zyzzyr said:
By the way, the Miasma spell from MotW is another absolutely insane spell.
I have never played such a powerhouse combat monster before or since, and I say this as a person who has built a character for the express purpose of breaking the dragon disciple wide open.
2) The single monk level adds a nice AC boost, but where it really comes down is epic buff spells.
4) Improved spell capacity, persistant spell. You're no cleric... but with MotW, you can turn your animal companions into some mean fighting machines. You haven't lived until you've seen a pair of legendary bears with persistant animal growth, nature's favor, nature's avatar, regenerate critical wounds, and uber magic fang (epic spell of fairly obvious purpose) in action.
Or you could Wildshape... they don't stack. This spell doesn't even work well with animal companions. Underpowered, IMO.Barkskin: +5 to Natural armor for 2 hours.
Coolness! I think Poison is EVIL (in a good way!) and the scaling DC ... and then Maximize Spell ... OMG!Speak with Animals: There's a catch to this spell that a lot of people overlook. A friendly animal can be convinced to do favors for you. With good animal empathy, you can make an animal friendly, then use this to get a temporary animal companion if your dm is flexible.
Tree Shape- A great hiding spell, and can be useful in combat. Best thing about it is that its a free action to turn back, so you can use it for protection until that's no longer an option, and then instantly change back.
3rd level:
Poison- This one is damn powerful. 1d10 con can screw up even the hardest characters, and assuming an 18 wis, its a fort save of 20 for a 3rd level spell!
Speak with Plants: Who suspects the plants? That crazy wizard kills every living thing he sees, and casts more antiscrying spells then a wizard academy. And he was brought down by key info from his pet ficus.
4th level:
Flame Strike: Need I say more?
I've found this spell to be pretty weak, but I do have more experience casting it at 7th level than at 13th level.Giant Vermin: Not too hard to collect a few ants or so in a jar, and at 13th level your creating huge creatures- and you can ride the flying ones.
I'm a huge fan of Antilife Shell! So is a cleric I DM for ... it didn't save him from an Inevitable, however.Animal Growth: Turn your animal companions into power houses.
Awaken: You basically make your own permanent friends. They are always friendly to you, can actually gain character levels, and are teh perfect way to have eyes and ears in an area. 250 xp ain't too much, so druid with time on his hands could create a sentient network in a hurry.
Control Winds: At your level, you can create hurricane force winds from still winds. If the winds are strong, you can create a tornado. Gee that castle you were about to assaut doesn't seem so bad when there's a tornado tearing through it.
Wall of Thorns: Has a huge area, and does a lot of damage unless you are armored up. Even using magic to burn through it takes 10 minutes, so its a great way to stop someone from coming.
6th level:
Antilife Shell: Those poor fighters always trying to get into melee with me, tisk tisk.
Fire Seeds: These are fantastic. The bombs can do 13d6 damage as a ranged attack, and a direct hit means NO save. Or use them as booby traps.
Dr. Zoom said:
No. Although he benefits from a higher Con score in all other ways, the druid/shifter's hit points do not change. You can find that in MotW, page 11, under the rules update for Wildshape.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.