Difference between revisions of "Spellgrowing"

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<span class="DROPCAP">T</span>he energies of all living things are connected, [[druids]] are able to tap into this energy and use it if they wish. They can make living things grow or wither, [[heal]] or hurt, sicken or cure, all in the name of balance. They can also use nature, its children and its elements as tools to carry their purpose and will stop at nothing when defending their ideals.
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The energies of all living things are connected, [[druids]] are able to tap into this energy and use it if they wish. They can make living things grow or wither, [[heal]] or hurt, sicken or cure, all in the name of balance. They can also use nature, its children and its elements as tools to carry their purpose and will stop at nothing when defending their ideals.
  
 
Spellgrowing spells are often referred to as spellgrowths and usually take a very long time to cast and are often ritualistic in nature, requiring several casters at the same time.
 
Spellgrowing spells are often referred to as spellgrowths and usually take a very long time to cast and are often ritualistic in nature, requiring several casters at the same time.
  
 
''In NWN, spellgrowing usually translates directly into druidic magic.''
 
''In NWN, spellgrowing usually translates directly into druidic magic.''

Latest revision as of 15:02, 11 March 2019

The energies of all living things are connected, druids are able to tap into this energy and use it if they wish. They can make living things grow or wither, heal or hurt, sicken or cure, all in the name of balance. They can also use nature, its children and its elements as tools to carry their purpose and will stop at nothing when defending their ideals.

Spellgrowing spells are often referred to as spellgrowths and usually take a very long time to cast and are often ritualistic in nature, requiring several casters at the same time.

In NWN, spellgrowing usually translates directly into druidic magic.