What spells to choose... [Archive] - Wizards Community

Post/Author/DateTimePost
Jay_Ibero_911

01-23-08, 11:43 PM
Well my 13th level druid just got two separate favors. One for access to one out of all the druid spells in Heroes of Battle (they kind of all suck), and another for one out of just about all the druid spells in Frostburn. The favors are legal as they specifically list out what spells can be chose, it's just that they list virtually everything from their respective books. The favors can also be used for feats, but my druid is too set in his ways to benefit form any of them, and the heroes of battle favor gives access to one of a few items as well instead of a spell if chosen. The Frostburn spells I'm having a hard time choosing between...but I'm thinking:

Conjure Ice Beast VII is looking most frequently useful...an Ice Beast Greater Earth Elemental with the engulf ability...DC 30 reflex save or be engulfed (Pinned and have to hold breath)...

Blizzard looks fun if only because of how huge an area can be disrupted by it...100ft/level radius spread?!

Call Avalanche also looks like it could be useful...if only outdoors...potentially burying gargantuan or smaller creatures is nice...

Death Hail for auto-strength and con damage...if only 1d2 with fort half...

Entomb can be powerful, but has a hefty material component cost (500gp)...

Numbing Sphere for some dex damage...but it's a move action to direct, and reflex negates...

Whiteout could also be useful...doubt many enemies would have much chance making that survival check...keep them completely lost...meanwhile me and rhino could wander in with impunity using Listening Lorecall to gain Blindsense/Sight to maneuver with...

And that's about it...
lunarfish

01-24-08, 12:15 AM
Jay, what is the build on the character? Clearly Conjure Ice Beast VII is the best choice for a summoning druid (is it bad that I almost said a "summon-specced" druid?), but if you're all about blowing things up, or have save DCs like a wizard, other spells on that list may look a little better to you.

Lunarfish
jstorrie

01-24-08, 01:26 AM
For HoB, Hurtling Stone + Sculpt Spell would be pretty great, yeah?

Call Avalanche or Conjure Ice Beast would be my picks, too. Use Conjure Ice Beast VII to drop multiple huge elementals with engulf to really lock up ground battles.
Jay_Ibero_911

01-24-08, 02:40 PM
Race:Gnome
Alignment:N

STR-14 (6) -2
DEX-12 (6)
CON-14 (6) +2
INT-12 (4)
WIS-15 (6)
CHA-8 (0)

Lv1(Druid)Extend Spell
Lv2(Druid)
Lv3(Druid)Heavy Armor Proficiency
Lv4(Druid)+1 WIS
Lv5(Druid)
Lv6(Druid)Craft Wondrous Item
Lv7(Druid)
Lv8(Druid)+1 WIS
Lv9(Druid)Stone Form
Lv10(Druid)
Lv11(Druid)
Lv12(Druid)Exotic Shield Proficiency(Rider's Shield), +1 WIS
Lv13(Druid)

+1 Death Ward Anti-Impact Dragonhide Full Plate
+1 Rider's Shield
Periapt of Wisdom +6
Belt of Endurance (A&EG)
+1 Mithral Full Plate barding for rhino companion

Pretty much always mounted on the rhino, and while mounted we're both at AC 33 (38 w/Barkskin). Rhino smash. I buff rhino, then cast a few blast or battlefield control spells.

0:6:Create Water, Detect Poison, Purify Food and Drink, Detect Magicx2, Cure Minor Wounds
1:7:Cure Light Wounds x2, Lesser Vigor, Jump, Faerie Fire, Longstrider(x), Produce Flame
2:7:Listening Lorecall, Reduce Animal, Extended Raptor's Sight(x), Nature's Favor x2, Mass Snake's Swiftness x2
3:6:Energy Vortex x2, Extended Barkskin x2, Greater Magic Fang (x), Mass Lesser Vigor
4:5:Arc of Lightning x2, Freedom of Movement, Languor, Air Walk
5:4:Baleful Polymorph, Rejuvination Coccoon, Animal Growth, Wall of Thorns
6:3:Enveloping Coccoon, (Greater Dispel Magic into ring of counterspells day 1 and Fire Seeds)/(Fire Seedsx2)
7:2:Extended Energy Immunity(alternate Fire+Electricity/Acid+Cold) x2(x,x)

Share the energy immunities and end up with both druid and rhino immune to all 4 energy types all day every day...use self as point for arc of lightning, deliver holly bery bomb fire seeds, or take damage from energy vortex to double it (and then empower it with less empower rod). Don't typically summon, but there are times it's handy. Conjure Ice Beast 7 for 2 ICe Beast Huge Earth Elementals with DC 27 engulfs...so the round they pop in, they each engulf an enemy, rhino attacks, then I Mass Snake's Swiftness to give rhino and the Ice Beasts an immediate extra attack on anything else in reach. Of course, I'd need to make room in my usual spell list in order to prep one...
kjenks

01-25-08, 09:29 AM
Snow Sight. Works great with Sleet Storm. Your party can see, the enemy can't.
Ferol, Debtor of Torm

01-25-08, 12:17 PM
Snow Sight. Works great with Sleet Storm. Your party can see, the enemy can't.

I second the motion.
Gerhexe

01-25-08, 12:26 PM
Doesnt extend spell make it occupy a spot on a higher spell list?

I only ask cause im working on an AC build for a cleric and im trying to figure out how you got such awesome results. Great build btw. If you can breakdown where your get your armor bonuses to get to 33/38 id appreciate it.
Jay_Ibero_911

01-25-08, 02:40 PM
Doesnt extend spell make it occupy a spot on a higher spell list?

I only ask cause im working on an AC build for a cleric and im trying to figure out how you got such awesome results. Great build btw. If you can breakdown where your get your armor bonuses to get to 33/38 id appreciate it.

The extended spells are listed in their higher slots. Barkskin is normally 2nd level, Energy Immunity is normally 6th...I also have a lesser and mid extend rod to use.

As far as AC:

10, +1 size, +1 dex, +1 deflection (ring), +9 armor (+1 dragonhide full plate), +3 shield (+1 rider's shield), +4 natural armor (Stone Form all day), +4 riding for cover (no action required and auto make the ride check)=33, +5 enhancement bonus to natural armor (barkskin)=38

Rhino's AC:
10, -1 size, +1 dex (companion bumps), +11 natural (7 +4 companion bump), +3 shield (+1 rider's shield), +9 Armor (+1 mithral full plate barding)=33, +5 Barkskin=38

For your cleric AC build, the plant domain get's Barkskin (domain spontanaiety can be useful), and you'll also have Shield of Faith for a good deflection bonus, as well as the benefit of Magic Vestment. With a good charisma score, Divine Shield feat could help as well. Extend Spell is always helpful too.


With regard to the Snow Sight/Sleet Storm idea...It's a nifty trick indeed...I'll have to give it some consideration...