Nifty lower level Druid spells

pbd

First Post
I am playing a Druid in my current campaign. I am not too experienced with spell casters (I taditionally have played melee characters, but in 3.x the spell caster has a new life...). The character is currently 7th level and holds his own, but I am wondering if I am missing out on any really good spells by my own inexperience. We are playing core 3.5 rules only. The character has natural spell and often fights as a leopard (soon to be tiger, the character focusses on the big cats for wildshape) in melee, however, I do fight with spells also.

Thanks for the suggestions,
pbd
 

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For 4th level spells, my favorite are:
  • Ice Storm: It lasts for an entire round, so it controls the battle field, and its range is Long, meaning you can put it pretty much anywhere. And hey: 5d6 damage, no save, no SR ain't bad.
  • Spike Stones: Wow. Huge area, huge duration...very effective vs charging orcs and the like. (Spike Growth, Drd 3, is good too.)
  • Freedom of Movement: Grappling is big at these levels, with lots of Improved Grab monsters that can really ruin the shine on your friend's armor. They'll love you for this spell.
 
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The odd thing about the Druid is the class has some of the best spells in the game for very narrow circumstances, like fighting Animals or Plants. Or fighting running battles in the forest. But in actual play I do not see these circumstances arise much, so I do not have the right spells prepared even when they do happen. Consider buying lots of scrolls for those unusual spells, or even getting the Scribe Scroll feat.

I am playing a 5th level Druid. I have carefully pored over the 1st and 2nd level spells. The ugly truth is that the Druid spell list is pretty weak for levels 1st to 3rd unless you are fighting in the wilderness where you can use Entangle (1st) or Spike Growth (3rd).

Produce Flame is probably has the best overall bang for your buck in the game when you are 4th or 5th level. It rapidly fades in usefullness but is still pretty good at 7th level when you want a little ranged damage on the cheap.

I usually prepare a couple Bull's Strength in my 2nd level slots and spontaneously SNA II if appropriate.

Entangle and Spike Growth are very strong. But you have to be in the wilderness to use them.

SNA II and SNA III are very good if you have Augment Summoning. Still quite good otherwise. The Trip attack from a Dire Wolf (SNA III) is very nasty against Medium Humanoids. My measly Wolf animal companion has turned many a tough opponent into a easy kill with a lucky Trip.

I recommend a Brown Bear animal companion if you want more offense. Dire Wolf is very good if you want to balance offense and defense (I like the higher Will save that Dire Animals have). You could opt for a Riding/War Dog boosted up by the Druid levels and it will probably have the highest Armor Class in the party with a little barding. (Note that animals trained as a fighting mount get the armor proficiency feats for free. Also a Riding Dog trained for fighting gets Trip for free.)
 


Ice Storm, Flamestrike, Spike Stones, and SNA IV are all excellent. But the tough part is finding good lower level spells!

Oh, I would also recommend Sleet Storm. I am a huge fan of shaping the battlefield and disrupting the enemies LoS. Not as sexy as a Fireball, but much more effective if you know how to use it and your party has good teamwork.
 

Ridley's Cohort said:
Oh, I would also recommend Sleet Storm.
Sleet storm is HUGE. 40' radius! For most places, that's the entire battlefield, effectively. Place it so that your team is occupying the only clear area, and the enemies are split up. Then watch the enemy try to make those Balance checks!
 

Nail said:
Sleet storm is HUGE. 40' radius! For most places, that's the entire battlefield, effectively. Place it so that your team is occupying the only clear area, and the enemies are split up. Then watch the enemy try to make those Balance checks!

Well, no. You do not get to watch them. They are hidden in the Sleet Storm. Duh! ;) :p

It does make for a big tactical problem for your enemy: Retreat now or attempt to charge forward and risk getting cut to ribbons as your men dribble into the clear area as disorganized individuals.

For some reason, NPCs usually do not retreat immediately when you hit them with this spell even though in hindsight it would usually have been the best choice. Then again PCs tend to foolishly charge forward as well. :D
 

Ridley's Cohort said:
Well, no. You do not get to watch them. They are hidden in the Sleet Storm. Duh! ;) :p
Listening to them is even funnier.

At low-levels, druids have some great buffing spells, but you're right: Produce Flame is the primary attack spell you'll be using (unless you like to Shillelagh). Around third level, I think, is when you start getting into the battlefield-control spells, and these can really make all the difference. Just be aware that overdependance on them will tempt your DM into using them on you, which is horribly annoying!

Daniel
 

Having played a druid in the Living Greyhawk campaign for over two years I can tell you that there are spells at every level which are a great asset to any party/caster.

1st Level:
Hide from Animals-It not only makes you invisible to the guard dogs, but they cannot even detect you through any sense other than touch. If you attack someone the effect is broken, but this allows you to get your foot in the door.
Faerie Fire-See invisibility for druids. If you are like most druids and have buffed your listen checks you can negate invisibility for the entire party at up to long range.
Pass without a Trace-Yeah it doesn't help you any, but it is invaluable if the entire party is trying to get somewhere without being followed (like away from the BBEG)
Produce Flame-A good ranged attack spell for druids who normally don't have much to offer from range.
Entangle-Huge area of effect, doesn't kill or harm those that get trapped, and it can drastically change a battle. What's not to love. Oh right...the fact that it will only work for you when you're outside.

2nd Level:
BARKSKIN-This is the #1 2nd level druid spell. Until I could cover the entire party with them I didn't memorize anything else.
Resist Energy-#2 2nd level druid spell. Mem one of these to give yourself resistance 20 to an energy type. This can drastically alter a combat with an elemental or energy using creature.

3rd Level: (I would note that this is where summons get fun so these are all "filler" spells to hold space for Summon Nature's Ally III)
Call Lightning-No reason not to have it is what I say. If you're anywhere but underwater you can cast this before going into a battle and with the minutes/level duration whenever you find yourself without something immediate to do in the combat you can "call down the thunder" as it were. Also, since you've already cast it and the spell is active you could argue to your GM that they wouldn't know that you called the bolt! If they know much about spells and you're obviously a druid then it's a no-go, but for those BDFs they won't redirect just to attack you most likely.
Quench-ever been in a situation where there was a massive dock/warehouse/etc. fire and you had to work your tail off to put it out? Well, Quench is the answer. Look at the area of effect. Also, if you're fighting fire elemental creatures then watch out because it's d6/level w/ no save.
Plant Growth-Battlefield control at its finest. You can basically make your own hedgemaze and route enemies exactly where you want them... that is of course unless you simply want to trap them in it to slow them down.

4th Level:
Covered by the others. I like Air Walk, Flamestrike, and Freedom of Movement best myself.

Good luck and good hunting
 

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