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Druid Capstone Spell Thread
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<blockquote data-quote="ashockney" data-source="post: 3082871" data-attributes="member: 1363"><p>The things that druids seem to do well include:</p><p></p><p>Animal Control</p><p>Plant Control</p><p>Polymorph</p><p>Healing</p><p>Safe Passage in Wilderness</p><p>Battlefield Control: Natural Obstacles</p><p>Natural Remedies</p><p>Enhance natural movement</p><p>Buff: animals and natural weapons</p><p>Elemental direct damage</p><p>Elemental area damage</p><p>Elemental damage over time</p><p>Gather information from animals</p><p>Summon: animals</p><p>Divination</p><p></p><p>Of these areas, these seem to be the pinnacle spells:</p><p>Animal Control - </p><p>Plant Control - Control Plants (8th level)</p><p>Polymorph - Shapechange (9th level)</p><p>Healing - Mass Cure Critical Wounds (9th level)</p><p>Resoration - Regenerate (9th level)</p><p>Safe Passage in Wilderness - Animal Shapes (8th level)</p><p>Battlefield Control: Natural Obstacles - Repel Metal or Stone</p><p>Natural Remedies - </p><p>Enhance natural movement - Wind Walk (8th level)</p><p>Buff: animals and natural weapons - </p><p>Elemental direct damage - </p><p>Elemental area damage - Earthquake (8th level)</p><p>Elemental damage over time - Storm of Vengeance (9th level)</p><p>Gather information from animals</p><p>Summon: animals - Nature's Ally 9, Elemental Swarm</p><p>Divination - Foresight </p><p></p><p>Based upon this limited analysis, I'd recommend spells to fill a few key roles/niches:</p><p></p><p>Control Animals - control 2HD/lvl of creatures with the animal "type" for 1 min/lvl (9th)</p><p>Natural Remedies - Prepare meals that restore/enhance strength, constitution, charisma (8th)</p><p>Buff: animals - Mass Animal Growth (8th)</p><p>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)</p><p>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).</p><p>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</p><p></p><p>The two spells that jump out at me as an easy opportunity for an upgrade/redo include:</p><p>Storm of Vengeance and Repel Metal and Stone. These are both cool spells, but very situational. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ashockney, post: 3082871, member: 1363"] 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. [/QUOTE]
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