Druids, Share Spell and Healing

Gizzard

First Post
Can I "share" healing spells with my animal companion by using the Share Spell ability?

Ie, if I cast Cure Light on myself is my animal companion also simultaneously healed 1d8+X; essentially doubling the power of healing spells? It doesn't seem quite right to me, but I can't find anything that forbids it.
 

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You must certainly can, but remember the 5' rule: If your animal companion is more than 5' away, you can't heal it, and healing effects that were given with the Share Spell ability are lost...


*puffs*



Just messing with you. You can share healing spells as long as your animal companion is within 5' of you.

Slim
 

Yup. That 5' thing only pertains to spells with a duration other than insta..insta...argh!

Instant-thingy. Yeah.

So you can heal fine. You could even use a Mass-Cure spell and get Animal Companion would get healed twice : P
 

Gizzard said:
Can I "share" healing spells with my animal companion by using the Share Spell ability?

Ie, if I cast Cure Light on myself is my animal companion also simultaneously healed 1d8+X; essentially doubling the power of healing spells? It doesn't seem quite right to me, but I can't find anything that forbids it.

Yes, this works. It did not occur to me until Andy Collins mentioned it on his 'preview thread' on the WotC 3.5 boards. The same holds true for restoration, cure disease, etc ... Beneficial instantaneous spells are quite nice for the druid to 'share'.

An interesting concept is a druid/fighter that specializes in mounted combat. I built a 15th level one as an NPC for my campaign. He is very interesting as a mounted combatant. Being mounted, he is always within 5', so he shares all his personal spells.
 


youspoonybard said:
Mounted Druid Summoner: So many synergies.

I'm currently playing one. It's amazing.

Do tell.

No, really, lets have an example. What lvl are you, what companion do you have, and what is your typical spell-up for combat like.

Later,

DM2
 

Come to think of it, I'm starting to picture a 9th level druid in dire ape form riding his rhinocerous animal companion....and then animal growthing the both of them using the natural spell feat.

The rhino, for outdoors campaigns, seems a wonderful companion...8 hit dice, a huge damage when charging, and a good gore attack regardless. Animal growth it and BOOM.

Plus in dire ape form the druid has 10' reach....15' when animal growthed.

Do druids make good mounted warriors in cases like this? If the rhino makes a charge attack can the druid also deal charging damage with a lance or longspear attack?

DM2
 

Currently I'm level 6. I've asked for, and obtained permission, to lose my scimitar proficiency for longspear. If this wasn't the case, I'd have to switch my feats around a little:

Human Druid 6:

Feats:
1) Combat Reflexes
1) SF: Conj
3) Augment Summoning
6) Natural Spell

Mounted on the horse, I control a lot of squares with my longspear. Anything that I'm not threatening my horse is, so I'm not worried about things like that.

During early levels, I played by summoning animals and using a combination of Produce Flame for ranged attacks, as well as plowing over people with my light horse animal companion. Summoning wolves for their free trip attacks (augment at level 3 on, when I can summon 1d3), combined with Combat Reflexes, let me safely poke away at tougher opponents. Larger mobs were entangled and dealt with accordingly. Summoned animals have also helped the lone party frontman (again, by being in the way and tripping). I still have a huge move speed, though, because I can handle my horse as a free action, so even though I'm summoning I'm not stationary.

At levels 3~5, the above tactic was improved upon with Barkskin (shared) and spells such as Flaming Sphere. Being mounted lets me do things like move sphere (Move action), move (Free action to handle the horse), and attack in one round. As most characters at this level have few ways for getting in multiple attacks, simple combinations like this worked well.

At level 5, the nice mounted Flaming Sphere/Call Lightning combo comes into play, where you still can move around the field, doing 5d6 damage a round for 5 rounds with only 2 spells(although there are two reflex saves). If I ever need summons, they're a simple conversion away, too...in fact, I've used summons so much in this campaign that I actually now prefer dropping for SNA's over CXW's. I see the summons as being generally more useful: you can only heal after you've been hurt. Why bother getting hurt in the first place? Barkskin is still being used as the primary buff, as needed. Summoning multiple elementals is now also an option. If we are hurt, I usually get 2 for 1 deals with CLW.

Having my Mount be my Animal Companion is also going strong; the extra 4 HD it's picked up means that it has one of the highest HP totals in the party. Run and Endurance help me get out of a tight spot, and abilities such as Evasion and Devotion keep my mount safe.

I eventually plan on using Wildshape + Animal Growth + Share Spells to take advantage of having Huge creatures with reach. Later, I can see the mount as being used when I summon; as I will focus on being a grappling specialist with large animal forms.
 


Note that Tome and Blood really, really messed up Share Spells.

It's worth reading the section just so you know how glad you are you aren't using it :)

-Hyp.
 

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