Crothian said:
My biggest problem is it seems most spells are combat spells. There really needs to be some core spells that don't blow things up or cause damage and death.
Let's look at the druid 9th level spell list in comparison with that.
Antipathy. - Many possible non-combat uses.
Mass Cure Critical Wounds - Healing spell.
Elemental Swarm. - Can be used for combat, but given how long the elementals hang around you can use them for pretty much any task that needs a powerful but unskilled work-force. I mean, you want to build a hill? A swarm or two of earth elementals ought to be able to get right on that.
Foresight - Some possible non-combat uses, but admittedly oriented towards dtecting 'danger'.
Regenerate - Not much use in a hitpoint combat system, but great as a powerful boon that you can grant to NPCs who have lost limbs through DM fiat and such.
Shambler - Summons creatures that are mostly good as guards, but you can also have them 'perform a specific mission'.
Shapechange. - Uses too numerous to count.
Storm of Vengeance. - Combat only spell.
Summon Natures Ally IX. - Mostly a combat spell due to duration, though I suppose a pixie with a memory loss arrow could be used as a very specific punishment.
Sympathy. - Many possible non-combat uses, though I don't see why it needed such an expensive material component.
So 9th level druid spells are actually pretty good at not being pure combat related. 8th level druid spells arne't so great for that, but then 7th level spells have a lot of neat non-combat ones again.