Nature's Strength

Nature's Strength is a localized amount of energy that a druid can call upon, similar to Mana or Sanctity. This page is primarily based upon the charts featured in the DFRPG.
== As Written ==
Strength 	Modifier 	Description
Primeval Wilderness 	+1 to +5.	Faerie forests. Wild places never visited by non-fey.DFRPG: Spells, p.6
Ordinary Wilderness 	+0 	Any place free from artificial development more advanced than mud huts and hiking trails. This doesn't necessarily mean "green" -- deserts and caves count!
Partial WildernessFanon term for this range	-1 	Nature envelops the druid or remains visible, but isn't prestine. Dungeons and tunnels are surrounded by soil on all sides. Tilled fields and clearings in forests are Partial.
Scant Wilderness 	-2 to -4 	Inside castles, fortresses, towers, and towns. Druids tend to feel a bit off in cities. Being in a park or other preserved area can improve Nature's Strength, while industrial areas like tanneries and smithies will lower it.
Destroyed Wilderness 	-5 to -9 	Places where the runoff from civilization has caused all but the hardiest wildlife. Vast open-pit mines, magitech factories, wizard-artillery testing grounds.
Defiled Wilderness 	-10 	Very rare, and often disturbingly quiet. Any place where mad wizardry or runaway alchemy has blasted away the topsoil and poisoned the earth. Some Elder Things have this effect.
== Homebrew: Nature's Strength Redux ==
The following is a homebrew revamp of Nature's Strength.
* First, allow small items that lower the druid's "un-Nature" penalty. A tiny jar of dirt from their garden, a twisted sprig from the nearest park.
* Second, some items should provide a little more mitigation. An Essential Wood necklace made by hand, or a potpourri from plants the druid had grown.
* Thirdly, redefine the three types of druids by giving them bonuses to casting (called "momentum") depending on how they play.
=== Three Druid Types ===
* Green Druids -- Defensive types focused on area denial and battlefield control. Gains momentum any time they draw an enemy into bad footing, knock a foe prone, or assist an ally's grapple. Don't forget Pollen Cloud!
* Red Druids -- Offense-based druids who command and improve animals, and may even shapeshift into them. Red Druids gain momentum any time they or an ally makes a successful unarmed attack (bites, claws, strikers, etc), as well as any time a foe becomes part of the food chain (poisonous creatures, undead, and Elder Things have to be burned to ash instead of eaten).
* Elementalists are regular caster-blaster types who are harder to define. Add momentum any time they knock an enemy around using a spell, or any time they've surrounded a foe with an element that wasn't already there -- knocking enemies into water, igniting foes, tripping them with shifting earth, etc. Throwing aquatic foes onto dry land also counts!
== See Also ==
* Nature's Strength Revisited (should be added to this page)Pyramid 3/68: Natural Magic, p.31
== References ==
* DFRPG: Spells, p.0 Cheat-Sheet
* DFRPG: Spells, p.4, p.6