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what are druids?
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<blockquote data-quote="Laurefindel" data-source="post: 9254642" data-attributes="member: 67296"><p>Historically, they used to have a distinct and clear identity as faux-celtic human priests; different from the faux-judo-christian-mixed-with-pseudo-Greek-polytheistic-mythology clerics available to all races (species).</p><p></p><p>Lets see the "facts"</p><ul> <li data-xf-list-type="ul">They are a class of spellcasters. Their spell lists somewhat hangs in-between that of wizards and clerics in terms of type of spells.</li> <li data-xf-list-type="ul">Their main thematic is "nature" and most of their spells and abilities reflect that.</li> <li data-xf-list-type="ul">They draw their magical powers from "untamed nature". Unlike clerics, they are not bound to worship (although they can and do in several settings).</li> <li data-xf-list-type="ul">They have taboos about armor (stating which they won't use) and weapons (stating which they do use). This bit is kinda wishy-washy and likely to go away in anniversary re-edition.</li> <li data-xf-list-type="ul">They can shapechange into animals. One subclass can do so in a way that is pretty useful in combat.</li> </ul><p></p><p>Personally, I find it plenty to work with. It is implied that it is a very old spellcasting tradition, using a more raw and less sophisticated magic (possibly a less intrusive and more sustainable one). Many settings have them built-in as an older and declining spellcasting tradition losing grounds to "civilization", the latter preferring contemporary religious believes (and divine magic) and the advanced-academia of arcane magic (wizards, really). Settings that do not have this wilderness/civilization dichotomy can take a different spin on druids.</p><p></p><p>[edit] I like to see them as proto-wizards, a spellcasting tradition predating all the others except perhaps bards, dating from a time where magic, taboos, and religious believes were inseparable. In essence, druids and wizards draw magic from the same "place" but druids take it "raw" through nature (or else wizards have learned to purify and refine the nature out of magic?). This gives druidic magic a distinctive color, with its advantages and limitations. Wizard magic is more refined and purified, allowing for much greater versatility at the cost of some "natural" elements that cannot be recreated once filtered out (mainly magical healing). Modern druids consciously continue this magical tradition out of reverence and respect, perhaps because this proximity to the source of magic is comfortable, ethically sustainable, more intuitive, and allow them to create a few magical effects that wizard magic cannot recreate anymore.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9254642, member: 67296"] Historically, they used to have a distinct and clear identity as faux-celtic human priests; different from the faux-judo-christian-mixed-with-pseudo-Greek-polytheistic-mythology clerics available to all races (species). Lets see the "facts" [LIST] [*]They are a class of spellcasters. Their spell lists somewhat hangs in-between that of wizards and clerics in terms of type of spells. [*]Their main thematic is "nature" and most of their spells and abilities reflect that. [*]They draw their magical powers from "untamed nature". Unlike clerics, they are not bound to worship (although they can and do in several settings). [*]They have taboos about armor (stating which they won't use) and weapons (stating which they do use). This bit is kinda wishy-washy and likely to go away in anniversary re-edition. [*]They can shapechange into animals. One subclass can do so in a way that is pretty useful in combat. [/LIST] Personally, I find it plenty to work with. It is implied that it is a very old spellcasting tradition, using a more raw and less sophisticated magic (possibly a less intrusive and more sustainable one). Many settings have them built-in as an older and declining spellcasting tradition losing grounds to "civilization", the latter preferring contemporary religious believes (and divine magic) and the advanced-academia of arcane magic (wizards, really). Settings that do not have this wilderness/civilization dichotomy can take a different spin on druids. [edit] I like to see them as proto-wizards, a spellcasting tradition predating all the others except perhaps bards, dating from a time where magic, taboos, and religious believes were inseparable. In essence, druids and wizards draw magic from the same "place" but druids take it "raw" through nature (or else wizards have learned to purify and refine the nature out of magic?). This gives druidic magic a distinctive color, with its advantages and limitations. Wizard magic is more refined and purified, allowing for much greater versatility at the cost of some "natural" elements that cannot be recreated once filtered out (mainly magical healing). Modern druids consciously continue this magical tradition out of reverence and respect, perhaps because this proximity to the source of magic is comfortable, ethically sustainable, more intuitive, and allow them to create a few magical effects that wizard magic cannot recreate anymore. [/QUOTE]
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