What is your favorite low level Druid Spell?


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Currently playing a druid/mage/theurge bastardised hybrid:
My spell list generally reads in two flavours, information gathering, and combat

Information Gathering (Outdoors):
1st:
Charm animal*2
Detect Animals or Plants
Speak with animals*2
Good Berry

2nd:
Reduce animal
Share Husk (Forgotten relms)
Scent
(Other)

3rd:
Speak with plants
Plant growth
Remove disease

4th:
Command plants
(Other)

Generally the idea is to charm/dominate an animal and then use speak with animals/plants to get information form them. The other spells in there are used to find a plant/creature or to reward the cplant/creature. As part of my druids character he always gives something back in return for the service, hense the goodberries, remove disease etc.

Combat:
1st:
Entangle*" - It would be over powered if the rest of your spell list wasnt so weak
Blinding spittle*2 (Forgottne relms)
Speak with animals
Faerie fire

2nd:
Barkskin*2
Lesser Restoration
Delay poison
Soften Earth and stone

3rd:
Call lightning
Spike growth
Daylight

4th:
Flame strike
Air walk

Other useful spells at various levels:
Cure spells - Dont really need to say anything here
Hide from animals - Sooooo good for getting past guard animals ;)
Long strider - Speed up your platemail fighters !
Obscuring mist - Get away or hide from ranged combat
Pass without trace- Cast it on your other party members !

Animal messenger- Campeign type spell
Scent - Just plain good
Cloud Burst - HUGE area of effect, really awsome if you need to sneak past people
Spider climb - Not much needed here
Wood warp - Limited uses but not useless
Wood shape - As with wood warp

Plant growth - Instant cover
Stone shape - What wall/door/floor/ceiling ?
Spike growth - Hamper enemy movement

Control water - Play moses !
Dispel magic - Nothing to say here
Flame strike - .. Or here
Rusting grasp - not so great if you wanted to sell the loot.. but killer to golems
Spike stones - Hamper enemy movement
Ice storm - Area damage


Spells I wouldnt take
Poison
Contagion
These both give TWO saves AND spell resistance, unless you are fighting realy mooks these wont get through

Hope that helps now and into the future

Majere
 

Lerris said:
Call Lighting: Other than it takes 10 mins to cast we are currently in a town sitting between two waterfalls anyone care to guess what would happen if i called fourth a huge lighting bolt in the middle of that town.

<nitpick>Actually, nothing would happen to that town. Although you could direct the lightning to strike certain targets, the waterfalls don't affect it. So, you couldn't (for example) target the waterfalls and expect the whole town to "suffer the consequences." The lightning would ground away and nobody would be injured.

An interesting side note to this (based on misconceptions about how electricity works) is that the danger of being in water during a lightning storm is that you're on the surface when lightning strikes nearby. Electrical charges reside on the surface of objects (water included), which is why lightning strikes don't kill fish (except maybe a few that are really close to the strike).</nitpick>


Pass without trace: ANy one know any reason for this at all as Druids get this as a class perk anyway.

This is a good spell for bringing the party along. If you've discovered that something/someone is following/tracking you, and you're trying to escape or sneak around, you can lose your pursuers by casting this on party-members.
 

'Pass without trace' also removes your scent which 'Trackless Step' doesnt.
I once challenged the leader of a pack of wolves which wanted to attack us. I became the leader and lead the pack away from the rest of the party. I managed to leave the pack by means of the 'Pass without trace' spell.

Another really good spell is Fireeyes from MotW. It lets you see through natural fog and smoke. Its great indoors together with a few smoke sticks.

Vraister
 

Noone said Poison yet? Ok, some creatures are immune and other big ones have good saving throws... but against humanoid NPCs, it rocks. Empowered.
 

CastellanAn interesting side note to this (based on misconceptions about how electricity works) is that the danger of being in water during a lightning storm is that you're on the [b said:
surface[/b] when lightning strikes nearby. Electrical charges reside on the surface of objects (water included), which is why lightning strikes don't kill fish (except maybe a few that are really close to the strike).</nitpick>
Another interesting sidenote about how electricity works is that if the lightning spell consisted of real-world electricity, it would take the shortest possible path to the ground :). Generally remember that D&D electrical effects are only tangentally related to real-world electricity.

Faerie Fire on a scroll is the bet 25 gp you'll ever spend: it's a killer remove-invisibility spell, but it's rarely useful in other circumstances.

Daniel
 

For me the flame blade is the coolest thing there is. Too bad it won't work for other spellcasters. In fact, I made a druid just so that I could have that spell. After one session I had to retire it, for I'm not one to care about trees, or that obnoxious pet you need to drag around. I made a cleric of Corellon instead. No flame blade but a in other ways a much more preferred character.
 

1
Blinding Spittle: touch attack at -4 to blind an enemy ... and no monster has a waterskin with him
Lion's Charge: the barbarian with power lunge will love you
Power Sight: get that guy first ... he has more HD ... eeh, is more evolved ... eeh, is stronger ... eeh, harder to kill ?

2
Scent: especially since 3.5 no longer grants the ability through wildshape, I think its a great spell
Creeping Cold: eventually it does 6d6 damage, save for half, not bad for 2nd lvl
 

Pielorinho said:
Faerie Fire on a scroll is the bet 25 gp you'll ever spend: it's a killer remove-invisibility spell, but it's rarely useful in other circumstances.

Daniel
Faerie Fire
Evocation [Light]
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

You don't have rogues in your group whose sneak attacks are canceled out by Blur or other stuff too often, right? ;)
 


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