Druids
Gifted — Sorcerer
Healing · Weather Control · Conjuration
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Overview
Druids are shapers of the natural and elemental world. Their three areas of practice are Healing (magical acceleration of natural healing), Weather Control (influencing local atmospheric conditions), and Conjuration (summoning or moving objects and beings through space). Druids are community-oriented — their strengths lie in sustaining, protecting, and maintaining. They are not dramatic. They are essential.
Starting Attribute Priority
| Category | Priority | Starting Points |
|---|---|---|
| Social | Primary | 7 points |
| Physical | Secondary | 5 points |
| Mental | Tertiary | 3 points |
School Abilities
●○○○○ Level 1 (No Gnosis) — Herbal Compound: a consumed tonic accelerates natural healing by 50% and grants +1 Stamina rolls for 24 hours. 30 minutes prep.
●●○○○ Level 2 (No Gnosis) — Weather Read: accurately predict local weather 72 hours out; sense approaching Wyrdstorms earlier than any technology. Roll Perception + Survival (diff 6).
●●●○○ Level 3 (1 Gnosis) — Healing Ritual: heal 1 Lethal or 3 Bashing on a willing target. 20 minutes of ritual contact, herbal components. Roll Wits + Medicine (diff 7).
●●●●○ Level 4 (2 Gnosis) — Weather Working: shift local weather within several city blocks for 6 hours — rain, fog, wind, temperature ±20°. Roll Wits + Survival (diff 8). One hour of ritual.
●●●●● Level 5 (3 Gnosis) — Summon: call a specific willing object or being from up to a mile away directly to the Druid's location. Roll Intelligence + Occult (diff 9). Arrives within a minute.
See also: Gifted overview · Character Creation Guide