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ANIMISTS (2323)
While rangers are most frequently known as wilderness warriors, there are
a select few that focus on nature magic. Known as animists, these rangers
are distinct from druids in that the mystical feats they perform are not
communed from the spheres but rather cast from the fringes of the terrestrial
realm itself. The belief held by all rangers that spirits inhabit all of
nature is taken to an extreme by the animist, who calls upon these spirits to
work a witchery that is both respected and feared by those who confront him.
With their focus upon magic, animists sacrifice much of the combative abilities
learned by other rangers. Being very attuned to life forces, they are adept
in meditation techniques, and sensitive to any spiritual energy that is present
in the wilderness.
In addition, animists gain the following abilities: Ancestral Spirit, Animism,
Call Messenger, Cloud of Wasps, Gust of Wind, Primordial Vengeance, Speak with
Spirits, Spirit Allies, Spirit Guardian, Spirit Howl, Symbiosis, Trance, and
Zephyr.
Animists lose the following abilities: backrake, bearcharge, third attack,
shield cleave, charge, serpent strike.
Animism is folk magic developed collectively by the traditions of empaths,
vivimancers, spiritualists, and druids. As such, evil individuals are unable
to practice animism, as the nature spirits are too often unwilling to come
to the aid of one with selfishly destructive tendencies.
Races that can be animists are: Humans, Half-Elves, Elves, Wood-Elves,
Arials, Gnomes, Svirfneblin, Saurians, and Centaurs.
See also: EXPERTISE, ANIMISM, TRANCE, PRIMORDIAL VENGEANCE, ZEPHYR, SPIRIT
HOWL, SPIRIT ALLIES, SPIRIT GUARDIAN, CALL MESSENGER, CLOUD OF WASPS, SPEAK
WITH SPIRITS, GUST OF WIND, RANGER, SYMBIOSIS