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Your experience with 9th-level druid spells?

Pielorinho

Iron Fist of Pelor
My druid just hit 17th level and gained access to 9th-level spells. Here are my thoughts:

Antipathy: Once-in-a-blue-moon to use this spell, and definitely not in combat: it has an hour casting time, lasts a little over a day, and basically serves to protect a base. Sure, I could protect our home base with this, but the home base has never been attacked, and doing so would use my my one ninth-level slot. I can't see this one coming up very often at all.
Cure Critical Wounds, Mass: It's been rare I've made use of any of the mass cure spells: generally I'm much better off casting a Heal on the tank. In any case, I could heal 9 points less per party member with a 7th-level spell, or I could summon a celestial charger to heal a lot more. This one might be useful, but I'm not really seeing how it's worth it compared to 7th-level alternatives.
Elemental Swarm: Great combat spell, but see problem below.
Foresight: Very interesting. 10 min/level, +2 AC, +2 Reflex saves, no surprise, no flatfootedness. I could see this as much more useful in a campaign against lots of rogues, or if the clause about "warnings of impending danger or harm" is interpreted very broadly; as it is, though, I'm having trouble seeing it as worth the slot.
Regenerate: Useful for all those times that a body member is severed in this abstract-damage game. Healing 4d8+1 mimics a 5th-level spell; healing exhaustion or fatigue is nice for when the barbarian rages, IF we don't have time to rest for a minute or so but do have time for a 3-full-round casting time spell. Again, I just don't see this as being so great, except in very specific circumstances.
Shambler: The defense potential for these things is so huge that i think it needs errata: a stationary druid who casts this once a day can have an army of nearly 1,000 shamblers defending a forest. Its offense use is reasonably good, but see problem below.
Shapechange: holy crap, this spell is fantastic! We use Rich Burlew's shapeshifting rules, though, which majorly weakens this spell, but it's still phenomenally good. With Burlew's rules, there's a major problem: it takes me about 20 minutes to stat myself up as a new creature under his rules, dispensing with the flexibility that is a major advantage to the spell.
Storm of Vengeance: The gigantic AoE makes it useless underground. Aboveground, it could be nice against a small group of enemies, or Totally Freakin Sweet against a large group of enemies. I don't see preparing it that often unless we know we'll be facing down an army.
Summon Nature's Ally IX: Elder elementals? Celestial Chargers? 1d4+1 greater elementals? What's not to love? See problem below.
Sympathy: Spend 1,500 gp and an hour to create the ultimate flytrap. The only way I can see it being useful is if we'll be fighting a bunch of creatures with a similar trait (e.g., all evil), and we throw the metaphorical golden apple into their midst. Again, that could be pretty fun, but at 1,500 gp a pop, not something I'll do every day.

THE PROBLEM BELOW:
The party right now consists of myself, a melee-only barbarian, a mount-optimized paladin, and a monk. I'm really the only person in the party who can deal significant ranged damage; the other three deal tremendous melee damage. And on the rare occasions when I summon multiple creatures, they get snarky at me for how long my turn takes.

Three of the best spells at ninth level are predicated on summoning multiple creatures: Elemental Swarm, Shambler, and some uses of SNAIX. Elemental Swarm involves making 16 attack rolls each round on average (once the average of 8 elementals appears). Shambler involves 10, plus possible rend rolls. SNAIX may involve as few as 2, if I go for the elder elemental route.

But even then, I'll be adding melee damage to the party, which means I'll be competing directly with the other three PCs. I'd rather not compete with them.

The same problem comes about with Shapechange: using Burlew's rules, the main benefit to shapeshifting is in melee combat. Again, I'd rather not compete wtih the other players in this respect.

The major problem, it seems, is that there are no cool spells at this level in druid's other specialty areas: no area damage spells (except Storm of Vengeance, which most of the time is significantly worse than firestorm), no battlefield control spells (except Antipathy, which requires an hour's preparation on the battlefield).

Obviously, my problems are peculiar to my situation: in a party of rangers and sorcerers, my ninth-level spells would be great for provision of meatshields, and if we weren't using Burlew's rules, access to supernatural powers would be tremendously fun. But given my situation, does anyone have any advice for how to make the best use of these slots?

(FWIW, at 18th level I plan to pick up empower spell: a firestorm that does 27d6 damage could really make me giggle).

Daniel
 

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freefall

First Post
If you use Complete Divine and you want something utterly, completely and totally wrong pick up maximize and cast maximied quill blast. This is only worth casting if it can affect a large or huge creature, but -18 or -24 doing things plus 108 or 144 damage (reflex save for 1/2) is something I'd hold up to any spell especially since lots of large creatures have weak reflex saves.
 


pallandrome

First Post
My advice for anyone playing druids: Stat everything out ahead of time. Work out your shapechange stats, your summon stats, EVERYTHING. This goes for anyone that uses summons really. As a high level druid, your ranged attack is summoning elder elementals at people.
 

Crothian

First Post
freefall said:
If you use Complete Divine and you want something utterly, completely and totally wrong pick up maximize and cast maximied quill blast. This is only worth casting if it can affect a large or huge creature, but -18 or -24 doing things plus 108 or 144 damage (reflex save for 1/2) is something I'd hold up to any spell especially since lots of large creatures have weak reflex saves.

That spell is no longer that cool. It got redone in Spell Compendium.
 

Slobber Monster

First Post
Pielorinho said:
Foresight: Very interesting. 10 min/level, +2 AC, +2 Reflex saves, no surprise, no flatfootedness. I could see this as much more useful in a campaign against lots of rogues, or if the clause about "warnings of impending danger or harm" is interpreted very broadly; as it is, though, I'm having trouble seeing it as worth the slot.

I've written about this before, but I'll reiterate - this spell can be taken seriously as a 9th level spell so long as none of its description is merely glossed over as flavor text. Relevant parts bolded:

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

The part bolded in the second paragraph gives an idea of how much time the caster is alerted before the event transpires. Grabbing someone is a standard action, so you must have at least this amount of time to anticipate events. I think the practical way to resolve this in combat is to tell the caster on their initiative everything that the enemies are likely to do which is a direct threat to the subject of the spell, and then help the caster devise an effective countermeasure. Alternately, the caster could be allowed to ready an unspecified standard action which is triggered by the foresight and resolved before the triggering enemy action.
 

Pielorinho

Iron Fist of Pelor
Slobber Monster said:
I've written about this before, but I'll reiterate - this spell can be taken seriously as a 9th level spell so long as none of its description is merely glossed over as flavor text. Relevant parts bolded:
That's...pretty cool. It doesn't seem terribly unbalancing, and could make the spell a heckuva lot of fun. I might see if the DM agrees with this interpretation.

The DM is pretty open to spells from all kinds of sources, but everything requires prior approval, which is something I'm fine with. I'm not interested in finding broken combinations, like giving creatures -20 to everything they do, as much fun as that might be :D.

I already stat out everything, but with shapechange, that's impossible: as I said, the fun of the spell seems to be that you can turn into anything, and given that it takes me about 20 minutes to stat myself out into a new form, there's a practical limit on that.

I've been dividing my spells among healing, summoning, battlefield control, and direct damage. I like to keep my summoning to a minimum, given party composition and how long my turns take already (I also have a snake animal companion for this reason, as they have the fewest rolls per round of any companion). It just seems that ninth-level spells are only really good for summoning and for a couple of buffs, one of which is totally awesome but difficult to use well (shapechange), and the other of which is pretty cool if ruled as Slobber Monster suggests.

Thanks for the ideas, and keep them coming--both ideas for how to use the PHB spells, and ideas for spells from other sources that are worth looking at!

Daniel
 

Crothian

First Post
One thing I've had fun with as a Druid is summoning lots of creatures and then casting Mass Snake swiftness or even Widen version.
 

pallandrome

First Post
Yeah, shapechange is a blast, but can be a bastid to prepare. I try to just stat a few forms for specific situations that I'm likely to encounter. If it turns out that I need to be a celestial half-dragon slug for a few minutes though... -shrug- whayagonna do?
 

Pielorinho said:
The party right now consists of myself, a melee-only barbarian, a mount-optimized paladin, and a monk. I'm really the only person in the party who can deal significant ranged damage; the other three deal tremendous melee damage. And on the rare occasions when I summon multiple creatures, they get snarky at me for how long my turn takes.

To be honest, I think the biggest problem that you have here is that you're misapplying the Druid class. Maybe it's just me, but I never thought of a druid as being a ranged specialist. When I think ranged combat, I think either an archer (figher or ranger), or a blaster (sorcerer or warmage). The druid is a poor choice for both of these options.

The best option you really have for ranged combat is summoning. Summon a beastie 50 feet away, and let them keep the enemy busy while your melee friends get into position or buff. Since Elemental Swarm has a Medium range (instead of the SNA's short), it will be your best bet.

As others have said, a ridiculous amount of preparation is key to being a druid.
 

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