Class: Druid
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Spell Ideas:
| Level | Name | Description |
| Acid Rain | ||
| Acid Resist | ||
| Avalanche | Cold Damage to Area | |
| Barkskin | Raises AC harder to hit | |
| Blizzard | Area Cold | |
| Calefaction | Fire Damage | |
| Careless Lightning | Electric Damage | |
| Chaining Lightning | Area Chain Lightning | |
| Charm Animal | Charm Animal | |
| Circle of Light | Sunray Area | |
| Cold Snap | ||
| Contagion | Rotting Flesh Like | |
| Creeping Crud | 1d10 dam | |
| Dance of the Fireflies | Like Mirror Image | |
| Delay Poison | Halts effects temporarily | |
| Denev's Fury | ||
| Drones of Doom | Summons scarabs 1d12 | |
| Elemental Shell | Raises resist to all elements | |
| Ensnare | ensnares | |
| Fairie Fire | Increases victims AC | |
| Finger of Death | Like WOD | |
| Fire Seed | Food like bombs | |
| Flare | Blinds Mobs | |
| Fortify Stew | Magic stew full belly | |
| Frost | Cold damage | |
| Furor | Damage | |
| Fury of the Air | Wind Damage | |
| Goodberry | Goodberry | |
| Grove of Serenity | ||
| Guidance | Raises hitroll | |
| Immolate | Fire Damage | |
| Invigor | Like Vig | |
| Lightning Blast | Lightning Dam | |
| Lull | Sleepy Mob, Go to Sleep | |
| Mana | Transforms MV into Mana | |
| Mana Regeneration | Duh | |
| Monsoon | Water Damage Area | |
| Moonfire | Cold Damage | |
| Nature Feed | Druids can gather nourishment from their surroundings making them (No Hunger/Thirst) while spell is in affect , spell costs x amount of mana every so many tics. | |
| Nature's Walk | Invis and raise MV | |
| Neutralize Poison | Remove poison | |
| Obscuring Mist | Like Hide/sneak | |
| Pack Regeneration | Pack regeneration | |
| Scoraie | Fire damage | |
| Scyre | Like Locate object | |
| Shatter | Shatters mob weapon initiates | |
| Spellstaff | Stores a spell in a quarterstaff | |
| Stalker | Summons a plant creature | |
| Starfire | Fire Damage | |
| Starshine | Creates light | |
| Sticks to snakes | ||
| Sunbeam | Blinds and damage mob | |
| Sunburst | Stronger Sunray | |
| Sunray | Sunray | |
| Superior Camoflauge | Invisibility | |
| Superior Healing | Restores 300 hp | |
| Thistle shield | Like Sanc | |
| Thorncoat | Raises AC Harder to hit | |
| Thornwrack | Grows thorns and damage | |
| Treeform | Treeform | |
| True Aim | Increases chance of hitting target | |
| True Vision | Gives det align, invis, infra, mag | |
| Wall of Thorns | Poison shield like my thorns | |
| Waters Embrace | Water Damage Area | |
| Whirlwind of Ice | Ice Damage Area | |
| Wildfire | Fire Damage | |
| Wind Walk | Increases MV like fly | |
| Winged Death | Magic Damage | |
| Wolf Pack | Transforms into wolves | |
| Solid Fog | Creates a fog that stops all mob attacks |
- Leonal's Roar: Deals damage or paralyzes evil mobs and causes sonic damage type, no effect on good align mobs.
- Rain of Roses: Only cast outdoors, call forth a shower of rose petals that poisons mob, similar to my whip.
- Rain of Black Tulips: Stronger than Roses, but similar in idea, maybe disease with this one?
- Sunmantle: Cloak of sunlight envelopes person(loses about body when wore) same as Starmantle, but with Sun damage type and resistance.
- Earth Form: The Druid can shapeshift to hide from a mob into a pile of dirt, making the mob's memory be erased-kinda think like a possum playing dead. Druid cannot move nor cast spells or do really anything when in this form.
- Fire Form-Same thing as Dirt Form but may move, perhaps limit amount they may move in this form, before they "burn out".
- Mark of Earth-increased resistance to earth damage.
- Mark of Fire-increased resistance to fire damage.
- Mark of Frost-Increased resistance to cold damage.
- Mark of Water-increased resistance to water damage.
- Freezing Claw-player reaches out with a frozen claw and freezes mob solid, looses any loaded eq or gold but gains exp.
- Magma burst-A huge volcanic pit that causes area damage of 20d6 damage.
Armor Specifics: (Armor: Druid)
Race Specific Ideas:
- Must subdue a wild animal familiar before they can have any to summon.**
- Dwarven Druid-Underlands Defence-Druids with this ability have strengthed their bond with the earth so much that their flesh becomes stronger and more durable providing a natural +3 armor bonus. (Race: Dwarf)
found some more ideas in an old document:
Possible Druid Spell Ideas:
Skeleton Fire: Casts a flame like bolt of energy. Undead are weak to it.
Force Bolt: Casts a large hail of energy bolts. Hits all mobs in a room.
Polymorph: Can only turn into animals.
Raise Spirit: Works like raise dead, but can only raise animals.
Purge: Combo spell that cast’s dispel magic, remove curse, remove poison.
Pogonip: Casts ice storm.
Creeping Crud: casts area spell of sting. Only in wilderness/forest areas
Ensnaring roots: Catches mob so they can’t flee. Once again only in forest areas