Chapter 3: Druid Spells Examined: In this chapter chapter we will discuss discuss Druid Druid spells. spells. Like my other other guides we will go through through the Druid spell spell list and rank rank spells. spells. Unlike Unlike my other guides, guides, I will be taking taking a special look look at summoning summoning spells. spells. With any Druid, Druid, Summon Summon Nature's Nature's Ally spells spells will be a major major part of what the character does, so I examine these spells in detail at the end of the chapter, level by level, creature by creature. If you haven't already, the first two chapters will discuss two very different ways to make your Druid an effective contributor to your group, please check them out first:
Chapter 1: The Wild Mystic Chapter 2: The Spirit of the Beast Last revision: Jan 19, 2010
Colour Coding the Guide:
In this guide I will be Colour Coding your various options to provide opinion on each.
Red: Warnin Warning. g. This This is a poor poor option option and and shoul should d be avoide avoided. d. For spel spells, ls, s simp imply ly don't don't expect to ever memorize these. Orange: This This is an OK OK option option.. I'm not not recomm recommendi ending ng it, but but it's it's not not bad. For spel spells, ls, not an everyday memorization, but in the right circumstance, good to have. Green: I recomm recommend end this this opti option. on. It is a stro strong ng choic choice. e. For spel spells, ls, this this is is a worthy worthy memorization option. Blue: A must must have. have. Your Your best poss possibl ible e option option.. For spel spells, ls, this this woul would d be a "must "must have" have" memorization in my opinion. Of course not all spell are just as good for each Druid build, so when a spell has different ratings for each build, then the spell rating for the Spirit of the Beast build gets put in parenthesis parenthesis after after the spell rating. rating. So for example example if a spell is Green for for the Wild Mystic Mystic and orange for the Spirit of the Beast then it would look like this:
Entangle (SotB): Here's a little little thought thought exercise exercise before we begin. begin. Consider Consider a new class that that casts casts divine spells (knows (knows the the whole spell spell list). list). Here's their their first first level list: list: Level 1: Grease, Entangle, Lesser Restoration, Delay Poison, Silent Image, and Enlarge Person Person.. Wow - grea greatt spell spell list list right? right? Now consider consider a second second class, class, also divine divine and knows their their entire spell spell list. Here's their their first level list: Level 1: Calm animals, Purify food and drink, Grease, Erase, Entangle, Magic Stone, Lesser Restoration, Shillelagh, Delay poison, Jump, Silent Image, Read Magic, Enlarge Person and Mending. The second list, on casual observation, may strike you as a bit less shiny, of course this is a fairly obvious trick, since the second list has every spell on list one and more, so is at least as good, and probably superior (if you ever have use of those less spectacular spells). spells). My point is that that we often evaluate evaluate a spell list list by taking taking the list and looking looking how the spells spells average average out. However, However, a Druid Druid gets every spell spell on their their list, but but is only memorizing a small amount, so when you evaluate a list, you should really be evaluating
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the best spells, spells, and all other other spells are are gravy. Just remindin reminding g you of that before before we get into this, because although the Druid list has a number of nice spells, there is a lot of dead weight as well, but this dead weight shouldn't define the list. I am going to rank the spells for you, and I'm going to do something that I expect is going to be very very unpopular. unpopular. The Druid Druid list is somewhat somewhat muddied muddied by a bunch bunch of spells spells that are "flavor" spells, but ones you will likely not be using very much. These are spells that specifically are targeted to Animals or Plants for the purpose of charming, talking to, having having tea with, or hiding hiding from. These spells spells are wildly wildly circumsta circumstantial ntial,, and in a campaign centered around dealing with plants and animals are going to be a great boon to you. For the rest of us, these these spells spells just obfuscate obfuscate the spells spells in the list list that are worthy of consider considering ing in a non-plant/a non-plant/animal nimal centered centered campaig campaign. n. For these spells spells I am going to create a special code (Green Highlighting) I am NOT recommending any of these spells in most campaigns (If you are in an animal/plant centered campaign it may be different). different). Note that spells spells that that summon animal animals s to rip your enemy apart, apart, or spells spells that turn that summoned animal into a horrendous killing machine, or spells that allow you to use plants to teleport all over the globe are worthy of daily consideration, and therefore will be coded just like all the other spells. The purpose purpose of this is is just to clear clear the water. water. The Green Green Highlights Highlights will will be moved to the the end of each each spell level level so you can can evaluate evaluate the spell spell list list as if they weren't weren't there. there. The Druid spell list is versatile and powerful, and the addition of these spells actually can detract detract from that in your your mind. I'm sure when you you look at the remaining remaining list, list, as if those spells weren't there at all, you will agree the Druid can be a very effective caster. The other special special case case is Summon Summon Nature's Nature's Ally spells. spells. Since these these are spontaneou spontaneous s spells for for the Druid, I'll I'll be evaluating evaluating them separat separately. ely. Naturally Naturally you won't won't be memorizing SNA spells under most circumstances, but you'll be using them all the time, so in detail evaluat evaluations ions are appropria appropriate. te. You will find find a detailed breakdown breakdown of Summon Summon Nature's Ally after the spell list.
0-Level Druid Spells (Orisons) Create Water: Water : The Orison creates quite a bit of water (2 gallons/level) that lasts for up to a day. Since you you can cast cast this over over and over again, again, you you can create create great sums sums of water. Detect Magic: Magic : This is pretty pretty much much a staple for for all casters casters,, the Druid Druid included. included. A very strong pick for a 0 level slot at any time. Detect Poison: Poison : Wildly Wildly circumstant circumstantial. ial. Most of the the time you do do not want to spend spend a standard action to determine if the guy has poison on his weapon or the creature is poisonous, which tends to be the most common interactions with poison in the game. Flare:: Dazzled is a vastly unimpressive status effect, using a Standard Action to Dazzle Flare someone is a bad use of an action, even if there weren't a saving throw (which there is) Guidance:: A one minute Guidance minute tiny buff. buff. At low levels levels I've seen seen a Druid/Cler Druid/Cleric ic cast cast this continuous continuously ly on the party members. members. The logistics logistics of that that are going to slow you down down a great deal, and it's not something that is probably worth your time as levels increase, but at low levels a +1 is more substantial. Know Direction: Direction : Hopefully, Hopefully, as as a Druid, you you will find find this spell spell largely largely unnecess unnecessary. ary. It's good that it's on the list, so if you do get lost or need direction you can cast it the next day, but I wouldn't go memorizing it on a daily basis. Light:: This is kind of a staple, only one person in your party needs this, but you are as Light good a choice choice as any other other caster. caster. Cast it on someth something ing small, small, so it can can be moved or
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Read Magic: Magic: Grants the the ability ability to skip skip the spellcraft spellcraft roll roll to read a scroll. scroll. This isn't isn't something you need every day, but coming upon new scrolls, use this in your off time to learn the scroll as needed. Resistance:: Very much Resistance much a similar similar use to the "Guidan "Guidance" ce" Orison. Orison. Resistance Resistance bonuses bonuses are are a dime a dozen, so don't expect much use from this beyond the first few levels. Stabilize:: If Johnny is at -5 HP and you don't have time or the spells to heal him right Stabilize now, then Stabili Stabilize ze prevents prevents further HP loss loss until you do. This has has occasional occasional use use in combat if you don't have a cure light wounds wand (at very low levels) or at later levels if that wand isn't handy. Virtue:: One temporary HP is REALLY not much, even at first level I would have to think Virtue you are buffing better with Guidance or Resistance IMO.
1st-Level Druid Spells Cure Light Wounds: Wounds: A helpful quick heal in combat, out of combat at low level this will also come in very handy, at higher levels you will be glad it's on your spell list even if you don't memorize it because it allows for the use of the very cheap and useful cure light wounds wands. Detect Snares and Pits: Pits : Detect Detect trap traps. s...w ..whoo hoops, ps, not not reall really. y. Detect Detect SOME SOME trap traps. s. That That is a qualifier qualifier that makes makes this spell spell a stinker. stinker. It's more for for detecting detecting natural natural hazards, hazards, of course, being a survival nut, you can probably know where to check for quicksand anyways. anyways. I would probably probably still recomme recommend nd this if it was an all all day buff, but instead instead you need to know when you need it, which of course, largely defeats the purpose. Endure Elements: Elements: Circumstantial spell that does not confer any actual energy resistance resistance,, but does allow allow for a T-Shirt and and Shorts while while ice fishing. fishing. Useful Useful when needed, but not needed often. Entangle (SotB) (SotB):: Fantastic Fantastic battlef battlefield ield control control spell. spell. The range is long, long, the duration duration is 1 min/level, min/level, the the area covered covered is impressively impressively large large (40 ft radius). radius). The spell creates creates the the entangled condition, slows movement, potentially STOPS movement (for those who enter the area), area), and and does some some very, very very minor damage. damage. Note that that the reading reading of this spell suggests that some form of plant life must be present in the area, which creates some circums circumstanti tantiality ality.. The Spell Spell targets Ref Ref and does not not allow allow SR. Faerie Fire: Fire : A fairly good spell that is "Druid only", Faerie Fire first of all cancels Blur or other concealment, making the target available for the rogue to sneak attack, in addition it prevents prevents any attempts attempts at stealth stealth or invisibili invisibility. ty. A good spell to cast cast on a sneaky opponent. opponent. There is no no saving saving throw for this this spell (nice) (nice) though though SR does does apply. apply. Goodberry:: There are Goodberry are 2 main purposes purposes of this this spell. spell. The first first is an off-time off-time heal heal spell, spell, allowing allowing you to "pre-creat "pre-create" e" these berries berries as a little HP top up. Allies Allies can carry the berries in in their own pockets pockets,, and use them them as necessar necessary. y. The other other purpose is is to use this spell spell to provide provide nourishmen nourishmentt to the entire entire group with with just a few berries. berries. Not a super super powerful spell, but handy. Jump:: Gain a bonus Jump bonus on jump jump checks using using acrobati acrobatics. cs. This skill skill goes beyond beyond circumstantial, rounds the bend at wildly circumstantial, and stops for a r est at stupidly circumstantial Longstrider:: A long duration Longstrider duration 10ft 10ft speed increase increase.. Since this this speed speed modifier modifier will translate to Wildshape (though land speed only), this remains somewhat useful even at mid to high levels, although you will have a reasonable level of speed versatility at that point. Magic Fang: Fang: Grants Grants an enhancemen enhancementt bonus of +1 to to one natural natural weapon. weapon. The Duration Duration isn't great, and Greater Magic Fang really is quite a bit greater, however, as a buff for summoned creatures, it can be helpful to give them the ability to punch through DR. Probably not a regular memorization, but a cheap wand later on is a good investment.
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Obscuring Mist (SotB) (SotB):: Obscuring Obscuring Mist Mist is a very handy defensive defensive spell. spell. For a summoner summoner (who doesn't doesn't need need to target) target) even more more so. Put it on your your regular regular memorizations, even at higher levels. Pass without Trace: Trace : You can have one ally per level untrackable for a pretty decent duration. duration. Naturally, Naturally, you you are untrackable untrackable by level level 3 anyways, anyways, but what about about your clumsy hapless allies? Circumstantial spell - generally you just don't get tracked all that often to make this a regular reg ular memorization. Produce Flame (SotB) (SotB):: Blast attack that does underwhelming damage...yet, the damage IS better than magic stone, and it can be used in melee or ranged, and it's a touch attack, attack, and and it grants a light light source. source. A million million times better better than Magic Magic Stone, but still merely merely OK. OK. You need a couple couple levels levels or this this is a one shot shot merely OK OK blast. blast. Shillelagh (SotB) (SotB):: Me and my group make fun of this spell, but actually, at low levels it's not bad. bad. If you are a Spirit Spirit of the Beast, at low low level (before (before wildshape) wildshape),, a +1 staff that does does a base 2d6 damage damage is actual actually ly not bad. bad. Beyond 5th 5th level I never never see casting casting this. Calm Animals: Animals: Calms an amount of animals that's reasonably impressive for the level. They get a will save (but animals just don't have great will saves). Charm Animal: Animal: To be used in conjunction with "Wild "Wild Empathy" to turn a rabid wolf that wants to rip your your throat out into into a fanatically fanatically loyal loyal pet forever. forever. Use this first first to raise raise the attitude to friendly, then Wild Empathy to improve it to helpful. Detect Animals or Plants: Plants : Used to find a specif specific ic kind kind of animal animal or plant. plant. Perhaps Perhaps the healing herb or an animal to charm or speak to. Hide from Animals: Animals: Used to have the entire group (after a few levels) sneak past the animal guards. Speak with Animals: Animals : Now you are are Dr. Doolit Doolittle. tle. Talk to to the rat, rat, "Hello "Hello my rodent rodent friend, friend, did you see...", see...", "Maybe "Maybe I saw something, something, maybe maybe I didn't. Got any cheese?" cheese?"
2nd-Level Druid Spells Animal Messenger: Messenger: An occasionally handy spell for sending messages long distances. Far inferior to instant messaging via Sending for example, but still, at lower levels, one of your better ranged message options. Barkskin:: Grants an enhancement to Natural Armor, so yes, this stacks with Wildshape Barkskin granted granted NA, this does not not stack with with Amulet of NA. The duration duration is OK, but don't don't expect to have it up all all the time. time. The bonus bonus increases increases quickly, quickly, maxing maxing at +5 by only only 12th level. Good buff for party party members members and yoursel yourself. f. Bear's Endurance: Endurance: My main concern with enhancement bonuses to stats is that they don't stack stack with the magic magic items that that grant the same same effect. effect. Furthermore, Furthermore, the the duration isn't great. great. When you get this this at level 3, it's going going to be semi-useful semi-useful at that that time, but will reduce in use as your equipment list grows. Bull's Strength: Strength: My main concern with enhancement bonuses to stats is that they don't stack stack with the magic items items that that grant the same same effect. Furthermore Furthermore,, the duration duration isn't great. When you get get this at level level 3, it's going going to be semi-us semi-useful eful at that that time, time, but will reduce in use as your equipment list grows. Cat's Grace: Grace: My main concern with enhancement bonuses to stats is that they don't stack stack with the magic items items that that grant the same same effect. Furthermore Furthermore,, the duration duration isn't great. When you get get this at level level 3, it's going going to be semi-us semi-useful eful at that that time, time, but will reduce in use as your equipment list grows. Chill Metal (SotB) (SotB):: This is a blast, blast, but actua actually lly a pretty pretty good good blast. blast. You can can target target multiple multiple creatures creatures (selecti (selectively) vely) and and they take continuou continuous s damage over over 5 rounds. Works on anyone with metal equipment - that's usually pretty much anyone but Druids (even Wizards and Sorcerers are known to have some metal on their crossbows and such).
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the (good) duration, the subject is basically immune to poison (though they will have to deal with the effects afterwards.) Fire Trap: Trap: Creates a minor blast trap effect, takes 10 minutes to cast, costs gold to cast...Way too circumstantial, and even not great then. Flame Blade: Blade : Better duration than produce flame, similar damage, less versatility, higher level for some reason. Flaming Sphere (SotB) (SotB):: Flaming Sphere is a blast, but it's one of those great blasts because it keeps doing damage every round, and you can use your move action to move it around, around, meaning meaning you can go after different different targets. targets. You can have have 2 active at a time if you like and spend your turn moving them around burning up your foes. Fog Cloud (SotB) (SotB):: I've always been a fan of Fog spells, and Fog Cloud is kind of the basic. basic. Unlike Unlike Obscuri Obscuring ng Mist, Mist, you can can place place this one whereve whereverr you need it. No saving saving throw or SR can block block it out. It messes messes up archers and and enemy casters casters (targetin (targeting g casters casters anyways), and several other uses. Gust of Wind (SotB) (SotB):: Often underrated, Gust of wind is a moderately good battlefield control, as well it's handy as a way to take care of fog spells. Heat Metal (SotB) (SotB):: Basically the same spell as Chill Metal except that it is heat damage instead instead of Cold damage. damage. Also a good good spell, but but just be aware aware they are are basically basically the same effect, so are redundant with e ach other. Owl's Wisdom: Wisdom: My main concern with enhancement bonuses to stats is that they don't stack stack with the magic items items that that grant the same same effect. Furthermore Furthermore,, the duration duration isn't great. When you get get this at level level 3, it's going going to be semi-us semi-useful eful at that that time, time, but will reduce in use as your equipment list grows. Reduce Animal: Animal: A long duration duration effect effect that shrinks shrinks an an animal animal one size. size. I honestly honestly don't see a lot of use use for this spell spell for a Wild Wild Mystic. Mystic. If you have have an animal animal companion companion,, then maybe, but as a Wild Mystic you shouldn't. Resist Energy: Energy: This spell spell is my preferred preferred form form of energy energy protection protection.. There is no "maximum" it can resist before it disappears and it is a lower level than protection from energy. It's certainl certainly y possible possible for energy damage damage to punch through through this spell, spell, but it does scale with level, so it should significantly reduce the hurt. Restoration, Lesser: Lesser: Very handy handy spell spell to have have available. available. Does a good good "patch "patch up" job on someone who has taken ability drain, dr ain, although it won't always bring you back to full with one castin casting. g. Also a good good way to get rid of fatigue fatigue or exhaustion exhaustion.. Makes a great great wand when you can afford it. Soften Earth and Stone (SotB) (SotB):: One of the premiere Druid spells, this spell offers more than the obvious battlefield control options, it also offers ways through stone cavern cavern walls and the like, like, softening softening them them to an easily removabl removable e dirt. As a battlefield battlefield control it's very nice as even those who save are slowed, but those who aren't are immobilized, immobilized, which is nasty. nasty. Targets Targets Ref Ref which which is a good good save save to target as well. well. The target area is shapable as well, which makes this spell a real winner. Spider Climb: Climb: If you haven't gained wildshape yet, this offers a maneuverability improvement (casting from the ceiling can be a good way to avoid the attacks of enemies), but once Wildshape is a standard, then you will be flying all over the place, so clinging to walls becomes not all that hot. Summon Swarm: Swarm: This is an OK spell, swarms can be difficult to damage depending on your weapon weapon forms, and and damage is continuo continuous. us. They usually usually have have some secondary secondary effect effect as well. The damage damage however (and (and secondary secondary effects) effects) can can be underwhelming. underwhelming. Tree Shape: Shape: You turn into into a tree. Generally, Generally, I would would consider consider this this a "camping" "camping" spell spell when outdoors (as you are pretty hard to discern from an actual tree), however, some lumberjacks lumberjacks could could really really mess up your sleep. sleep. Also, you you can't change change the party, party, so what's the point? Warp Wood: Wood: A fairly fairly useful useful debuffing debuffing spell. spell. You can warp warp several several targeted targeted weapons, weapons, shields shields etc with one spell. spell. Also has some some utility utility use, like like to open doors (and (and as the spell
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Hold Animal: Animal: Paralyzes Paralyzes one anima animall for 1 round/lev round/level. el. A decent decent combat combat spell against against animals, but it's really all or nothing.
3rd-Level Druid Spells Call Lightning (SotB) (SotB):: I really question how much better be tter this spell is than Flaming Sphere. The bolts can can hit flying flying creatures creatures which is sure sure helpful, helpful, and you don't don't have to move them around from round to round..hmmm OK, convinced myself it's better, but note it also also has a one one round casting casting time. time. Really Really more of a spell spell for long long duration duration combats. Contagion:: Disease Contagion Disease is a pretty pretty poor combat combat effect. effect. It just takes takes too long long for any serious serious effects effects to occur. As such, such, this isn't isn't a great spell for combat, combat, and and out of combat you aren't going to have much use for it. Cure Moderate Wounds: Wounds : Overall I consider Cure Light Wounds the better spell for its level. However, However, Cure Mod Wounds Wounds follows follows the standard standard progression progression of cure cure spells. spells. Occasionally useful in combat in mid levels, probably not your cure of choice out of combat. combat. Furthermore, Furthermore, this is a late entry for Druids Druids,, making making this this less attractiv attractive. e. As a 3rd level spell, I just can't recommend it. Daylight (SotB) (SotB):: A more powerful powerful light spell. spell. This spell spell is handy handy for for dealing dealing with Darkness Darkness Spells Spells as well for illumina illuminating ting a larger area area (60'). The duration duration is OK at 10 min/level but not stellar. Magic Fang, Greater (SotB) (SotB):: A very handy buff that will give your summoned creatures creatures enhanceme enhancement nt bonuses bonuses to attack (and (and thus get through through DR). DR). Even better better for the combat combat based Druid, Druid, but for Wild Mystics Mystics,, handy nonetheles nonetheless. s. You will find find yourself yourself using the version that effects all a creatures natural attacks most often. Meld into Stone: Stone: You can can step into into stone stone and, well well hide hide I guess. guess. You can can cast some self buffs while you are in there, but you can't take any of your allies, so I don't know what's happenin happening g to them during this this time. Not long enough enough duration duration for a "camping" "camping" spell. spell. I'm just just not not a fan fan of this this one. one. Neutralize Poison: Poison: OK, but not not fantastic fantastic.. Neutralize Neutralize poison poison first first of all is not not even a foolproof way of dealing with poison as you have to make a CL check vs the DC of the poison. poison. Can be used as a buff like like delay poison, poison, but really, really, delay delay poison is lower lower level so that spell seems more useful overall. Poison:: Requires a touch attack, which shouldn't be too much of a problem, the Poison problem is is then that that they get a Fort Fort save to avoid avoid the effect. effect. If they fail fail they take take 1d3 Con damage which is OK, and every round another save or the Con damage is taken again. again. This spell spell is not overwhelmin overwhelming, g, and since since there is no partial partial effect effect on a successful successful save, it's a risky strategy. Protection from Energy: Energy : There are certainly advantages to this spell over resist energy, especia especially lly if facing facing one big blast. blast. However, However, it is a higher level, level, and lacks lacks the staying power of Resist Energy, so overall, I like that spell better. Quench:: Circumsta Quench Circumstantial ntial spell, spell, but in the right right circumstan circumstance, ce, very effectiv effective. e. As a blast against fire based creatures this is pretty cool as it does 1d6/CL (Max 10d6) 10 d6) to all the fire creatures creatures in the area area with no saving saving throw. So like a fireball fireball minus minus the save and the potential potential hittin hitting g of allies. allies. Nice. In addition addition,, works works like like a dispel against against magica magicall fires. fires. Remove Disease: Disease: Cures the the diseases diseases of the subject subject.. Certainly Certainly not somethi something ng you need memorized everyday, but very nice to have available the next day after someone has contracted a disease. Sleet Storm (SotB) (SotB):: A very effectiv effective e Battlefield Battlefield Control Control spell. spell. An excellent excellent spell spell for both Druids and Wizards. Snare:: Creates Snare Creates a snare trap. trap. The upside upside is that it it is permanent permanent until until triggered, triggered, therefore therefore having having this on your your spell list list is a boon The downside downside is it's it's pretty pretty
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the squares you trap are DC 27 search check to reveal, and unless your enemies are using Search Search during during a battle, battle, that that means they they won't see see what's coming. coming. A good way to slow down fast moving enemies. Stone Shape (SotB) (SotB):: Utility spell, the most obvious use I can think of is to make the opening in a stone wall, but I can think of some others too right off the top of my head. (Create cover from the stone floor, close in something you want to keep safe and hidden...et hidden...etc). c). A good 4th level spell spell for Wizards, Wizards, which which means getting getting it at level 3 makes this a winner. Water Breathing: Breathing : The use is obvious, and obviously something pretty circumstantial. Wind Wall: Wall: A defensive spell that protects against nasties like Cloudkill, arrows, gaseous gaseous breath weapons, weapons, and and the like. Late entry entry for Druids, Druids, and since Druids Druids often often are the flying bird, sometimes inconvenient. Diminish Plants: Plants: Reduce Reduces s s size ize or blig blights hts the growth growth of normal normal plants plants.. Ugh. Ugh. You can ruin ruin crops crops too too.. Double Double ugh. ugh. Speak with Plants: Plants : You can can talk talk to to plants plants and and plant plant creature creatures. s. I guess guess "Did "Did a big guy guy come by" might might be a useful useful question question to ask. ask. Poor DM's DM's who have to to determine determine how to have to roleplay a conversation of an Int 0 plant. Plant Growth: Growth : Grows vegetation, improves improves crops, in an area that includes both brush and trees, use it for a large area battlefield control that is very effective. Dominate Animal: Animal: One animal obeys your silent mental commands and orders. Potentially a very good spell for it's level if and when it actually comes up.
4th-Level Druid Spells Air Walk (SotB) (SotB):: I like air walk more than fly, I think the reason is because you can translate translate a land movement movement rate rate to flying. Furthermore, Furthermore, the the fly skill isn't isn't going to be required required either, since since the movemen movementt is as if on solid solid ground. ground. The duration duration isn't isn't bad either - a nice buff buff for your allies allies or your summoned summoned critters. critters. For the Spirit Spirit of the Beast, this is the way to maintain your Wildshape in the more deadly land-based forms while still getting flight ability. Control Water: Water: Pretty circumstantial, allows you to raise or lower water, as well as slow water based creatures. Cure Serious Wounds: Wounds: The next progression of cure spell, as with CMW this is late entry for Druids, and although it may be occasionally useful in combat, overall, it's a bit underwhelming. Dispel Magic: Magic: First off, this is late entry for Druids, also, heavily nerfed from 3.5, however, note that this spell no longer becomes useless at high level, it's consistently mediocre across the levels. Flame Strike (SotB) (SotB):: Kind of an iconic blast for Divine casters, and early entry for Druids. Druids. The big draw draw is that 1/2 1/2 the damage damage is "divine" "divine" and not not subject subject to energy resistance, however, if you're counting on that, then the total damage is going to be pretty n a failed failed The area area is is pretty pretty small small ell. Overall, Overall, it's it's an an OK
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Rusting Grasp: Grasp: A touch attack attack that that destroys destroys metal metal without without a saving saving throw. Armor is reduced reduced in value, and the opponent opponents s sword is turned turned to scrap. Doesn't Doesn't work on magical magical metals though, which certainly is a big d isadvantage. Scrying:: Spies on subject Scrying subject from from a distance. distance. Note that the the casting casting time is long, the the vision ability is limited, this is circumstantial at best. Spike Stones: Stones: Very much like Spike Growth except the damage caused is significantly higher. higher. Redundant Redundant with with Spike Spike Growth, Growth, so take take one or the the other. other. Antiplant Shell: Shell: Keeps animated animated plants plants at bay. bay. How often often does this come up? Repel Vermin: Vermin: Insects, Insects, spiders, spiders, and and other vermin vermin stay stay 10 ft. away. away. Not that the the giant spider minds. minds. He'll web you you and and drag you to to him. him. Giant Vermin: Vermin : Turns centipedes, centipedes, scorpions, scorpions, or spiders spiders into into giant giant vermin. vermin. I could could see see this being used in conjunction with summon swarm I suppose. Command Plants: Plants : Sways the action actions s of plant creatures. creatures. Again, Again, circums circumstanti tantial al beyond beyond belief. Blight: Blight: Withers Withers one plant plant or or deals deals 1d6/level 1d6/level damage damage to plant plant creatur creature. e. Against Against plant plant creatures an OK blast, and that's really it.
5th-Level Druid Spells Animal Growth: Growth : This isn't isn't like Enlarge Enlarge Person Person for animal animals. s. An animal animal that has has had this spell cast cast on it becomes becomes a terrifying terrifying beast. beast. +8 str, +4 con, +2 Natural Natural Armor, Armor, all normal normal effects effects of increased increased size such such as reach occur occur as well. well. Paired Paired with spontaneous spontaneous Summon Summon Natures Natures Ally - this is prime. prime. Oh, and the bonuses bonuses all stack stack with with Augment Summoning Summoning (that's (that's a total of +12 +12 Str, +8 Con). Con). Nasty. Nasty. Atonement:: A method of prevent Atonement preventing ing or reversing reversing alignmen alignmentt change. change. Really, Really, hopefully hopefully alignment change isn't a problem for you or your group, but if it is, this could be circumsta circumstantial ntially ly useful. useful. Kind of an odd spell spell for a Druid to have on their their list I think (I would think of this as a Cleric/Paladin spell)...but hey, I'll take it. Awaken:: Gives an Awaken an animal animal or Plant human human Int (and (and Wis and and Cha). Cha). The animal/ animal/plant plant is automatica automatically lly friendly friendly to you and you can can assign it tasks. tasks. Note that this this spell costs costs 2,000 gp per casting, and if you cast it on your animal companion, they cease to be your animal companion. Baleful Polymorph (SotB) (SotB):: Basically a save or die, except instead of dying, you turn them into into an ant (or whatever whatever other other miserable miserable form form you choose). choose). Depending Depending on the second second save, they they may be a regular regular ant or or a really smart smart ant. ant. Personally, Personally, I'm I'm not a big fan of save or die, but there are those that think it's the best spell type in the game (even though they are wrong) :) Call Lightning Storm (SotB) (SotB):: Like call lightning except the damage is significantly higher. higher. The range range is also also better better (long) (long).. I think think I have a favored favored bias for blast blast spells that keep on blasting rounds after you cast them, and this is a decent d ecent example. Commune with Nature This divination spell gives you information about the
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I won't rate rate it red, but I don't don't recommend recommend it for for regular memoriz memorization ation.. Also, it's it's late late entry for Druids. Death Ward: Ward: Grants a +4 bonus to save vs. death spells and magic death effects, and provides provides a save even even if one is not not normally normally provided. provided. Also the subjec subjectt is immune immune to energy drain, drain, so they are Enervati Enervation on proof. However, However, that said, said, in practice practice you are going to have have a hard time using this this spell effectiv effectively. ely. The duration duration is 1 min/level min/level so you will need need to know beforehan beforehand d that you need need it, and that that doesn't doesn't often happen. happen. It's not retroactive retroactive,, so often by by the time you you know you need need it, it's too too late. late. It also is only only protecting one person. Hallow/Unhallow Hallow /Unhallow:: An absolutely massively circumstantial spell, that I figure is more of a Cleric spell than a Druid spell (aren't they the epitome of positive vs. negative energy?) energy?) This has a material material cost, cost, but it it is permanent. permanent. I could could see see using using it to set set up a defensive defensive area, area, though that that is going to be pretty circums circumstanti tantial. al. it takes a day to cast. cast. Insect Plague: Plague: Summon Summon swarm en mass. mass. You get one one swarm swarm of angry angry wasps wasps per 3 caster caster levels (you (you need to have them adjacen adjacent). t). The range is long, long, and the duration duration is pretty good. A 1 round round casti casting ng time time is a drawback drawback.. Overall, Overall, again, again, I'm not not a huge fan fan of of swarms, but these are decent. Stoneskin:: My problem Stoneskin problem with Stones Stoneskin kin has has always always been the the price. price. 250gp may may not be a king's ransom, but if you are casting this spell regularly, that's 250gp over and over and over - and that that can become become a king's king's ransom ransom quite quickly quickly.. 10/adamanti 10/adamantium um DR is certainly certainly useful, useful, but is it worth the the price over and over over again? In my opinion, opinion, it's worth worth it occasionally, but not regularly. Transmute Mud to Rock: Rock : Far more circumstantial than its brother, transmute rock to mud. Sometimes Sometimes this is used used as as a "finisher" "finisher" in conjunc conjunction tion with Rock to Mud. Mud. Use the the Rock to Mud spell to trap the enemy, then Mud to Rock to really, really trap them, they do get a Ref save to avoid the effect, but it can be basically a mass save or die combination that targets the generally weakest save (and the save almost never associate asso ciated d with Save or die). die). Personally Personally I'm not not big on the strategy, strategy, but I certainly certainly see the value of it. Transmute Rock to Mud (SotB) (SotB):: No saving saving throw battlefield battlefield control. control. Reduces Reduces movement of those caught to 5 feet per round (I thought 3.5 Solid Fog was "broken"?) regardless regardless of their their normal movement movement rate. rate. Circumvent Circumventing ing this spell spell is easy if you aren't aren't restricted to walking, but for those who are, it can be a nice way to control the battlefield battlefield.. You can also convert convert ceilings ceilings to mud for a really unimpressiv unimpressive e blast effect effect if you like which is technically multi-threat since it leaves a 5' deep mud-puddle around the victims, victims, Ref save save for 1/2. This is only only usuable on natural natural unworked unworked stone, stone, like caverns caverns and the like. Tree Stride: Stride: First of all, this spell trumps "Tree Shape" giving you absolutely no reason to use that that spell ever. ever. However, However, the main main purpose of of this spell spell it to give give you the ability ability to teleport teleport short ranges. ranges. Alone, Alone, not all that that great, great, but being able able to do it as often often as you you like for 1 hour/level hour/level is all all kinds of useful. useful. Travel Travel across the the world in a couple days, days, scout out far distances, make quick escapes, unfortunately, you can't cast this on anyone else,
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living living can enter. Spells like like this normally normally offer offer a saving throw, throw, but for some some reason, Antili Antilife fe spell spell doesn' doesn't. t. That That means means you are are blocked blocked from from enteri entering ng NO SAVE. SAVE. Wizard Wizards s would KILL for this spell, and considering the Wild Mystic is the Druid's answer to the Wizard, you would too....and you have it. Bear's Endurance, Mass: Mass: I like the mass ability bonus boosts less than their lower level cousins cousins.. The reason reason is that by the time you you get these spells, spells, stat stat bonus items items are going to be pretty common through the party, and they are not stackable with these spells, so you either end up boosting non-primary stats, or you fail to boost primary stats. Bull's Strength, Mass: Mass: I like the mass ability bonus boosts less than their lower level cousins. cousins. The reason reason is that by the time you get these these spells, spells, stat bonus bonus items are are going to be pretty common through the party, and they are not stackable with these spells, so you either end up boosting non-primary stats, or you fail to boost primary stats. Cat's Grace, Mass: Mass : I like the mass ability bonus boosts less than their lower level cousins. cousins. The reason reason is that by the time you get these these spells, spells, stat bonus bonus items are are going to be pretty common through the party, and they are not stackable with these spells, so you either end up boosting non-primary stats, or you fail to boost primary stats. Cure Light Wounds, Mass: Mass: Please note that this spell does cure more damage than cure light wounds to a single target (assuming you are over level 5) since the caster level bonus bonus is up to 25. That said, said, I would call call this spell spell circumstant circumstantial ial at best, as as you aren't healing gobs of damage, you are healing very moderate damage to several people. Dispel Magic, Greater (SotB) (SotB):: I like this a lot more than dispel magic, got to say, that's a nice nice chance, chance, considering considering the level level difference. difference. An effective effective way to debuff debuff an enemy who's who's "spelled "spelled themselves themselves up". up". Also note note that Dispel Dispel Magic is late late entry for Druids, Druids, but the Greater Greater version version is not. Nice. Find the Path: Path : Find the the route to anything. anything. Before you you complain complain about about the red rating, rating, allow me to to explain: explain: My rating rating is a recommen recommendation dation,, not not a power rating. rating. Find the path is the DM's nightmare, it is one of those spells that basically can circumvent entire adventures, adventures, since since nothing nothing can be hidden hidden from you anywhere. anywhere. This is simply simply a spell that that should should not exist, and and smart DM's DM's outlaw it. However, However, as one player player to another, just just give your DM a break break and don't don't take it in the the first place. place. You either either don't need need this spell, spell, or it is the ultimate ultimate answer answer removing removing the challenge challenge entirely, entirely, either either way, it's just just not fun. As such, I don't recommend it. Fire Seeds(SotB) Seeds(SotB):: As a in-combat in-combat castin casting g blast, this this spell spell is inferior. inferior. However, However, planned planned ahead, ahead, this can can be pretty good. good. You can hand hand off acorns acorns to party party members members before before a battle against a single opponent for example, who then can expect 1d4xCLx4 damage (Rogues (Rogues can use to greater greater effect effect with Sneak Attack) Attack).. The bombs really really do horrible horrible damage, but I think you can set off more than one at once, and if you can set off all 8 at once, then then that's some some good damage damage (8d8+CLx8). (8d8+CLx8). For a 13th level Druid Druid - setting setting off all the holly bombs should do about 140 average damage. Ironwood:: Kind of a staple Ironwood staple for for Druids, Druids, and an importan importantt turning turning point. First of all, all, the
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Owl's Wisdom, Mass: Mass: I like the mass ability bonus boosts less than their lower level cousins. cousins. The reason reason is that by the time you get these these spells, spells, stat bonus bonus items are are going to be pretty common through the party, and they are not stackable with these spells, so you either end up boosting non-primary stats, or you fail to boost primary stats. Repel Wood: Wood: Pushes Pushes wood away. away. Mainly Mainly useful useful for pushing pushing those those holding holding or wearing wearing wood away. away. There is no no save which which is nice, nice, but the wood wood can also also just be dropped, dropped, which isn't isn't so nice. I would think think this spell spell would be devastatin devastating g against against someone in ironwood armor or against a treant, but these are circumstantial uses. Spellstaff (SotB): (SotB): This is one one nice spell. spell. Obviously Obviously I won't won't recommend recommend this this as a daily daily memorization, but nevertheless this is a star, as it essentially grants you one extra memorizatio memorization n slot. slot. Sp I'm I'm giving giving it a blue blue rating rating for that. You cast cast this this spell in your your off time, and and then you you have one extra extra spell on a day you you need it. it. Awesome. Awesome. Stone Tell: Tell: Talk to stone. stone. This is really really more of divinatio divination n than a communicat communication ion as you get impression impressions s on who has touche touched d the stone, stone, what's what's on the other other side etc. etc. Because Because of the duration duration you can examine examine decent decent sized areas areas picking picking up impressions impressions.. Not great, great, but certainly not bad. Transport via Plants: Plants : Now we're we're talking! talking! This spell spell throws throws off off the big big drawback drawback of Tree Stride Stride and allows allows you to teleport teleport your your entire entire party any any distance. distance. The lack lack of a distance limitation makes this spell actually better than teleport for long distance travel. Druid only. Wall of Stone (SotB) : A personal favorite, though I would suggest a bit redundant with Wall of Thorns Thorns - that is lower lower level. I still like like this spell even even at this level level though as it is more versatile than the wall of thorns spell, which has always been a selling feature for me.
7th-Level Druid Spells Changestaff : Because Because one treant treant through through Liveoak Liveoak isn't enough. enough. This lasts lasts long long enough to be an all day day summons, summons, and as as I pointed pointed out before, before, treants treants are pretty pretty tough. tough. The Changestaff isn't a real treant, but it fights like a real treant, which should be enough for you, huge size can be limiting though, so in some environments just take the staff and use it in in the big room room.. Druid Druid only. only. Control Weather: Weather: Druids are significantly better at this spell than Clerics, but still, this isn't a combat spell, it's a 10 minute cast (20 mins until it takes effect) meaning it's pretty circums circumstanti tantial. al. Once again, again, setting setting up a defense defense this could be very handy, handy, or punishing an enemy army - this is all pretty circumstantial stuff though. Creeping Doom (SotB) (SotB):: A pretty nasty spell. First note note that that it is a standa standard rd action action to cast, secondly, the poison effect of the Centipede Swarm is not the usual crappy Fort 13, but instead instead the DC for for this spell spell - which which will be good. good. Also, the the damage damage is 4d6 per swarm/per swarm/per round. round. That's That's 16d6 of damage damage every every round for 1 round/le round/level vel (though (though you can't put it it all on the the same same target). target). No save save for for the damage. damage. The main main limiti limiting ng factor factor here is that it is only going to affect targets on the ground, which at this level, is a
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which grants grants a saving saving throw for 1/2 damage). damage). However, However, this is more more than just damage damage that is healed, it is also the cure for pretty much any status effect, and brings back the poor feebleminded feebleminded caster. caster. A fantas fantastic tic spell, spell, even even with with late late entry. Once again, again, Wizards Wizards drool with envy. Scrying, Greater: Greater : If you like to scry, this spell lasts an hour/level and is only a standard standard action action to cast. You can cast cast message message through the scry, scry, so you can actuall actually y communica communicate te with the scryed scryed creature creature (or those nearby). nearby). An everyday everyday memorization memorization if you like playing diviner, for other Druids, there when you need it. Sunbeam:: Fire a beam Sunbeam beam of sunlight sunlight every round. round. It does damage, damage, but but the damage damage isn't great (unless it's against undead, then the damage is OK) and it can blind a creature, if they fail fail their saving saving throw. This, This, being a line effect, effect, is going going to be affecting affecting too few creatures per use to recommend. Transmute Metal to Wood (SotB) : Turns all metal objects (in a pretty decent sized placeable placeable burst) burst) into wood. wood. Only magical magical items items have resistan resistance, ce, but not complete complete resistance resistance to this this spell. Once this this spell becomes becomes availabl available, e, look to repel wood wood again, and and consider the combo opportunity (so hint-hint, memorize both or neither). True Seeing: Seeing: There are a few applications to this, but we're all pretty familiar with the application applications s I think. True seeing seeing lets you see invisibl invisible e things, allows allows you you to recognize recognize illusions or disguises, reveals secret doors, allows the Rogue to bypass blur effects, etc. Moderately useful circumstantially. This is also late entry for Druids Druids (Clerics get this as a level 5 spell!) spell!) and has a material material component component cost cost (250 gp). This is a scroll scroll suggestion, suggestion, but I wouldn't memorize it normally. Wind Walk: Walk: Don't get me wrong, with a Cleric, I'm always happy when Wind Walk is available because fast transport isn't really common on their list, but for Druids Transport Transport via plants, plants, a vastly vastly superior superior spell, spell, was available available last last level! Why would I memori memorize ze this? this? I guess guess for scou scoutin ting? g? Or maybe maybe for for transp transport ort where where there there are are no plants. plants. For the most part, part, I would just avoid avoid this and and transport transport via plants plants instead. instead. Animate Plants: Plants : Slightly better than the 6th level Cleric spell animate objects, but circumstantial because plants aren't always handy.
8th-Level Druid Spells
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Sunburst (SotB) : Overall Overall not a bad bad spell. spell. Long range range burst burst effect effect with a really really great great radius (80'!). (80'!). All creatures creatures within within make a Ref save, save, if they fail fail they are blinded blinded and take 6d6 damage damage (permanent (permanent blind). blind). Against Against undead undead it does 1d6 per caster caster level damage. damage. The damage damage really isn't isn't the candy here, here, it's the size size of the effect effect and the blindness. blindness. This is a spell for mass mass amounts amounts of enemies, enemies, not single targets targets.. That's That's what makes makes this significantly better than sunbeam. Whirlwind (SotB) : Druid only only battlefiel battlefield d control. control. This spell spell is really really going going to screw creatures creatures of small small or medium size. size. Like reverse reverse gravity gravity it's going to hold hold them aloft, aloft, unlike reverse gravity you can then have the cyclone deposit them wherever you wish like over that that cliff. The way I read this, this, flying creature creatures s can get caught caught too, but the limiting limiting factor factor is a saving saving throw throw to negate. negate. Still pretty pretty good. good. Word of Recall: Recall: A quick teleport teleport back back to a safe safe place. You can bring bring your allies allies with with you. This is just just worse than Greater Greater Teleport Teleport because because you have to pre-selec pre-selectt the destination (your sancturary), so for long range teleport needs, transport via plants is still your best choice, and for in the middle of combat teleport needs, well, that's just not your strength. Control Plants: Plants: Like mass dominate dominate for for plants. plants. If plants plants are common common,, or even semiregular regular adversaries adversaries in your campaig campaign, n, this spell spell is awesome. awesome. If not, it's it's overly circumstantial.
9th-Level Druid Spells Antipathy: Get off my spell Antipathy: spell list! list! Purely defens defensive ive magic magic that takes takes an hour hour to cast. cast. Repels (if they fail their save) a creature of specific type or alignment (no repelling evil in general, general, you can repel Chaotic Chaotic evil, evil, neutral neutral evil or Lawful evil). evil). This is going going to be massively massively circums circumstanti tantial, al, and requires requires too specific specific a target target to be of any general general use. It's an insult to make this spell 9th level (late entry by the way). Cure Critical Wounds, Mass: Mass : We are talking talking 9th level spells here. If I want want to mass heal at this this level, level, this just just isn't isn't going to be enough. enough. I would skip skip this every every time. time. Elemental Swarm: Swarm : Used to summon a mass of Air Elementals, this can actually be somewhat somewhat effective effective even at high high levels. levels. You most certain certainly ly need Augment Augment Summoning Summoning
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Based on the ambiguity and the material cost, I say skip it.
Summon Nature's Ally: This line line of spells requires requires a separate separate entry. entry. They are essentia essentially lly Druid Druid Only (Clerics (Clerics with the animal domain get partial access, and Rangers get some of these but at levels beyond that where they are useful), and also, most importantly, they are spontaneous. I love summ summoni oning. ng. I've I've mention mentioned ed that that in other other guides guides (repea (repeated tedly) ly).. Summon Summoned ed Creatures don't care about saving throws, or spell resistance, they can be summoned in a flying environment, a land environment, swinging through the trees or underwater. You never need to heal a summoned creature after the battle - so any attack on a summoned summoned creature creature is pure win. They take take a licking and and they deliver deliver one as well, round round after after round. round. Yep..I Yep..I love love summo summonin ning. g. Most casters when Summoning use the Summon Monster list instead of the Summon Nature's Nature's Ally list. list. There are a number number of differences differences between between the two, but the the primary advantage of the Summon Monster list, is the animals summoned gain the Fiendish or Celestial Celestial template. template. These templat templates es give a Smite ability ability as well as as some minor minor resistance resistances s and, depending depending on HD, HD, a bit of DR. DR. The primary primary advantage advantage of Summon Summon Nature's Nature's Ally is that that it DOESN'T DOESN'T add these templates templates.. How is that an advanta advantage? ge? Because most creatures below you will find are Neutral, and while Protection from Evil will hold a Fiendish creature at bay, and Protection from Good will hold a Celestial creature at bay, none of the protection spells will hold a neutral creature at bay, so a Druid doesn't have to worry about the protection from X line of spells for most of the creature's they can summon. The value value of this this is of of course course spell versatilit versatility. y. Let me me explain. explain. You've decided decided to memorize memorize Heat Metal, Metal, a pretty pretty good combat combat spell. spell. However, However, as the day day goes by, you you realize realize that you aren't aren't fighting fighting anything anything for which the spell spell is going to be useful. useful. If you
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LLV = "Low light vision" DV = "Darkvision" BS = "Blindsense" TS = "Tremorsense" mv = "Base movement rate" sw = "swim speed" fl = "fly speed" bu = "burrow speed" cl = "climb speed" - keep in mind mind that the "grab" "grab" ability ability only only works if the the target is is smaller smaller in size. size. So the constrictor snake can only grab a creature of small size (or smaller). Disclaimer: There are a lot lot of creatures creatures here, here, and a lot of of abilities. abilities. I don't guarantee guarantee this is mistake free, I wish I had an editor to check this stuff - but fact is I crunched these numbers on the fly, often flipping between several screens while tired or sipping wine (this (this was tedious tedious - you would drink drink too!). If you notice notice a mistake, mistake, let me know and I'll fix it up. Otherwise, Otherwise, I will give give a blanket recommend recommendation ation to double double check these these numbers before you use them.
Summon Nature's Ally I: Creature
size and HP/ attacks special attacks sensesmovement sensesmovement special special special attacks defenses qualities type AC (reach)
Dire Rat
small
7/14
+3 1d4+3
S, LLV LLV mv 40', 40', cl disease 40', sw 20' DC 13
15/
+5 1d4+4
BS 120',
animal
Dolphin
medium
sw 80'
Feats other or details skills of note
SLA's
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Stirge
Viper (snake)
tiny 7/16 +7 DV, magical touch LLV, S beast 0 damage
mv 10, fl 40'
attach (inflicts 1 con dam per round) tiny 5/16 +5 1d2 LLV, S mv 20', cl poison animal 20', sw 20' DC 11
Conclusions: The Riding Dog is a beast for the level with +5 attack and 1d6+6 damage (and 17 HP and trip) trip) in fact, it's it's better than than most SNA II selection selections. s. Probably Probably a semieffective effective summons summons up to 4th or 5th level. level. For a flying flying creature, creature, the Eagle actuall actually y has quite a good offensive output - depending on the AC of the opponent, expect damage similar similar to the riding riding dog overall, overall, but but the 7 HP won't last last as long. long. In the water, water, the Dolphin is probably your best bet, with decent HP, attack and damage. The Mite offers an interesting option of casting Doom on your enemy before entering battle. battle. The Stirge Stirge also is an interestin interesting g option, and and will have a good chance chance to hit for many levels levels to to come. A definite definite 1d3 or or 1d4+1 option option for for later levels levels..
Summon Nature's Ally II Creature
size HP/ and AC type (reach)
Ant, drone medium 26/ Elemental, Air
attacks
sensesmo smovement special special special Feats other S attacks defenses qualities or skills details
of note
vermin
19
+7 1d6+6 +7 1d6+6
small
17/
+6 1d4+4
DV, S
DV
mv 50', cl Grab +11 20', fly 30' Poison DC (pft) 14 fly 100' Whirlwind (pft)
Air
Flyby
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Goblin dog
medium 11/ animal 13
large animal Hyena medium animal Octopus small animal Horse
Squid
medium animal
Wolf
medium animal
+4 1d6+6
LLV, S
mv 50'
+0 1d4+2 +0 1d4+2 +5 1d6+6
LLV, S
mv 50'
LLV, S
mv 50'
+5 1d3+3 LL V poison 0 (grab +7) 19/ +6 1d3+4 LL V 13 +4 1d4+2(grab) 17/ +4 1d6+4 LLV, S 14
mv 20', sw 30'
19/ 11 17/ 14 17/ 15
sw 60'
mv 50'
allergic reaction DC 14
Trip +5 Ink Clou Cloud d Jet 200' 200'
Grab +10 Ink Cloud Jet 240'
trip +4
Conclusions: Conclusions: Most of the creatures on this list aren't any tougher than the level 1 riding dog. The exception exception is is the Drone Drone Ant, which which is nasty nasty with 2 attacks attacks at at +7 for good damage, damage, grab, poison, poison, good good HP, good good AC, and a good good flyer too. too. For swimming, swimming, your your best bet is the squid, squid, and note the special special abiliti abilities es of the elementals elementals as well. well. Also worth worth special mention is the Spider, which can Web creatures up to Large size at a range of up
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Electric eel
small 21/ animal 15
Giant crab medium vermin Giant large lizard animal
25/ 16 73/ 18
Leopard (cat)
medium 25/ animal 15
Shark
large 30/ animal 14
Wolverine medium 34/ animal 12
+5 LL V mv 5', sw electric 1d6+3 30' shock can +0 stun on (touch) critical hit 1d6 electricity 2x(+6 DV mv 30', sw grab +10 1d4+4) 20' +11 LLV, LLV, S mv 30', 30', sw Intimidating 2d6+8 30' charge +6 1d8+3 3x(+8 LLV, S mv 30' cl grab +11 1d6+5) 20' Pounce, Rake +7 BS, sw 60' 1d8+7 Keen Scent +8 LLV LLV, S mv 30, 30, cl 1d6+6 10, bu 10' +8
Rage (included in stats)
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large animal Dire wolf large animal
Dire boar
52/ +10 LLV, S 15 2d6+12 +9 LLV, S 47/ 14 1d8+9
mv 40'
Ferocity
mv 50'
Trip +10 whirlwind
Air medium 38/ +9 Elemental elemental 19 1d6+6 (medium) Earth medium 42/ +11 Elemental elemental 18 1d8+10 (medium)
DV
fl 100' (pft)
DV
mv 20', bu 20', earth glide
Fire medium 38/ +7 Elemental elemental 17 1d6+4 (medium) Water medium 38/ +9 Elemental elemental 17 1d8+7 (medium) Giant stag large 59/ +10 beetle 2d8+9
DV
mv 50'
b ur n
DV
mv 20', sw 90'
vortex
DV
mv 20' fl 20'(poor)
trample 1d6+9
air mastery
flyby attack
earth mastery
improved bull rush cleave power attack mobility
w a t er mastery
drench
cleave power attack
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cone 15' for fast heal 1d8 2 Ooze Mephit
small 25/ 2x(+7 outsider 16 1d3+3)
DV
Salt Mephit
small 25/ 2x(+7 outsider 16 1d3+3)
DV
Steam Mephit
small 25/ 2x(+7 outsider 16 1d3+3)
DV
Water Mephit
small 25/ 2x(+7 outsider 16 1d3+3)
DV
Owlbear
large 57/ 3x(+10 DV, magical 15 1d6+6) LLV, S
mv 30' fl breath 40(av), sw weapon 30 cone 15' for 1d4+sicken mv 30' fly breath 40 (av) weapon cone 15' for 1d4+sickened mv 30' fl breath 40(av) weapon cone 15' for 1d4+sickened mv 30' fl breath 40 (av) sw weapon 30' cone 15' for 1d8 mv 30' grab +16
pool of lava-10 min
DR 5/magic fast heal 2 DR dehydrate 5/magic fast heal 2 DR boiling 5/magic rain fast heal 2 DR 5/magic fast heal 2
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Ankylosaurus Huge (dinosaur) Animal (15') Cyclops
Dire lion
Dolphin (orca)
LLV, S 95/ +16 22 3d6+15
large 85/ +13 humanoid 19 3d6+10 ( 10')
LL V
mv 30'
Hit causes Stun or Daze DC 23
mv 30'
ranged +5 2d8
Pounce, rake
large animal
76/ +14 LLV, S 15 1d8+9
mv 40'
Huge animal (10')
BS 120, LLV
sw 80'
2x(+15 1d6+9) 85/ +15 16 2d6+15
Ferocity
Flash of insight (Pick a die roll result!!!)
improved overrun power attack Cleave Great Cleave Improved Bull Rush Improved Power attack
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Woolly rhinoceros
large animal
94/ +16 19 2d8+16
S
mv 30'
powerful charge trample
Conclusions: The Star ability here IMO is the Cyclops ability to pick a single die result. Hello - first first attack roll roll a 20. That's a Greatax Greataxe e he's wielding wielding - so if you confirm confirm the critic critical al - trip triple le your your damag damage. e. You power power atta attacke cked d too too right right? ? That's That's 9d6+57. 9d6+57. For a sustained sustained combat combat - the Ettin Ettin is going going to out damage damage in the long long run though. though. That's That's a lot of so solid lid attac attacks. ks. The Woolly Woolly Rhino is a nasty nasty charge charge option. option. The Akylos Akylosaurus aurus is a also lso a great up front front tank - delivering delivering Daze with with it's solid solid attack. attack. Your best flyer flyer is probably probably the Manticore, though if maneuverability is needed you may need an Air Elemental.
diehard
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Giant octopus large
Giant scorpion
114/ 18
+15 LLV mv 20', sw Poison 1d8+5 30' DC 21 animal 8x(+13 jet 200' Grab +21 (10'/20') 1d4+3) Constrict 2x(+8 DV, TS mv 50' grab +14 Large 47/ 1d6+6) 60' Poison vermin 16 +8 1d6+6 DC 19
(10')
Hill giant
large 105/ +16/+11 humanoid 21 2d8+13 (10')
LL V
3 0'
Rock +6 1d8+12
Cleave power attack
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Air Elemental (greater) Earth Elemental (greater)
fl 100' Whirlwind huge 149/ 2x(+21 DV (pft) elemental 25 2d8+9) (15') 162/ 2x(+23 DV, DV, TS TS mv 20', 20', bu huge 20' elemental 21 2d10+12) earth glide (15')
Air mastery DR 10/earth mastery DR 10/-
blind fight flyby attack power attack
awesome blow, gr bull rush, gr overrun, cleave, imp sunder, power
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is an issue, issue, the Fire Giant Giant is solid, both both offensively offensively,, and with HP. Also there there is the advantage of the giant over the dinosaurs in that you can issue verbal commands.
Summon Nature's Ally VIII Creature
Cloud
size and type (reach) huge
attack cks s sens sensesm esmov ovem emen entt spec specia iall special special Feats other HP/ atta attacks defenses qualities or skills details AC of note mv 50' rock 200/ +24/ LLV, S awesome
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Summon Nature's Ally IX Creat eature ure
attack cks s sens sensesmo esmove veme ment nt spec specia iall special size size and and HP/ atta special Feats or othe attacks defenses qualities skills of type AC detail (reach) note mv 20' fl arrows invisibility small fey 26/ +8 1d6 LLV Stealth dete Pixie (w/ small 60' (good) create (su) up all 18 (longbow) +16 chao irresistible effect: the time, dance and UMD good, l sleep. can be sleep +10 and e DC 15 is suppressed
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