Druid Capstone Spell Thread

Lonely Tylenol

First Post
In this thread Mouseferatu expressed his dismay that there aren't really any good 8th or 9th level druid spells. The ones that exist are either mostly useless or are just upgrades of lower-level effects. I happen to think that there's probably a lot of potential for high-level spells in the druidic oeuvre. That they haven't been written yet is merely a problem of timing.

This thread is intended as a brainstorming thread in which we post ideas for really excellent high-level druidic effects. There are some rules:

1. Each spell has to be druidy. That means it deals with nature, plants, animals, elements, weather, etc. If the spell looks like it would more naturally be a cleric or wizard spell, skip it.

2. No summons, unless there's a good reason for it. Druids already have lots of summoning spells (e.g. Shambler). Part of the problem is that this is just an upgrade of what the druid was doing at level 1. We want new kinds of tricks for Mr. Green.

3. Try to avoid direct damage, unless it's really cool. It's just too easy to say "xdy dice of damage in a z-foot radius," and call that a spell. If you're going to do direct damage, make it cool. See below.

4. There is no need to post a fully-developed spell unless you really want to. You don't even have to say what level it's going to be. We're looking for ideas, as simple or complex as you like. Consider this thread an idea mine for anyone who wants to write the Compleat Grand Druid.

5. The point is not to make the druid more powerful than he already is. The point is to make the spell list more interesting. Spells should be at around 8th-9th level in general power, which is beefy, but not earth-shattering. No "I drop a meteor on the city" spells. Storm of Vengeance already has that role, anyway.

Here's some examples, off the top of my head:

Glaciate [conjuration (creation)]: The druid conjures a river of ice directly from the para-elemental plane of ice. It encases everything in the area in solid, but normal, ice. All creatures in the area (a cone of some radius or another) suffer xdy cold damage and are encased in ice, rendering them Helpless, unless they succeed on a Reflex save, in which case they are moved to the edge of the effect (the edge square nearest to their original position), take half damage, and are only partially encased. These creatures are considered Entangled. Creatures with evasion or improved evasion that successfully save take no damage and are completely ejected from the effect (and land in the nearest square adjacent to the effect. If there are no unoccupied squares available, they take no damage and are partially encased at the edge of the effect). Creatures fully encased in the ice cannot breathe and must hold their breath or begin to drown. Creatures with the Heat special attack, or which otherwise can generate fire damage while helpless can free themselves automatically in a single round. Other creatures must deal enough damage to the ice to break a 5 foot cube worth in order to escape (a 5 foot by 5 foot by 5 foot cube of ice has hardness 0 and 180 hp). Creatures that are inside the ice but not helpless are able to breathe normally. To move through the ice, it must first be destroyed. The ice may be attacked and destroyed in cubes by damaging each cube individually. Effects that target an area (e.g. fireball) only affect the cubes on the surface of the ice. The ice remains permanently until it melts or is destroyed.

Curse of Viridity: The druid levels an awful curse upon his enemy that returns objects to their natural states. The target must make a Will save or become subject to the curse. Immediately, all the target's non-magical possessions drop from his body and begin to transform into whatever creature or natural object they once were. For instance, a suit of leather armour would transform into a cow, a quarterstaff would root itself and become a sapling, and a steel sword would curdle into raw ore. Magical items are likewise affected, but each is allowed another Will save to avoid the effect. The transformation takes about 10 rounds, but items are rendered useless immediately.

Alternate version: The spell Awakens one of the target's items, which instantly attacks its "master" as an animated object, to gain its freedom. If the object was a magic item, it can use its powers normally, which may use up charges, uses/day, etc. If it kills the creature which owned it, it sets out into the world to seek its own fortune, by whatever mode of locomotion it can manage.

Itch: The druid calls forth a torrent of insects from the surrounding terrain, which swarm up around the target, who gets no save against the effect. The insects are magically enhanced to penetrate most defenses (such as DR), magical or otherwise, and begin to bite, claw, and burrow into the target's flesh. This does not cause damage, but is utterly painful and distracting. The target gains a -10 penalty on attacks, damage, checks, and saving throws for the spell's duration. Spellcasters affected by this spell must make concentration checks against the spell's DC in order to successfully cast spells (as normal for casting while distracted by a spell, but with the -10 penalty to checks). While the insects are normal insects and vulnerable to damage, they occur in huge numbers, and continue to appear and attack for the duration of the spell, rendering any attempt to destroy them more or less useless. The only protections effective against the insects are those which repel vermin (e.g. Anti-life shell) or which render the target incorporeal or ethereal.

Anyway, post your own high-level druid spells, and let's make the upper levels more interesting for druids.
 

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Wrath of the Sun:

Druid 9th, Wiz/Sor 8th:

Causes an area of effect (50 ft/2 caster levels) to become a desert which also inflicts 4d6 points of fire damage along with exhaustion and heat stroke effects.
 

Nature's Bloom (Druid 9) - An area of 1 20x20 ft. square per druid level is converted into a fully grown forest (use the DMG guidelines to determine what each square contains). The forest is permanent, if the surrounding conditions (weather, rainfall, soil) permit. Druids use this spell mostly to replenish destroyed woods. This spell can only be cast outdoors.

King of the Jungle (Drd 9) - The Druid summons 1 mob of animals (see DMG 2 for the mob template) per 2 class levels from the Beastlands. The mobs need not be of the same animal type, and they stay for 10 rounds plus 1 round per class level. The druid can direct the mobs with a standard action (all animals can understand his commands, regardless of language), or he can single out a single mob or animal type to follow a specific command. The animals chosen must be of types that commonly dwell in the area (so jungle, the epytome location, can yield mobs of elephants, lions or tigers, leopards, apes, wolves, etc). If the caster desires, he can trade one mob for two swarms (usually birds, bats or insects).

Reverse Eclipse (Drd 9) - This spell can only be cast at night. For 1 round per class level, the night turns into day. Creatures that suffer adverse effects from normal daylight are fully affected by the reverse eclipse. Once per three rounds, the caster can call down a ray of concentrated sunlight that inflicts 6d8 fire damage on a 10x10 square area. Undead and fungus creatures in the area suffer 12d8 fire damage instead.

Sands of Time (Drd 9) - This spell accelerates the decay of an object or construct, causing unnatended objects to crumble into dust. Attended objects and constructs get a Fort save. This spell allows no Spell Resistance, so golems are affected as normal (the spell targets time around the golem, not the golem itself). The caster can target one object or construct per 5 levels.

Vines of Wrath (Drd 9) - The caster summons forth Colossal vines that writhe about, tearing at structures and squeezing creatures in the area of effect. The spells area covers one 10x10 ft. square per caster level. Movement is affected as if by heavy undergrowth. Foes within the area of effect are targeted by vines that initiate a grapple each round until successful, and then attempt to constrict them. Targeted structures in the area of effect suffer 10d6 damage per round, which bypasses hardness. The caster's movement is unimpeded in the spell's area.
 
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Tsunami

This spell summons a tidal wave that swamps everything in the area (200 ft radius, Long Range). Every creature and object in the area takes 5d6 points of crushing damage (no save). In addition, creatures caught in the tidal wave must make a Fort save or be stunned for one round and have the breath knocked from their lungs. These creatures begin to drown next round, arriving at the 0 HP stage as if they had drowned natually. (Creatures that do not need to breath and creatures that can breath water cannot drown.) Water level after wave is at 10 ft high/ 2 caster levels and drains away at a rate of 10 ft of height per round.

It is not recommended that this spell be cast in close combat.
 

Here's the list I posted in that thread:

Awaken Forest. 6d100 trees awaken and follow your commands.

Herd of Pachyderms. 4d12 Giant Elephants appear to trample your opponents.

Touch of Nature. 1 ally/level gains the pseudonatural template for 1 hour.

Call of the Wild. Up to ten creatures within range fall into a mindless rage for 1 round/level.

Wings of Eagles. You summon 2d4 Rocs to do your bidding for 24 hours.

Beast of Ill Omen. You awaken the Tarrasque from its slumber.

Call Cthulu. You summon an unspeakable horror from the briny depths.

Flight of Dragons. 2d4 adult dragons negotiate to do your bidding.

Nature's Call. One opponent within range feels an irresistable urge to be elsewhere, no save.

Move Mountains. You reshape the earth, moving up to 100 10' cubes of earth or stone per level.

Jarl of the Glacier. You cause a vast sea of ice to crush everything in a 200' wide by 5-mile long path.

Master of the White Palm. You create an oasis from empty desert sands.

Tsunami. A 50' high wave of water rushes in to shore drowning creatures and destroying man-made objects in its path.

Mountain of Fire. You awaken a long-dormant volcano.

Master of Seasons. You shorten or extend the current season by up to three months.

Create Wormhole. Up to 1 square mile of surrounding area is whisked away to another plane.
 

Soul Seed
Necromancy
Drd 9

You place a splinter of your soul in a mature living tree. Should you die, within one month the chosen tree will produce an atypically large fruit, which will open to reveal your new body, just as though someone had cast true reincarnation on you.

Your soul travels instantly to the tree -- while this spell is in effect, you cannot be subjected to trap the soul or the like after your death.

Should the tree die or the fruit be savaged before you awaken, you're still dead.

XP cost: 1000

Cheers, -- N
 

Naturalisation: Aberrations, undead, constructs and other unnatural excistences in a large area are transformed into plants.

Terramorph: For x rounds you can more or less shape the ground in a large area to your liking. Let a stalactite grow that impales an opponent, raise walls, open pits, seal passages, create structures, collapse structures. If there's water, you can also create new riverbeds, floods etc.

Elemental Vortex: For your CN druids. You open one gate to each elemental plane, but all four gates in exactly the same point, creating an area of utter elemental chaos. People in the area suffer random energy damage, get sucked into the elemental planes, Mad elentals appear and fight each other, as well as everybody else. There's a cumulative 5% chance every round that everything just goes boom-creating a permanent area of wild magic.

Raze Civilisation: All artificial structures in huge area collapse, crumble and are swallowed, turning a blooming city into a forgotten ruin through the course of on day (it's quite possible to flee the crumbling structures).

Swimming Land: You break of a part of the continent/take control of an island and can move it with a swim speed of 90ft.

Reform earth: You transform an area of terrain into another kind of terrain: A fertile plain into a swamp, a desert into a farmable plain and a range of mountains into a desert.

Elemental Patron: You anchor one kingdom, castle or city to one of the elemental planes and one of it's archomental. The archomental's nature changes the area in it's nature (for example a city anchored to imix will grow hot and clouded with ash). The area is from then on protected by creatures that serve said archomental and it can grant spells to a few clerics as if it where a god.
 

The things that druids seem to do well include:

Animal Control
Plant Control
Polymorph
Healing
Safe Passage in Wilderness
Battlefield Control: Natural Obstacles
Natural Remedies
Enhance natural movement
Buff: animals and natural weapons
Elemental direct damage
Elemental area damage
Elemental damage over time
Gather information from animals
Summon: animals
Divination

Of these areas, these seem to be the pinnacle spells:
Animal Control -
Plant Control - Control Plants (8th level)
Polymorph - Shapechange (9th level)
Healing - Mass Cure Critical Wounds (9th level)
Resoration - Regenerate (9th level)
Safe Passage in Wilderness - Animal Shapes (8th level)
Battlefield Control: Natural Obstacles - Repel Metal or Stone
Natural Remedies -
Enhance natural movement - Wind Walk (8th level)
Buff: animals and natural weapons -
Elemental direct damage -
Elemental area damage - Earthquake (8th level)
Elemental damage over time - Storm of Vengeance (9th level)
Gather information from animals
Summon: animals - Nature's Ally 9, Elemental Swarm
Divination - Foresight

Based upon this limited analysis, I'd recommend spells to fill a few key roles/niches:

Control Animals - control 2HD/lvl of creatures with the animal "type" for 1 min/lvl (9th)
Natural Remedies - Prepare meals that restore/enhance strength, constitution, charisma (8th)
Buff: animals - Mass Animal Growth (8th)
Buff: natural weapon - Sling Stone to Boulder - when thrown, becomes a boulder, and deal damage (scaled by level) equal to a thrown giant's boulder (9th)
Elemental direct damage -Elemental Blade (9th) - 1 min/lvl, no save, SR: Yes, deals 6d6 elemental damage of a type chosen by the druid with each strike, this can be changed each rounda s a free action, requires successful touch attack, this spell can also be cast as an enhancement to a quarterstaff (does not stack with other elemental damage).
Gather information from animals - Reconnaissance (8th) - recruits all animals (flying, burrowing, climbing, and running) in the area, who will provide detailed information telepathially to the druid in a 100 yard radius/level around the druid for 1 hour/level

The two spells that jump out at me as an easy opportunity for an upgrade/redo include:
Storm of Vengeance and Repel Metal and Stone. These are both cool spells, but very situational.

For Storm of Vengeance, this is a terrific (bordering on ridiculous) DoT spell in the right environment, against the right enemies. I think it would be equally/more important to get a strong elemental DoT with great versatility for ease of use. DoT's for the druids are largely depenedent upon "area" and battlefield hazards. Regreattably at higher levels, most villians have ample access to detect and avoid hazards. Therefore, alternatively, I would enhance the call lightning spell, to be a free action each round. Call Lightning Strikes (9th) 1 rd/lvl, 1 round casting time, Save: No, SR: Y, Call lightning from the sky for 5d6/5d10 damage electrical damage each round as a free action, for up to 20 rounds. The damage range is actually about the same as the lower level version, but the significant increase in versatility is a must-have for higher level play.

For Repel Metal or Stone, this is an effective battlefield control spell, but the druids are lacking a real knockout punch here. I'm picturing a spell where the druid can dynamically control winds (flying creatures), create walls of stone and entangling (walking), and control water (swimming creatures) - on the same large area effect battlefield. In this way, the druid could essentially direct the movements of enemy forces or cause them significant resistance to require the use of resources or exhaustion.
 

Klaus said:
Nature's Bloom (Druid 9) - An area of 1 20x20 ft. square per druid level is converted into a fully grown forest (use the DMG guidelines to determine what each square contains). The forest is permanent, if the surrounding conditions (weather, rainfall, soil) permit. Druids use this spell mostly to replenish destroyed woods. This spell can only be cast outdoors.
I have some spells worth contributing, but I wanted to comment on this one first- I have my own version of this spell available only at Epic levels, but it has an extra effect which might make Nature's Bloom seem even cooler to use: the forest grows so quickly that it entangles creatures in the area as it comes up, and furthermore damages structures. A quote from the spell description:

"Structures, permanent or otherwise, within the area while the forest is growing are considerably worse off than creatures. Each such structure takes 1d4 points of damage per caster level per round.* Furthermore, the plants are so empowered by the spell's energy during the growth phase that they partly ignore the Hardness rating of such structures; when dealing damage to them, ignore 1 point of Hardness per caster level. This particular feature of the spell makes it a popular choice for breaking sieges (and, more to the point, the target castles themselves). Also, should this spell be cast in an area where a forest already exists, the new plants and trees uproot and displace the old ones, and leave them toppled and dying on the ground between them. Powerful groups of Druids engaged in conflict with each other have occasionally used this feature of the spell to cement conquest of rivals, by destroying their groves with a casting of the Forestmaker."

*My forest-making spell actually grows the plants over a period of 1 minute, and regrows any damage done to it during this time.

This could also partly fulfill ashockney's "battlefield control" idea- hard to argue with the control level of entangling an army in a forest that wasn't there a minute ago, along with bursting their fortifications and siege walls in the same period of time.
 
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Earthblood: (8th) Your blood becomes magma, withoiut harming you (this is a buff). You radiate intense heat, gain +1 CON/2 levels, and damage anything that attacks you. This could potentially work as a general buff usable on creatures besides the caster, but that might not be an 8th-level spell anymore.

Fossilize: (8th or 9th) Kill the target creature and petrify it simultaneously, leaving only a mineral skeleton (or equivalent partial body one would expect to see if buried in the ground for geologic ages) behind. If the victim is de-petrified, the body is still dead and not intact enough for Raise Dead to work; likewise, no life-restoration magic can succeed (even True Resurrection) until the body is de-petrified.

Mass Eruption: (9th) I never thought Transmute Rock to Lava was worth a 9th-level spell, except perhaps in the way it transforms an entire cube which can then engulf targets entirely in molten rock. I long ago made a 5th-level spell called Groundmelt that melts the top few inches of a circle of ground to magma, thus dealing only a little damage to creatures each round since it's a thin crust. Later I made 7th and 9th-level effects which not only melted a layer of ground, but also put a plume of lava at the center of the area. The 9th-level version, Mass Eruption, affects a 50-foot radius and blasts out the lava for 1 minute/level- dealing fire damage and impact damage to creatures in the area while it lasts.

Miracle Growth: (9th) Actually originally designed for Clerics of a god of farming, this could be used by NG Druids too- the sort who help local farmers and civilized folk to teach them to respect and love nature, and such. It causes the targeted field to experience a full month of growth in a single day, with no concerns about pest control, weather, or the like.

Looking at this list again, I seem to have a lot in the vein of Earth-related effects; that wasn't intentional. :lol: Guess I have a few holes to fill in my own lineup- but the ideas posted by others above could be helpful in that regard!
 
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