Druid Spells


 

Druids are closer to a mage or an necromancer in terms of playing compared to the other classes of Moral Decay, with the exception that druids are able to summon creatures to aid them.

Learning Spells:
In order to learn druid spells, one has to go to the druid guild and then type “teach list”
Once that is done, you can learn any spells on that list as long as the level requirements are met, however there is a set amount of spells you can remember at once (dependant on how high your wis is, see stats)

Importance:
Since you cant learn all the spells, its best to learn spells that give you the most benefits.
importance goes from 1-5, and all shrines have a 5 till you can get the next shrine.
(this is a guide to help you determine which spells are best for you)

Level/Spell
-----------------------------------------------------------
>(5) Sense Purity
Herb: -
Type: assist
Restriction: -
Importance: *
(no point sensing how pure an item is when it will tell you if its already been purified to the max)

Allows you to sense how pure an item is.
(see Purify)

>(5) Summon Creature
Herb: White Lotus
Type: assist
Restriction: -
Importance: *****

Allows you to summon creatures to aid you in combat, normally you can summon up to three creatures at once, the spell is affected by wisdom (duration), charisma (how much mana you use), and intelligence (higher mana used gives better summons)

Tips: always summon at a shrine (see Druid Shrines), with full mana and with 3 herbs all the time.

>(5) Create Ley Lines
Herb: White Chalk
Type: Shrine
Restrictions: can only be cast in “plains” or “deserts”

Time: Ley Lined Shrines usually last about 1-2 hours
Allows for creation of a shrine made of ley lines, shrines increases most (if not all) spells cast at the shrine.

(always create shrines with max mana and +3 herbs)

>(5) Enhance Shrine
Herb: -
Type: assist
Restrictions: Can only be cast at a shrine
Importance: *****

Allows for enhancing of a shrine by another druid besides the creator of that shrine, enhancing increases the shrines effects on spells cast in that shrine.

>(5) Flame
Herb: Gelen sap
Type: Indirect Damage
Restrictions: -
Importance: ****
(gives extremely high offensive abilities to your druid)

Lights wooden weapons or wooden shields on fire which allows for flame specials as well as a chance of lighting your opponents on fire (does damage over time)

>(7) Faerie Fire
Herb: Chutil moss
Type: Indirect Damage/assist
Restrictions: -
Importance: ****

Lights up your opponents, provides light, as well as increasing the chances of you hitting them.

>(7) Heal animal
Herb: Begnat Flower
Type: assist
Restrictions: -
Importance: ***

Heals targeted animal (yours or others)

>(7) Eagle Eye
Herb: Jubjub Feathers
Type: assist
Restrictions: -
Importance: ***
(quite important if you dont wanna get lost in the wilderness)

Allows for vision of the surrounding areas (oview) if in the wilderness, as well as helping with the forage skill.

(see Druid)

>(9) Barkskin
Herb: Yukat root
Type: assist
Restrictions: -
Importance: ****

Allows you to increase the armour of someone’s overall body by 3-5, the duration is rather short unless +3 herbs are used and your at a shrine.

>(9) Natural Cleansing
Herb: Guvana leaves
Type: assist
Restrictions: -
Importance: ****

Allows for sobering of either you or a target.

>(9) Tangle Vines
Herb: Blue Viper skin
Type: indirect damage/assist
Restrictions: can only be cast in “forests”, “jungles”, “swamps” and “bushes”
Importance: **

Spell stops an opponent from hitting as much as they can, as well as preventing them from moving.

>(9) Sandstorm
Herb: Tumbleweed
Type: Damage
Restrictions: can only be cast outdoors
(with certain area types doing more damage)
Importance: ***

Summons strong winds that does area damage to all creatures (besides your own and party members) in the room

>(9) Pacify animal
Herb: Thorn apple seeds
Type: assist
Restriction: -
Importance: *

Allows you to calm or stop an animal that is attacking

>(9) Create Sacred Grove
Herb: Holly Berries
Type: Shrine
Restrictions: can only be cast in “jungles”, “bushes”, “forests”, or “swamps”

Time: Sacred Groves usually last about 2 hours
Allows for creation of a shrine stronger then one made of ley lines.

>(10) Purify
Herb: Blood Sacrifice
Type: assist
Restriction: -
Importance: ****

Increases the AC or WC of a natural weapon or natural armour, (true effects are still mostly unknown), it is best to cast this spell at a shrine with a +3.

*WARNING* using +1-3 on this spell will result in you injuring yourself (as blood sacrifice is your own blood), DO NOT cast in battle.

>(10) Wall
Herb: Wind-weathered rock
Type: assist
Restriction: -
Importance: **

Creates a wall made of earth or air. Earth walls will stop anything moving in the direction you cast, as well as injuring them slightly as they hit it. Air walls however will allow stronger creatures to pass, as well as their master.

>(11) Tree Attack
Herb: Sloth droppings
Type: Damage
Restriction: (Have to be in areas with trees?)
Importance: ****

Causes trees in the immediate area to come alive and attack any enemies of the druid.

>(11) Landslide
Herb: Giant Earthworms
Type: Damage
Restriction: only can be cast in “Underground”, “Hills”, or “Mountains”
Importance: ****

Causes a landslide of varying damage to injure all creatures in the room (besides own creatures and party members).

>(11) Sticks to Snakes
Herb: Hyach Berry
Type: Indirect damage/assist
Restriction: -
(not effected by the 3 summons limit)
Importance: *****

Allows you to throw sticks onto opponent that become snakes that aid you against the specified target, number of snakes (as well as strength of snakes) increases as you get stronger.

>(11) Regrowth
Herb: Tuwill grass
Type: assist
Restriction: -
Importance: ***

allows you to repair natural armor made of cloth, leather, skin, flesh, wood, bone.

>(13) Call Lightning
Herb: Lightning-fused crystals
Type: Damage
Restriction: outdoors
Importance: *****

Calls a bolt of lightning to damage your opponent (non area of effect), spell is usually pretty weak till higher levels or unless +3 herbs are used.

>(13) Enrage Animal
Herb: Loco root
Type: assist
Restriction: -
Importance: *

causes targeted animal to be aggressive towards others besides the druid

>(13) Elemental Armor
Herb: Obsidian fragments
Type: assist(!)
Restriction: -
Importance: ****

Increases the target’s resistances to certain attack types by a high amount

>(13) Decompose
Herb: Death cup mushrooms
Type: assist/Damage
Restriction: -
Importance: *

allows druid to rot organic weapons/armor/corpses or even a living being.

(it has been said that this spell isnt very useful)

>(13) Create Earth Mounds
Herb: Fossils
Type: Shrine
Restriction: can only be made in “plains”, “forests”, “bushes”, and “jungles”

Time: Earth Mounds usually last about 3-4 hours
Creates a strong shrine.

>(13) Charm Animal
Herb: Siren Fruit
Type: assist
Restriction: -
Importance: ***

Allows you have control over an (wild) animal (noteworthy animals: anshelm bear, etc) and use it to attack, any kills/exp made by that animal will be recieved by you.

(spell fails often as well as having a short duration, *WARNING* the anshelm bear WILL attack you if you fail the spell too many times, but if it manages to work its a trully strong spell)

>(15) Insect Swarm
Herb: Serem Flower
Type: assist/indirect damage
Restriction: outdoors
(not effected by the 3 summons limit)
Importance: ****

summons a swarm of insects (as well as other insect types, wasps, ants, etc) to attack all your opponents in the room for a certain amount of time.

>(15) Animal Link
Herb: Cahun Mushrooms
Type: assist
Restriction: -
Importance: *** (must have if you learned charm)

allows you to see through the eyes of the targeted animal as well as the ability to issue commands to charmed animals.

>(15) Thunderstaff
Herb: Bark of a lightning-struck tree
Type: assist
Restrcition: -
Importance: ****

allows you to give lightning damage to your staff (has to be a club (1h club) or a staff (2h club) as well as being made of natural materials, see “regrowth") as well as certain lightning/thunder specials.

>(17) Earthquake
Herb: Sandworm scale
Type: Damage
Restriction: -
Importance: *****

allows for you to start an earthquake that will damage all creatures in the area, damage can vary.

>(17) Create Standing Stones
Herb: Resonant crystals
Type: Shrine
Restriction: can only be made in “arctic” , “desert”, “hill”, “mountain”, “underground” or “plains”.

Time: Standing stones last a whole boot

>(20) Natures Form
Herb: Resonant crystals
Type:Shapeshift
Restriction: While in nature’s form, a druid will be unable to cast spells or summon pets. However, the druid will become an aspect of nature’s fury, able to inspire fear in any creature.

Time: Endless, as long as the player drinks alcohol.

Category:Classes
Category:Druid

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