Class: Druid: Difference between revisions

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Spell Ideas:
Spell Ideas:
{| border=1
| 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.
* 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 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?
* 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
[[Category:Classes]]

Latest revision as of 16:50, 13 February 2010

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