• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Creeping Doom

Controlling the terrain is the druid's huge advantage. A druid can be well protected from melee types by casting Spike Stones ahead of time (he scouted with Wildshape, right?) and having his dire bear guard him from melee attackers (or use Wall of Thorns). Make sure you have spells that allow you to escape through trees ahead of time.

Potion of Invisibility + Silent Creeping Doom = much death and destruction.
 

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The thing is, that with a full-round spell, all the variables are selected when you START to cast the spell, so all the party has to do is move out of the (quite small) area of the spell to be safe. Standing next to the druid is a good plan for starters.

All in all, not a spell I would memorise unless I knew I'd have the drop on my targets, and at that sort of level almost any ambush is deadly.
 

Good point

The thing is, that with a full-round spell, all the variables are selected when you START to cast the spell

So trying to bunch up the bugs in a specific square could have the wrong effect.

On the druids side: A spellcraft check won't tell you exactly where the spell is going to hit, just what spell is being cast. Plus, those "in-the-know" must wait until their initiative to speak (but then the speaking is free and very important!).

On the target's side: Between starting and finishing the spell, pretty well *everyone* is going to probably take at least a 5' step. Otherwise, what business do they have fighting against high level spellcasters? "Ok, I put all 1000 bugs in this square." "Ok, um, your turn is up again and no one is there and guess what? Ain't NOBODY going anywhere near it." :D
 

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