Groves is a skill available to those of the Druid and Sylvan classes. It allows practitioners to create a physical bond with the forest and, through that bond, exercise a variety of unique forestal abilities. This bond can be enhanced with the artefact known as the Lupine Plinth.
Abilities in Groves
- Harmony is available only to cityless or Eleusian Druids.
Ability | Description |
Perceive | Determine if a forest area is a Druidic grove. |
Imprint | Choose a forest location as your Druidic grove. |
Sever | Erase your imprint permanently from your grove. |
Energy | Determine how much sunlight your grove has stored. |
Who | Sense who is in the forest. |
Status | Discover information on the status of your grove. |
Look | See through the eyes of a forest into a distant location. |
Shake | Send a tremor throughout your grove. |
Elevate | Ascend into the treetops. |
Watch | Command your grove to report certain activity within it. |
Eject | Toss all but yourself out of your grove. |
Return | Return instantly to your grove from anywhere in the forest. |
Eyes | Locate everyone in the forest. |
Forestwatch | Know all entry and exit from the forest. |
Seal | Prevent night-time draining sunlight from your grove. |
Tend | Lovingly caring for your grove. |
Screen | Raise a screen against telepathy within your grove. |
Roots | Secure yourself to the ground with tree roots. |
Preservation | For one year, shield your grove from damage. |
Smudge | Remove ground-based runes from your Grove. |
Quarterstaff | Summon a Druidic quarterstaff from your grove. |
Calling | Call your loyal creatures back to your grove. |
Track | Constantly track the movement of anyone in the forest. |
Portal | Open a portal to your grove for anyone in the forest. |
Summon | After a time, bring anyone in the forest to your grove. |
Flow | Slip instantly from your grove to anyone in the forest. |
Imbue | Infuse your quarterstaff with the power of sunlight. |
Regrowth | Reform a sharpened quarterstaff. |
Cure | Cure someone of an affliction. |
Isolation | Transport yourself to the Grove of Isolation. |
Channel | Transfer energy to another Druid's grove. |
Vigour | Call on the invigorating warmth of sunlight. |
Remedy | Heal another of maladies and ailments. |
Rain | Conjuring a magical shower of rejuvenating rain. |
Fertility | Speed herb growth throughout the forest. |
Concealment | Hide all those within your grove from prying eyes. |
Harvesting | The ability to harvest plants for Concoctions. |
Harmony | Seek Nature's blessing through absolute harmony. |
Sharing | Granting the use of your grove to your allies. |
Flash | Send a flash of revealing light about your grove. |
Gate | Open a gateway of light. |
Hive | Create a hive of stinging bees to defend your Grove. |
Overgrowth | Return a runic totem to the embrace of Nature. |
Rejuvenate | Restore an exterminated room to its natural state. |
Snowstorm | Spread the white cloak of winter across the land. |
Wildgrowth | Ensnare your enemies with tenacious plantlife. |
Barrier | Tap into the earth magic to enable a magical defence. |
Forestbinding | Prevent all entry and exit from the forest. |
Resurrection | Restore yourself or a friend to life. |
Guardian | Summon an earth golem to guard your grove. |
Dampen | Destroy Magi vibrations and Bard harmonics in your grove. |
Lightning | During a storm, strike at your foe from the heavens. |
Panacea | Nature's touch can heal all ills. |
Portability | The ultimate expression of the bond with your Grove. |
At some point in the past, the following abilities were changed and/or removed from the skill and replaced:
Entangle | Command your grove to bind your enemies. |
Cage | Command the branches of your grove to seal it closed. |
Vigour | Absorb energy from your grove directly into your body. |
Thorns | Give life to the surrounding undergrowth to harm your foes. |
Trap | Form a cage of branches around anyone in the forest. |
Join | Lend support to another Druid in his grove. |
Exorcise | Drive entities of Chaos from your Grove. |
Displacement | Swap places with a target in the forest. |
Hinder | Call upon the forest to impede the progress of a foe. |
Hypercure | Constant healing of afflictions. |