Eighth Level Druid Spells, Greatest Hits

lukelightning said:
Wall of thorns + repel metal.... push people into the wall.
And do 25 damage max with a fifth-level and an eighth-level spell? I can see using repel metal to push someone off a cliff, or into a wall of fire even, or into a prismatic wall if I had a wizard friend. But I'm not sure this combination is especially effective.

Hmm..unless the DM ruled that it pushed them through the wall, like garlic through a press..... :]

Daniel
 

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I have lots of Splat books - (but not ComDivine) Ill see if there are better options -
ComArc,Comadv, Draconomicon -no.

BOED has holy word (Leonal's Roar)
Sandstorm has (flesh to salt, mass) - 10d6 untyped dmg (fort sv =1/2) to multiple targets, if they take 1/2 remaining hp then they become salt statues
(as stone to flesh)not terrific, but a nasty finishing move.

PHB II - (as the frost) DR 10/magic and Piercing!, but has an cold/slow aura that may hurt the party. (Wrack Earth) a line effect 15d6 dmg, no SR.

does the Spell Compendium have anything better? it includes a few book I dont have.

Nothing Im seeing beats 1d3 greater elementals. This should be you most used.

the druidess in my group has used FoD (but no kills) and Word of Recall (self +5 friends)
and CSW, mass. (most often) She is not big on summoning(dislikes the prep required)

Or just leave the slot open - as fall back
 

All from the spell compendium

Bombardment is a long range, 15-foot cylinder spell that does 1d8 per level, reflex half. If they fail the save, they're buried, can't move out without a dc 20 strength check, and can't cast spells with a somatic component.

Brilliant Aura makes your allies weapons brilliant energy, and lasts 1 round a level.

Cocoon wraps a recently (1rnd/lvl) dead body, and if you raise, reincarnate, or ressurect it within a week, it doesn't lose a level. If you don't do anything, it automatically reincarnates in a week.

Phantom Wolf: Summons an incorporeal wolf that does 2d6 and 3d6 touch attack.

Red Tide does up to 4d6 strength damage in a 30 ft radius burst, plus real damage to fire creatures.

Stormrage gives you flying, immunity to projectiles and thrown weapons, and touch attack no save lightning damage once a round at 1/2 Caster level * d6.
 

Blue Sky said:
All from the spell compendium
:eek: Hot dang! If the PHB spells are underpowered, it must be because these spells sucked their power dry! 1d8/level area damage AND with nasty secondary effects? Resurrection without level loss? Enough area strength-damage to paralyze most foes? Those are some nasty spells! I might see about trying for some of them with toned-down stats (and some of them look fine--the incorporeal wolf is actually one of the ones I was considering from Complete Divine).

Daniel
 

Pielorinho said:
Yeah, I suppose. But there are other spells that can save my butt as well, and I don't want to pick my single 8th-level spell as an insurance policy that I hope never to use and that will abandon my friends to their fates. It's another special-circumstances spell, not a daily pick.
Why abandon them? You can take up to 5 of them along with you! That has to include your animal companion, though. IMC, the wizard has teleports and the cleric has word of recall. They sometimes need to split up for a hasty retreat, but it has been EXTREMELY useful. If you don't have a cleric in your party or two arcane casters, this spell will be useful. I just hate the fact that it's 8th-level. It should be 6th just like for clerics.

And, if you consider SNA a good spell then anything you choose here will be a good spell.
 

8th level druid spells are known IMC as "smash army" or, when said in James Earl Jones' voice, "Now get off my land!"

Repel metal: destroys formations
Sunburst: slays or blinds companies or battalions*
Whirlwind: destroys siege engines and slays foes
Eathquake:destroys formations (slaying roughly 25% of those targeted) and siege engines

*Sunburst was much nastier in 3.0 where it had a minimum 150' radius burst.
 

I think a couple of the Sanctified spells in BoED are good, but I could be thinking of 7th level.

My druid recently levelled to 15th as well, and I have a feeling I was casting the spells I'm thinking of before that.

-Hyp.
 

I wouldn't underestimate repel metal or stone. You can pretty well lockdown opposing fighters completely with it in some situations. With a 40' per round repel rate, you can keep opposing fighters from approaching at all in (for example) a standard 10' dungeon corridor.
 

It also blocks virtually all missle weapons fired across or into the line (metal or stone heads). Only the crudest of wooden spears have any ability to get by; the rest spin out of control.
 


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