
elemental again.

Spell Name: Form Nature

SP Cost: 100
Syntax: formnature <title>
Skills used: None
Description:
This very powerful illusion is the picture of nature in the
druid's mind brought to life. The druid has the ability to
form a scene of nature transforming the area they are standing
in to the visage they imagine.
This can only be accomplished outdoors in a forest, desert,
or plains area.
OOC Details on Form Nature:
-----------------------
The title you select will be the room description's main title
and that used for blind players to see in brief mode. It is
limited to 40 characters in length.
The main description of the room is created after you set the
title. You enter the editor and have up to 40 lines to create
the description of the room. Three spaces (the standard indent)
will automatically be placed on your first line to conform with
all room descriptions.
You will have the choice to keep what you have written or abort
it. You will only be charged the cost if you keep it.

Prayer Name: Storm

SP Cost: 150
Syntax: storm
Skills used: cleric faith, cleric preach, combat attack,
magic spells, magic elements
Description:
In a fury of thunder, lightning, hail and wind, this
violent storm will thrash anyone who is fighting against
you. The storm will cause severe damage during several
rounds as the winds increase and the lightning rains
down on your enemies. The intensity and power of the storm
is based on your level and skills.

Prayer Name: Haunt

SP Cost: 90
Syntax: haunt
Skills used: cleric faith, cleric preach, cleric knowledge
magic defense, magic spells
Description:
Only available within forests, the haunt is a powerful
prayer that sends spirits and frightening noises through
the forest causing everyone to be smitten with extreme
fear to the place that you haunt. Anyone in the area or
walking in the area will run in fear in a random
direction. The duration of the haunt is based on your
skills and level.
Note: This power will not effect druids or monsters.

Prayer Name: Vision

SP Cost: 250
Syntax: vision <target>
Skills used: --
Description:
This prayer will bring the powers of your faith to bear and
compile a vision of dramatic proportions in the form of your
prayer to the intended target. Use of this prayer must be
seldom for the power of the vision can alter the targets
life with the thoughts that they will perceive.
A vision is to be used to guide and create a mystic
direction for a person. It is not to be used as the voice of
a God. Using visions to force new players toward a religion
or make a player think a God is talking to them is against
the rules.
Your target must be aware in order to receive the vision.
(ooc: they must be online.)
Note: Because of the cost and time it takes to be able to
use this power, you might want to create the vision
in a text editor and mud mail it to yourself first
to ensure proper format.

Prayer Name: Summon Fire

SP Cost: 250
Syntax: summonfire
Skills used: cleric faith, cleric knowledge, cleric preach
magic defense, magic spells, magic elements
Description:
The most powerful and dangerous of the elementals is the
fire elemental. It is able to attack your enemies and
follow them in battle as well, but cannot protect you.
It is a devastating elemental that has several dangerous
attacks that can be combined to unleash terror on your
enemies. Like other elementals its strength and abilities
are based on your level and skills.
The following commands can be given to the elemental after
it is formed and summoned:
Normal:
order elemental to follow me - the elemental will follow you.
order elemental to unfollow me - the elemental will stop following.
order elemental to hpall now - orders elemental report status.
order elemental to attack <target> - orders elemental to attack the target.
order elemental to flame <target> - sends shards of hot flames into target.
(This will cost the elemental 75 energy).
order elemental to fireball <target> - sends a ball of fire into target.
(This will cost the elemental 100 energy).
order elemental to cone all - sends a cone of fire into all enemies.
(This will cost the elemental 200 energy).
order elemental to dissolve now - dissolves the elemental.
Note: Only one elemental can be summoned at a time. If you have
problems with the elemental because of disconnect or a server
reset you may have to wait up to 10 minutes to summon your
elemental again.

Spell Name: Create Ankh

SP Cost: 250
Coin Cost: 1000 coppers
Syntax: createankh
Skills used: cleric knowledge, magic defense, magic elements
Description:
The ankh is a symbol of nature and as such the more powerful
druids can form the ankh from the world elements. The finalized
version is a powerful amulet that can be worn around the neck.
It will provide powers to the wearer based on the skills and
level of the creator.
The ankh gets its power from nature, therefore it is only
active while the wearer is outside. The wearer will feel an
increase in body and mind as they wear the ankh.
Success or failure in creation is based on the druid's skills
and level. On success you will have to wait a significantly
longer time to create another ankh than you will on failure.

Spell Name: Wall of Vines

SP Cost: 75
Syntax: vinewall <direction>
Skills used: magic defense, magic elements, mental focus
cleric preach
Description:
This spell brings forth a wall of vines near an exit.
The vines will contain sharp thorns that will cut
and scratch anyone attempting to go out the exit
where the vines are set.
The vines will not harm any druids and will form a
passage for a druid to go through.
Example: vinewall east

Spell Name: Wall of Water

SP Cost: 50
Syntax: waterwall <direction>
Skills used: cleric faith, magic defense, magic elements
Description:
The ocean is a dangerous and powerful place of nature and can
be manipulated by the powerful druid. With control over the
elements you can form a wall of water in the midst of the ocean
that will block any ship or creature from moving in the
direction where the wall of water is.
The massive unmoving wall of water will last for a duration
based on the skills and level of the druid. Passing the wall
is impossible for both ships and creatures in the sea.
The length of time the wall is in place is based on the skills
and level of the druid.
Example: waterwall east

Prayer Name: Stall All

SP Cost: 50
Syntax: stallall <player>
Skills used: mental focus, mental discipline, cleric preach
Description:
Similar to the stall in this case you affect the entire area and
stop the following of all creatures who are following the player
you select. Success is based on the skills and level of the druid
and that of the creatures following.
This ability is only effective outdoors and against creatures
not adventurers.

Prayer Name: Sea Storm

SP Cost: 200
Syntax: seastorm
Skills used: cleric faith, cleric preach, cleric knowledge,
combat attack, magic spells, magic elements
Description:
Similar to the storm, the sea storm is found only at sea and
affects those in the water and ships and to a lesser extant
those on ships. The storm will batter a ship and those on
board, but will severely thrash anyone swimming in the water.
The fury of the lightning, thunder, hail, and wind will do
damage based on the level and skills of the druid who formed
it. The limit to the sea storm is that it remains where it
is created. You must be in the ocean to create the sea storm.
The only protection against the sea storm is to have the
druid who created it on board your ship. They have the power
to protect the ship from the fury of the storm.

Prayer Name: Campfire

SP Cost: 200
Syntax: campfire
Skills used: magic spells, mental focus, mental discipline
cleric faith, cleric knowledge
Description:
The campfire is a historical part of a druids existence,
having been created in ancient times as a type of seance
for the spiritual. During the campfire the druid speaks
in the ancient tongue of nature using a type of song
with words of power to encourage and bolster everyone
in the area.
During the seance those affected will increase in health,
power and endurance as a result based on the skills and
level of the druid building the campfire. It should be
noted that the druid is not affected by the campfire as
others are.

Spell Name: Bouquet

SP Cost: 150
Syntax: bouquet <size> <color> <name>
Skills used: cleric knowledge, magic elements
Description:
The method to create a group of flowers into a bouquet is
something only perfected by the most powerful of druids.
The knowledge of elements and clerical healing is used
to combine a group of flowers into a singular bouquet.
The bouquet can then be smelled for healing power based
on the flowers used and the skills of the druid. There
are two sizes of bouquets. Small - six flowers are used
to make this bouquet and it can be used three times.
Large - twelve flowers are used to make this bouquet and
it can be used six times.
You must have the correct number of druid flowers with
you in order to make a bouquet. During the creation
of the bouquet you are able to make a full description
of what it looks like. Unlike the druid flowers, the
bouquet can be created anywhere.
size: small or large.
Colors: blue, brightblue
green, brightgreen
red, brightred
brown, yellow
white, black, grey
teal, aqua
purple, pink
Name: Can be any valid name, however bouquet is always attached
to the name and your name should not be more than four
words in length.
Example: bouquet small brightred soft rose
(becomes a soft rose bouquet, bright red in color)
bouquet large green large orchid
(becomes a large orchid bouquet, green in color)
Note: Do not use bogus bouquet names that are not realistic and
Do NOT use ascii characters in your bouquet name like:
<>{}()&* or other characters. Doing so will get you
removed from the guild.

Spell Name: Thunderbolt

SP Cost: 250
Syntax: thunderbolt <target>
Skills used: All
Description:
When one of the first druids went on a meditative trek
into the mountains near the nation of the dwarfs, it is
said the he met with a demon and in combat he formed
a combination of lightning and blast and, in near death,
he called upon the storm. In the midst of this frenzy
of powers, a hybrid was created that was forever known
as the thunderbolt.
This massive destructive energy force is not only
damaging, but also is immediate when it collides into
your enemy, giving them no chance of escape. It has
been known to reduce the mighty to a crumbled, steaming
pile of ash. The intensity and destruction of the
thunderbolt is based on your level and skills.
Because it is a power of nature the thunderbolt is even
more devastating in the forest.

Prayer Name: Hawk Flight

SP Cost: 200
Syntax: hawkflight <target>
Skills used: mental focus, mental discipline, cleric faith
Description:
Having learned to fly as a hawk, when you gain more
experience and knowledge you can train yourself to fly to
a friend. Using hawk flight you direct your landing at
a person that you know well. On success you will fly to
them.
Both you and your target must be outside when you use
hawk flight. You must also be in the form of a hawk and
it takes time to focus and fly to your target.
Failure will result in no flight.

Prayer Name: Stall Area

SP Cost: 100
Syntax: stallarea
Skills used: mental focus, mental discipline, cleric preach
Description:
Similar to the stall all, however this power will stall all creatures
in the area against all adventurers excepting yourself. This will
stop the following of all creatures against everyone in the area.
Success is based on the skills and level of the druid and that of
the creatures following.
This ability is only effective outdoors and against
creatures not adventurers.

Prayer Name: Storm Cloud

SP Cost: 100
Syntax: stormcloud
Skills used: cleric faith, cleric preach, combat attack,
magic spells, magic elements
Description:
The storm cloud is a stationary storm that resides in an
area inflicting damage to anyone except for the druid that
called the cloud. A powerful druid with adept skills can
call this storm anywhere, even indoors which can be quite
the event.
The violence and damaged caused is based on the skills and
level of the druid and that of the person being pummeled.

Prayer Name: Stone

SP Cost: 300
HP Cost: Varies
EP Cost: Varies
Syntax: stone <target>
Skills used: cleric faith, cleric preach, cleric knowledge,
combat attack, mental focus, mental discipline
Description:
A secret of changing one element for another, the ability to
turn flesh to stone has been a topic of debate amongst the
druids for millennia. Some feel it is a power best not tampered
with, while others find it fascinating and indulging. Whatever
the case, turning a person to stone is deadly in the extreme.
During the call of power you must first watch as your own hand
turns to stone then by touching your target you send the power
of stone into them, overcoming their will and on full success
turning them completely into stone which of course will kill
them.
On partial success the person is locked in a solid state unable
to move, fight, or speak for a duration of time. Minimal success
will leave the victim wounded in mind, body, and spirit.
Failure can be devastating to the druid, causing you to turn
partially into stone or just severely draining your body, mind
and spirit.
Much care should be taken when attempting to utilize secret
powers of nature.

Prayer Name: Hurricane

SP Cost: 300
Syntax: hurricane
Skills used: cleric faith, cleric preach, cleric knowledge,
combat attack, magic spells, magic elements
Description:
Similar to the sea storm, the hurricane is also only found at
sea. It affects those in the water, ships and to a lesser extant
those on ships. The hurricane will batter a ship and those on
board, but will demolish anyone swimming in the water.
The twisting winds and waves the hurricane creates will batter
a ship doing damage based on the level and skills of the druid
who formed it. Unlike the sea storm, the hurricane moves with
nature through the sea wreaking havoc in its wake.
The only protection against the hurricane is to have the druid
who created it on board your ship. They have the power to
protect the ship from the winds of the hurricane.

Prayer Name: Haven

SP Cost: 250
Syntax: haven
Skills used: cleric faith, magic defense, mental focus
combat defense, magic elements, cleric preach,
cleric knowledge
Description:
The usage of nature as a defensive haven is a power known
only to the strongest of druids. By using the particles of
plants and trees a druid can create a protective haven to
survive in during dangerous situations.
The haven can only be formed outside and on solid ground.
It takes some time to build and because of the focus needed
it cannot be accomplished during combat.
Once complete the druid who created the haven can enter or
leave it at leisure. Only the druid creating the haven is
able to utilize it. The haven can be destroyed by those
outside of it in time if they have the strength and power
to do so.
The duration and strength of the haven is based on the
druid's skills and level.

Spell Name: Solar Flare

SP Cost: 600
Syntax: solarflare <target>
Skills used: All
Description:
The building of a power of the magnitude of the solar
flare is one that is time consuming and fully focusing
for the druid who has reached the height of power within
the guild of nature. The time it takes to create and
send a solar flare is directly related to the awesome
power unleashed in this devastating attack.
Gathering the forces of the cosmos, the druid taps into
the power of the sun and forms a flare of massive energies,
sending it to the target chosen. Warning is given as the
first lights of the flare shine toward the target, but that
is all the preparation granted as the flare builds in
power and force.
When the flare strikes the area where the target resides,
the entire land is incinerated with a cosmic blast frying
everyone in the area and in most cases blowing those
that are not immediately destroyed out of the room in
the subsequent concussion.
Care should be taken as anyone in the area, including
the druid sending the flare will be burnt by the caustic
flames.

Prayer Name: Haven Hold

SP Cost: 500
Syntax: havenhold
Skills used: cleric faith, magic defense, mental focus
combat defense, magic elements, cleric preach,
cleric knowledge
Description:
Similar to the original haven, the haven hold is a sanctuary
built by the druid that is more than just a singular protective
haven. The haven hold is larger and more powerful and allows
the druid to lead others into the haven virtually protecting
entire groups.
Like the original haven, the haven hold can only be formed
outside and on solid ground. It also takes some time to build
and because of the focus needed it cannot be accomplished
during combat.
Once complete the druid who created the haven can enter or
leave it at leisure and also lead others into the haven by
having them follow.
Like the original haven, the haven hold can also be destroyed
by others who have the strength and power available. The
duration and strength of the haven is based on the druid's
skills and level.

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