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dom6:nature [2024/06/12 18:35]
fenrir
dom6:nature [2024/06/28 18:27] (current)
fenrir [Nature]
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 {{:misc:magic:nature.png?nolink }} **Nature** is a Sorcerous path of [[Magic]]. It is in some ways the most "Elemental" of the four, dealing in things of the world as they are, as long as those things are living. On the other hand, its spells are as subtle as snakes. {{:misc:magic:nature.png?nolink }} **Nature** is a Sorcerous path of [[Magic]]. It is in some ways the most "Elemental" of the four, dealing in things of the world as they are, as long as those things are living. On the other hand, its spells are as subtle as snakes.
  
-Nature mirrors [[Death]] in many respects, due to the green path's association with life. It governs far lower aspects of existence than [[Astral]]. And while [[Glamour]] and Nature go together well, Nature handles things squarely on the "waking" side of existence.+Nature mirrors [[Death]] in many respects, due to the green path's association with life. It governs far lower aspects of existence than [[Astral]]. And while [[Glamour]] and Nature go together well, Nature handles things squarely on the "waking" side of existence. In the Way of Five Elements, Nature is "expansive" and friendly.
  
 Nature is an unmistakably ancient path in Dominions, but one that the civilized races struggle to understand. Out in the wild, many wise or intelligent fellows have become masterful **Nature Mages**; in a controlled or comfortable setting, however, most struggle to surpass basic competence. A few nations in the [[nations-ma|Middle Ages]] try to "cultivate" or exploit Nature magic, but their "farms" either wither or grow sour by the [[nations-la|Late Ages]], resulting in the path's precipitous decline. And at this point, in an Age where fighters survive blows with [[Protection|armor]] instead of [[hit points|endurance]], only a few nations offer the old path the respect it deserves... Nature is an unmistakably ancient path in Dominions, but one that the civilized races struggle to understand. Out in the wild, many wise or intelligent fellows have become masterful **Nature Mages**; in a controlled or comfortable setting, however, most struggle to surpass basic competence. A few nations in the [[nations-ma|Middle Ages]] try to "cultivate" or exploit Nature magic, but their "farms" either wither or grow sour by the [[nations-la|Late Ages]], resulting in the path's precipitous decline. And at this point, in an Age where fighters survive blows with [[Protection|armor]] instead of [[hit points|endurance]], only a few nations offer the old path the respect it deserves...
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 ===== Path Boosting ===== ===== Path Boosting =====
  
-There are nine Nature boosters, two of whom are Artifacts. Of the seven accessed before [[Construction]] 7, only four require Nature skill; that leaves the ??Thistle Mace?? (Const 5, {{path>N2}}), the ??Armor of Twisting Thorns?? (Const 5, {{path>B3N2}}), the ??Moonvine Bracelet?? (Const 7, {{path>N3S1}}), and the ??Treelord's Staff?? (Const 7, {{path>N5}}). The Thistle Mace and the Treelord's Staff are both weapons, with the latter being a 2-handed weapon; however the Treelord's Staff provides **+{{path>N2}}** instead of +{{path>N1}}.+There are nine Nature boosters, two of whom are Artifacts. Of the seven accessed before [[Construction]] 9, only four require Nature skill; that leaves the ??Thistle Mace?? (Const 5, {{path>N2}}), the ??Armor of Twisting Thorns?? (Const 5, {{path>B3N2}}), the ??Moonvine Bracelet?? (Const 7, {{path>N3S1}}), and the ??Treelord's Staff?? (Const 7, {{path>N5}}). The Thistle Mace and the Treelord's Staff are both weapons, with the latter being a 2-handed weapon; howeverthe Treelord's Staff provides **+{{path>N2}}** instead of +{{path>N1}}.
  
 ??Strength of Gaia?? is the battlefield Nature-boosting spell. The problem is that it requires {{path>N3E1}}. ??Strength of Gaia?? is the battlefield Nature-boosting spell. The problem is that it requires {{path>N3E1}}.
dom6/nature.1718217346.txt.gz · Last modified: 2024/06/12 18:35 by fenrir