Druid Spell Combos

Post/Author/DateTimePost
#1

sphyre

Aug 10, 2004 6:30:25
I'm really surprised that this thread is so widely linked. As a result, as opposed to being simply a place for brainstorming, I've taken the initiative to organize it into a resource.

[center]Druid Spell Combos[/center]

Call Lightning/Call Lightning Storm + Cloudburst
Boost your damage to d10 by casting cloudburst beforehand.

Call Lightning/Call Lightning Storm + Weather Eye
Predict when you'll be able to get the additional damage without having to cast cloudburst.

Call Lightning/Call Lightning Storm + Summoning of Air Elementals
Same as the cloudburst combo with less duration, and add an elemental.

Summoning Spells + Animal Growth + Augmented Summoning
It's like having multiple cleric pcs with righteous might.

Storm Rage + Whirlwind or some other wind based spell
When facing other casters, you can cast, but they have to make concentration checks, also good for flying and not being able to be hit by missles.

Greater Magic Fang + Natures Favor
Massive bonuses for your animal companion (not to mention Nature's Avatar, all 3 of which stack)

Boget Begun + Chain of Eyes
Turn 25 exp into a familiar you can see through.

Spider Hand (BoVD)
Puts the previous combo to shame.

Wall of thorns + Woodland stride
Not so much a spell combo, but it's a wall you can go through but your enemy can't.

Spontaneously Summon Nature's Ally IV or higher
Summon a unicorn for spontaneous healing

Energy Immunity/Energy Resistance + Fireseeds
Add in a prayer bead and Orange Ioun stone for even more hurt. Deal rediculous amounts of damage. You can set them off yourself by being immune or resistant to the fire.

Embrace the Wild
Not so much a combo, but works well with the following forms:
  • Porpoise = Blindsight 120', LLV
  • Shark = Blindsense 30', Keen Scent 180'
  • Legendary Shark = LLV, Keen Scent 180'
  • Megalodon = Darkvision 60', LLV, Keen Scent 180'
  • Desmodu Hunting Bat = Blindsense 120', Scent


Echo Skull
Not so much a spell combo, but a spell with a variety of uses.
  • Mount the Echo Skull on an animated animal skeleton (if you're a slightly darker druid who doesn't mind working with your local necromancy-using Cleric.) Instant mobile recon at no risk.
  • Hang the Echo Skull on a necklace around the Barbarian's neck. He advances and attacks, while you cast spells through the skull at the enemies in front of him.
  • Echo Skull plus Unseen Servant makes for a fairly convincing Demilich.


Shambler + call Lightning
I'm sure this combo is well known by now, but it gets 10d4 con.

Shambler + Thunderhead
Same as above, but better.

Shapechange + Animal Companion
Turn both of you into shocker Lizards and do the double zap!

Acorn of Far Travel + Camouflage/Forest Fold
+10/20 Hide & Move Silently for 10min/level

Insect Plague + Wall of Thorns
Deathtrap for things that can't break free.

Quill Blast + Baleful Polymorph/Finger of Death
Increase the chance the opponent will fail the save against your Save or Die.

Flaming Sphere + Call Lightning
Basic Druid Blasting. 2 spells 5d6 per round.

Born of three thunders (feat) wall of fire
Can trap victims within it effects if they keep failing thier stun and or trip saves.

Blindsight (player's guide to faerun) or embrace the wild + obscuring mist
Concealment doable for the party at 3rd lvl.

Greenbound (lost empires of faerun) summons + obscuring mist in dungeons or vs landbound critters
Same as above, but for your summons since they have tremorsense.

Poison spell + fleshraker dinosaur (or any other poisoner) + touch of golden ice (book of exalted deeds)
Stack poisons - double or triple your poison fun.

Touch spells + pounce
Fullround attack and let off a touch attack. Nice with Poison, having the first attack reduce the con, and then you might end up killing it with the other attacks.

Mountain Stance + Foundation of Stone
Add caster level + 4 to prevent bullrush or trip and +2 AC (all unnamed bonuses)

Spirit Jaws + Icelance
Use Spirit Jaws to grapple and pin a foe, then conjure an Icelance just for the look on the foe's face and attack it: near auto hit: if it is stunned, move the spirit jaws to a new opponent and continue pounding on the now stunned foe.

Faerie Fire + Obscuring Mist
Give your party concealment, but retain you ability to attack the target.

Control Weather + Control Winds
In demand Tornadoes

Snowsight + Obscuring Snow (Frostburn)
Total Concealment vs non-adjacent. Concealment Vs adjacent foes. No hinderance for you.

[center]Contributors[/center]

(In chronological order)

  • Sphyre
  • ksbsnowowl
  • Snow Savant
  • Caelic
  • blakely007
  • acvar
  • Moon-Lancer
  • michael_noah
  • beaver1024
  • Nazzareth
  • waper9
  • tiercel
  • Sunai_Retsinis
  • andrew barrientos
  • jameswilliamogle
  • frasmage


[center]The Original Post[/center]

Sphyre wrote:
#2

ksbsnowowl

Aug 10, 2004 8:33:31
Energy Immunity [Draconomicon] to fire + Fireseeds + Bead of Karma + Orange Ioun Stone = 8* (1d8 + caster level) damage to one target. At 20th level that makes 8d8 + 200 fire damage.

(The energy immunity is so you can just walk up with the bombs in hand and detonate them in your target's face)

This combo is also really nice when empowered; you basically get another 4d8 +100 damage added on top.

Hathran circle magic could make this even nastier.
#3

snow_savant

Aug 10, 2004 9:31:50
Want your mid-to-high level Druid have a bunch of great extra-sensory capability? Cast the 3rd level spell Embrace the Wild to simulate multiple sensory forms at one time. Be sure to Extend it via feat or metamagick rod (for 20 minutes/level duration). How is this a combo? Combo the spell with a Human Druid. Humans get the great extra feat and extra skill ranks, but no LLV, darkvision, etc. This spell takes care of that by avoiding overlap, giving you multiple sense forms, and still allowing you to get human goodness with a druid. Be sure to adopt the following forms:

EMBRACE THE WILD FORMS:
1. Porpoise = Blindsight 120', LLV
2. Shark = Blindsense 30', Keen Scent 180'
3. Legendary Shark = LLV, Keen Scent 180'
4. Megalodon = Darkvision 60', LLV, Keen Scent 180'
5. Desmodu Hunting Bat = Blindsense 120', Scent

Keen Scent cannot be overstated enough. A 180' range is awesome! You can also combo with castings of the cheap Obscuring Mist spell (Sorc/Wiz can cast them too) to flood the playing field while your blindsight (if you chose that option) compensates for the concealment penalties.

**

A more efficienct form than the Beget Bogun/Chain of Eyes combo is a simple casting of Spider Hand (1st level spell - BoVD - and its not evil!). One of the best reconnaissance spells of a Druid.
#4

caelic

Aug 10, 2004 22:00:07
I'm about the only fan of Echo Skull I know, and I find that odd...it's a REALLY potent spell, if used properly. The ability to cast spells through the skull is downright formidable. Various uses:

1. Mount the Echo Skull on an animated animal skeleton (if you're a slightly darker druid who doesn't mind working with your local necromancy-using Cleric.) Instant mobile recon at no risk.

2. Hang the Echo Skull on a necklace around the Barbarian's neck. He advances and attacks, while you cast spells through the skull at the enemies in front of him.

3. Echo Skull plus Unseen Servant makes for a fairly convincing Demilich.
#5

snow_savant

Aug 10, 2004 22:11:42
I like Echo Skull as well (my friend uses it often in my RL gaming group). In fact, combo it with my Spider Hand spell suggested earlier ... by mounting a small bat skull on a leather harness (that can be quickly applied to the small monstrous spider. And you have a decent portable scout unit who can deliver a nasty payload if need be!

Although that 10 XP per spell level cast through the skull really limits your casting options to emergency spells. Regardless, it's a strong scout and recon spell.

XO,
snow
#6

sphyre

Aug 11, 2004 5:18:57
Aparently I don't have the book for the bead of Karma, what is it? I'm assuming it adds caster levels...
#7

zombiegleemax

Aug 11, 2004 5:27:33
Originally posted by Sphyre
Aparently I don't have the book for the bead of Karma, what is it? I'm assuming it adds caster levels...

DMG
#8

sphyre

Aug 11, 2004 6:05:04
OMG :OMG! are you sure? I must be blind.... I've read every single word in the magic section at least 10 times... not to mention times I've rolled treasure... where is this? it's not under Bead in the wonderous item section...

I guess I should go through my SRD and search for the string "Karma"
#9

sphyre

Aug 11, 2004 6:07:53
oh it's one of those funny prayer bead things.... ok :P

So I can get a standard strand of prayer beads missing it's smiting bead is worth 9000 gp... that's rediculously underpriced, I love it!

thats... amazing... the ulitimate divine caster item...
#10

zombiegleemax

Aug 11, 2004 6:20:26
It's in the DMG, Wondrous Items, under 'Strand of Prayer Beads'.
#11

sphyre

Aug 11, 2004 7:50:39
Originally posted by ksbsnowowl
Energy Immunity [Draconomicon] to fire + Fireseeds + Bead of Karma + Orange Ioun Stone = 8* (1d8 + caster level) damage to one target. At 20th level that makes 8d8 + 200 fire damage.

(The energy immunity is so you can just walk up with the bombs in hand and detonate them in your target's face)

This combo is also really nice when empowered; you basically get another 4d8 +100 damage added on top.

Hathran circle magic could make this even nastier.

I really like that idea, I was really looking forward to setting traps with those holly bombs but I like that idea, just as much.

A few things though... what level is Energy Immunity?

The reason why I ask is that up until level level 22, an unempowered fireseeds can be prevented in damage by Energy Resistance Fire Because it's coming from 8 sources it applies to each one individually. Even at level 23 there's a .3436 chance of taking no damage and at level 24 theres a .1001 chance of taking no damage, in either case, if you were to take damage, it'd be a lot less than your enemy, I garuntee that. (Unless of course the enemy has energy immunity cast on em ;))

I think I may just use energy resistance unless energy immunity has a longer duration.
#12

caelic

Aug 11, 2004 9:25:02
Well, the 3.0 version was sixth level and granted immunity to one form of energy for 24 hours. Quite useful, actually.
#13

ksbsnowowl

Aug 11, 2004 9:25:07
Energy Immunity is a 6th level druid spell that lasts 24 hours. It has no limit to the ammount of appropriate energy damage it can prevent.

You are correct though about the Fireseeds damage coming from multiple sources. That's why in a perfect world a druid would have Energy Substitution, or a Rod of Energy Substitution from T&B.
#14

zombiegleemax

Aug 11, 2004 11:15:06
I have posted this before in Uberling's Druid's guide, but I believe it is worth restating. I believe that this is a powerful combo for a druid who comes up against red dragons or other firebreathers and wielders (My DM has thrown 2 large reds against us, and I suspect he is going to have mama huge come at us at some point in the future).

When you take the Initiate of Nature feat, you get access to a spell called Brown Mold, and with a melee touch attack you can put a 5' patch of brown mold on a creature, it does 3d6 subdual, cold damage each round, and is not subject to spell resistance. When the brown mold gets near fire, it doubles in size. The first time the big red hits you with the fire breath, it takes 150 % 6d6 subdual, cold damage, then the next round it gets hit again. Fun.

Combine this with the reach metamagic feat, and you can stay far away from that nasty firebreather.

Don't forget to include the icestorm and icelance spell combo in this list.
#15

sphyre

Aug 11, 2004 11:18:41
I'm going with the ever so broken and never should have been made Energy Substitution (Sonic) but really... at that point where i'm spending a feat to change it, I might as well pick the most likely one.

Hmm. Really Resist energy Fire (or sonic in my case) would work just fine because it's only a 2nd level spell instead of 6th level, along with the same duration as the fire seeds last. They go well together. Only reason why I would need to cast another is if i were to plan to pull that trick off twice in one day, at different times. At that level it lasts any amount of time I would be in a dungeon of sorts.

It'll be nice to have either option though.
#16

zombiegleemax

Aug 11, 2004 12:12:23
You can also get the upped call lightning damage by summoning an air elemental. It only lasts for 1rd/lvl, but combined with Rashemi Elemental Summoning, you end up with not only improved call lightning, but also a cone of cold-wielding monster.
#17

sphyre

Aug 12, 2004 2:43:00
I just found another interesting combo... Given any time that I know I'll be facing a foe with time to buff I can pull this off (at 17th level albeit)


Shambler

plus Call lightning

+10d4 con.

ouch. multiple castings allowed too :P
#18

acvar

Aug 12, 2004 9:03:36
Well you can share shapechange with your animal companion and then train it to turn into a shocker lizard (what kind of DC would that be) then you can change into a shambling mound and have you companion shock you every turn for 1d4 extra constitution. After a couple of hours you should have about a 1,500 con which is about 15,000 extra hit points. Do it all day and you can wake up with the next morning and still have about 144,000 extra hit points. Ahh the power of cheese.
#19

snow_savant

Aug 12, 2004 9:07:12
All Druids love the Animal Growth spell (5th level). And its usually best used on yourself, your pet, and maybe 1 or 2 summoned animals to get - that way you get the most bang for the buck with it.

Let's say though, you are in a large party of 6-7 characters. And 4-5 of them would be nice targets for the AG spell (Tanks, Rogues, Melee Clerics, Gish, and what-not). There is now a way to get Animal Growth on just about all of them including yourself!

Let's assume a 10th level party of 7 players.

Cast Feathers (4th level spell - MotW) to include you and the 4 other people in the party you would like eventually Growthed. This now converts the 5 of you into sparrows (for example). Which are animals, and per the Polymorph rules, now grants the 5 of you the [Animal] type in addition to the [Humanoid] type. Next round, cast AG and target the 5 of you. Then dismiss the Feathers spell, which converts you all back into humanoids ... albeit affected by the AG spell which is still running at 1 minute/level. Ceasing the Feathers spell does not cease AG, as casting AG only made the spell care about the legality of the targets at the targetting of the spell.

So now you, the Tank, the Rogue, the Gish, and the Cleric are all Animal Growthed. And life is good. And your opponents are scared.

Whee!

XO,
Snow
#20

caelic

Aug 12, 2004 15:51:52
Snow, I'd have to see some pretty significant rules support for that position. Is there anything anywhere in the rules that says a creature continues to be affected by a spell if he/she ceases to be a valid target?
#21

zombiegleemax

Aug 12, 2004 16:23:37
Originally posted by Caelic
Is there anything anywhere in the rules that says a creature continues to be affected by a spell if he/she ceases to be a valid target?

Is there anything that doesn't?
#22

snow_savant

Aug 12, 2004 16:26:12
Jesus. Go read your PHB or the Magic Overview of your SRD, Caelic.

In the SRD, read the rules for "Aiming a Spell" under Target or Targets. Then read the "Duration" section under Subjects, Effects, & Areas. Then read this sentence:

"If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration."

The important thing to keep in mind, is that the targets for my spell combo are legal at the moment of the casting of Animal Growth.

XO,
Snow
#23

rabidweasel

Aug 12, 2004 18:33:01
There's always animal shapes + animal growth, once you get to 8th level spells. Turn your entire party into enlarged legendary apes.
#24

caelic

Aug 12, 2004 19:45:15
Y'know what? I'm not even going to argue this one. It's just not worth it.

Moving right along...
#25

zombiegleemax

Aug 13, 2004 0:56:40
Look up the Shillelagh. Specifically, the targets.
#26

sphyre

Aug 13, 2004 3:54:45
Originally posted by Caelic
Y'know what? I'm not even going to argue this one. It's just not worth it.

Moving right along...

Well you know... this isn't M:TG where if something becomes an invalid target it's dispelled (example: enchant creature on an artifact that can turn into a creature for a turn)

If you were to argue this one it'd be futile because being logical about it, like you are, requires a houserule. Yes, it's cheezy but the RAW normally stand opposed to logic.
#27

catharz

Aug 13, 2004 4:07:40
Originally posted by youspoonybard
Look up the Shillelagh. Specifically, the targets.

Or Awaken - only works on animals, makes them into magical beasts, and has a duration of Permanent.
#28

stembolt

Aug 15, 2004 17:11:39
Awaken has a duration of instant.

As for animal shapes + animal growth I need to make a niggling little point I think you do loose the size. When you return to your normal shape you, return to your normal shape. No extra size.
#29

caelic

Aug 15, 2004 20:29:16
Stembolt,

I think this is one of those things that was so obvious that it never occurred to the designers to make it explicit--the idea that, if you have a spell that alters your shape and then you take on a new shape, those alterations don't automatically remain in effect.

Taking the other position leads to some pretty odd situations...like the character with Girallion's Blessing cast who attempts to shift into a small bird for reconaissance, and winds up as a small bird with six arms.

Unfortunately, it's NOT explicitly stated, and that means that it's really up to the DM to make the appropriate decision for his or her campaign. I dislike attempts to justify a rule based on "The rules don't say I can't," but they seem to be popular.

Of course, the rules also don't explicitly state that a normal human has one head and two arms, so you COULD argue that your character can start with two heads and six arms. After all, there's nothing in the rules to say you can't. ;)
#30

zombiegleemax

Aug 15, 2004 21:15:37
Nah, at the point at which a human has two heads and six arms, if he/she gains any additional benefits over what a normal human has, then it is a different race, and you'd to do some LA calculatin' for it. But if you're a human with two heads and six arms that is no different from the traditional human in all mechanics, than play on!

The SRD doesn't specify that you have to be within the norms for a race, but the PHB might, I'll have to look at it next time I get a chance.
#31

caelic

Aug 15, 2004 22:30:09
Aaah, but nowhere in the game is it established what those norms ARE. There's no explicit description of a human as having one head and two arms. The list of human racial traits does not include "one head, two arms."

(My point here, of course, is that there are certain things that must and should be taken as given, even if the rules don't explicitly state them.)
#32

zeffan_the_fighting_man

Aug 18, 2004 0:19:36
Originally posted by Caelic
Aaah, but nowhere in the game is it established what those norms ARE. There's no explicit description of a human as having one head and two arms. The list of human racial traits does not include "one head, two arms."

(My point here, of course, is that there are certain things that must and should be taken as given, even if the rules don't explicitly state them.)

oh ....not again...deja vu!

How many CO'ers can dance on the head of that pin again!?!

Who cares! The argument is an interesting one and it has already been made, now that we've seen it mentioned here, let's move on to the original subject of the thread--Druid Spell Combo's!

:bounce:

Here are a few of mine:

1.) I've got the Touch of Golden Ice Exhalted feat--couple that ability with the "Spit Poison" spell on page 37 of Dragon Magizine issue #304. You've got a '30 cone shaped spray of Golden Ice which affects only evil targets!

Spray right over your front line fighters with no ill effects! (as to those who say Golden Ice is a "ravage" and not a poison so the spell won't work, I retort GET A CLUE! (...if you're really that a n a l, e-mail or PM me! I'm looking for new tax attorney... ))

2.) Also from issue #304 of the Dragon Magizine, page 32...Attract eyes coupled with the Blinding Beauty or Unearthly Beauty spells from the BoED. NPC's and PC's can take precautions from gaze attacks etc. to avoid the effects of either "beauty" spell, but Attract eyes forces a target to make a will save or look you in the eye...

3.) Animal growth gives you DR, against a bunch of lower level enemies, follow it with "Bolster Damage reduction" from Dragon issue 304, page 31. Even if they hit you such opponents rarely do enough damage to penetrate 15 to 20 DR's...great when you're being overwhealmed by a bunch of little targets...

4.) Why take energy substitution as a feat when Druids can research spells? Simply take the time to research the appropriate level spell and add it to your potential spell list.

5.) From the new FR Serpent's Book (so sorry) don't have a copy yet. but my DM does...4th level Lava splash looks great! Venom fire give bonus damage to wild shapes with venom for 1 HOUR per level...and is a third level spell. Two second level spells look promising...The druid's Magic missle--"lava missle" and Razor scales...which turns grappling damage into lethal damage...

Druid Spell combo's (and tactics and even just little know spells) was a GREAT idea for a CO board thread, Sphyre! Have a !!! Have two!

Thanks!

Zeff
#33

sphyre

Aug 19, 2004 1:30:57
thx zeff. *eats a cookie and saves one for later*

4.) Why take energy substitution as a feat when Druids can research spells? Simply take the time to research the appropriate level spell and add it to your potential spell list.

Mostly because researching 1) takes time 2) takes money and 3) isnt garunteed. Although I can take energy substitution (sonic) and the DM can't really say much about it. Personally I think sonic is just so much better than any other substitution - that it should be Energy Substitution (Sonic) or if you choose an elemental you get 2 elements... or all 4 remaining.

Thanks for the combos, but unfortunately, I can't use them. I don't subscribe to the dragon magazine (nor do I have the money to go and buy all previous publications of it) and My DM doesn't either.
#34

zombiegleemax

Aug 19, 2004 4:06:00
Originally posted by Zeffan the Fighting Man
Two second level spells look promising...The druid's Magic missle--"lava missle" and Razor scales...which turns grappling damage into lethal damage...


As far as I know, creatures with Improved Grab do lethal damage during a grapple. So a druid just has to make sure he's a crocodile or a bear or something at the time. Right?
#35

zeffan_the_fighting_man

Aug 19, 2004 9:41:32
Originally posted by Sphyre
thx zeff. *eats a cookie and saves one for later*

Thanks for the combos, but unfortunately, I can't use them. I don't subscribe to the dragon magazine (nor do I have the money to go and buy all previous publications of it) and My DM doesn't either.

Yeah, I hear you, Sphyre...I neither subscribe and my overhead is killing me, so I count my pesos before tossing them on something as (generally) lame as the Dragon...most of the stuff in there is 'nigh on to unuseable in most games anyhow.

However, I do read these board during my down time and when ever one of the regulars mentions an issue, I note it...then when ever I'm back home, or near a gaming store, I might take the time to toss through their racks of old issues.

That is how I found the four issues of Dragon magizine I do use!
And I paid less than half cover price for them...

The only four issues I own, btw, numbered above 140...I still have issues 24 through 126 or so in a box around here somewhere....

Dragon magizine spells are usually quite good! At the very least they help your arcane caster make the case for his own spell research with the DM. In my 1st edition game my wizard created and used over thirty original spells between the years of 1982 and 1987.

Enjoy your game.

Zeff
#36

zeffan_the_fighting_man

Aug 19, 2004 9:43:58
Originally posted by deusxmachina
As far as I know, creatures with Improved Grab do lethal damage during a grapple. So a druid just has to make sure he's a crocodile or a bear or something at the time. Right?

Yeah, I think you're right...but razorscales does some bonus damage I think...

--down side of spell--I believe you must wild shape into a form with "scales" to even cast it...

too bad!

Zeff
#37

cold_napalm

Aug 20, 2004 19:53:05
Combos?!? who need combos when druids get miasma...the no save kill spell that was 4th level and was "fixed" by making it 6th level...

As for it doesn't say specifiy is why rules lawyers exists...and they love this game so.
#38

dirkformica

Aug 20, 2004 20:14:41
Originally posted by Cold Napalm
Combos?!? who need combos when druids get miasma...the no save kill spell that was 4th level and was "fixed" by making it 6th level...

As for it doesn't say specifiy is why rules lawyers exists...and they love this game so.

I thought it was clarified HERE that Miasma was supposed to have "Save = Fortitude negates (see text)?" Or is that not considered official? I would still use that ruling if I were DM.
#39

cold_napalm

Aug 20, 2004 23:05:56
Bah silly me waiting for an offical erratta...
#40

catharz

Sep 19, 2004 21:33:42
Energy Immunity [Draconomicon] to fire + Fireseeds + Bead of Karma + Orange Ioun Stone = 8* (1d8 + caster level) damage to one target. At 20th level that makes 8d8 + 200 fire damage.

(The energy immunity is so you can just walk up with the bombs in hand and detonate them in your target's face)

This combo is also really nice when empowered; you basically get another 4d8 +100 damage added on top.

Hathran circle magic could make this even nastier.

Acorn of far travel + Energy immunity + Fire seeds + Energy sub (sonic) + Empower + Creaking cacaphony = BOOM!

Who says direct damage isn't effective?
#41

zombiegleemax

May 25, 2005 1:28:19
For a 3.5 player that likes hide and move silently.

Acorn of far travel. Just keep it in inventory

Cast Forest Fold from cv. Designate forest as the terrain that you wish to gain benefits in. Without expending the acorn you get a +20 to hide and move silently in any terrain because you are treated as alwayse being in a forest. This is passive and does not consume the acorn. This is a work around if you love the 3.0 forest fold.
#42

zombiegleemax

May 25, 2005 4:32:36
Where can this wonderful Acorn be found?
#43

inkubus

May 25, 2005 6:42:44
http://www.wizards.com/default.asp?x=dnd/fw/20040710a

There you go

Cheers,
Inkubus
#44

haferka

Jun 15, 2005 1:19:33
Animate Water + a vial of holy water = tiny animate object that hates undead

small club + sheleilieh + spikes + brambles + animate wood = auto ass kicking stick
#45

zombiegleemax

Aug 12, 2005 21:40:57
in honor of linking this on the Druid Handbook.
#46

zombiegleemax

Aug 23, 2005 8:04:51
EMBRACE THE WILD FORMS:
1. Porpoise = Blindsight 120', LLV
2. Shark = Blindsense 30', Keen Scent 180'
3. Legendary Shark = LLV, Keen Scent 180'

Doesn't their Blindsight and Scent work only underwater as per echo location?

--
#47

runestar

Aug 23, 2005 9:57:13
Is energy sub(sonic) even a legit choice in 3.5 anymore?
#48

zombiegleemax

Aug 23, 2005 12:55:44
Is energy sub(sonic) even a legit choice in 3.5 anymore?

Fortunately, no, it's not.
#49

ksbsnowowl

Aug 23, 2005 13:34:13
Acorn of far travel

Where would one find an acorn of far travel?
#50

zombiegleemax

Aug 23, 2005 13:37:57
http://www.wizards.com/default.asp?x=dnd/fw/20040710a

There you go

Cheers,
Inkubus

right here.

For my own addition -

Cast Insect Plague on someone, preferably someone who has difficulty with DC 20 strength checks. Then, as Insect Plague takes effect at the beginning of your next turn, cast a Wall of Thorns right on top of it and your victim. Now your victim can only move with a DC 20 strength check, and then only a few squares at a time, and in the mean time they take 2d6 damage per round from the locusts - who weren't moving anyway - and need to make saves or be nauseated. Just sit back and wait.
#51

nerf_ninja

Aug 23, 2005 19:57:13
Where would one find an acorn of far travel?

Look up...
#52

nerf_ninja

Aug 23, 2005 20:00:43
right here.

For my own addition -

Cast Insect Plague on someone, preferably someone who has difficulty with DC 20 strength checks. Then, as Insect Plague takes effect at the beginning of your next turn, cast a Wall of Thorns right on top of it and your victim. Now your victim can only move with a DC 20 strength check, and then only a few squares at a time, and in the mean time they take 2d6 damage per round from the locusts - who weren't moving anyway - and need to make saves or be nauseated. Just sit back and wait.

Briar Web is a single 2nd level spell. Against enemies who are likely to care about a low damage spell (2d6), this is almost as effective. Complete Divine, I think; basically entangle with 2d6 of thorn damage if you attempt to move.
#53

eullman

Sep 01, 2005 23:48:46
Acorn of far travel. Just keep it in inventory

Cast Forest Fold from cv. Designate forest as the terrain that you wish to gain benefits in. Without expending the acorn you get a +20 to hide and move silently in any terrain because you are treated as alwayse being in a forest. This is passive and does not consume the acorn. This is a work around if you love the 3.0 forest fold.

Okay, I can see that, but the spell text for Acorn of Far Travel states the following.

Whenever you cast a spell that has additional effects when cast in forested terrain (such as deadfall, creaking cacophony, fey ring, or splinterbolt), you can choose to use the acorn as an additional material component for that spell. Doing so consumes the acorn immediately, but the spell's effects manifest as if you stood in forested terrain no matter what your actual location. Likewise, you can use the acorn as an oak tree for spells like tree stride or transport via plants; this also consumes the acorn.

So, is it because the text says "additional effects" that the use of Forestfold, which has its entire effect based on being in forrested terrain, would not consume the acorn? (I'm going to need to argue this successfully with my DM...)

Thanks.
#54

dirkformica

Sep 02, 2005 16:54:56
My argument for the combination of the Acorn of Far Travel and the Complete Adventurer version of Forestfold (as opposed to the Complete Divine version) not consuming the Acorn is that the Acorn spell says that when "you cast a spell that has additional effects when cast in forested terrain" it consumes the Acorn. (emphasis mine) It is specifying that only spells that have "additional effects" based on terrain would consume it. Forestfold in CAdv has no effects outside of the specified terrains. It only works within the specified terrains. There is nothing additional about that.
#55

zombiegleemax

Sep 02, 2005 17:15:16
Quill Blast + Finger of Death of Baleful Polymorph. Near guranteed kill. And they said Spell Power was too much in 3.0.

Flaming Sphere + Call Lightning. Put the Evoker to shame.

Flame Blade x 2. Light sabre.

Qual's Feather Token: Tree + Tree Stride or Transport via Plants == better teleporter than a conjurer.

Augment Summoning + Green Bound Summmoning + any SNA == better summoner than a conjurer.

Produce Flame. Better Magic Missile than a Magic Missile.
#56

zombiegleemax

Sep 20, 2005 11:10:42
I thought up this simple combo during a skirmish my druid got into, but it caused a bit of a conflict with my DM. I used Obscuring Mist when surrounded by several monsters of several sizes. I followed it up with Quill Blast for good measure (you don't have to see in order for QB to work) and then the conflict began. Does Obscuring Mist prevent Quill Blast Reflex save? We figured that since you could not possibly see QB executed due to OM, in turn, you get no Ref save roll. This is only a combo if, only if, this is legal. If not, oh well, one could dream. If yes, be aware that you companions aren't next to you when you execute this cheese.
#57

stembolt

Sep 20, 2005 13:28:43
I thought up this simple combo during a skirmish my druid got into, but it caused a bit of a conflict with my DM. I used Obscuring Mist when surrounded by several monsters of several sizes. I followed it up with Quill Blast for good measure (you don't have to see in order for QB to work) and then the conflict began. Does Obscuring Mist prevent Quill Blast Reflex save? We figured that since you could not possibly see QB executed due to OM, in turn, you get no Ref save roll. This is only a combo if, only if, this is legal. If not, oh well, one could dream. If yes, be aware that you companions aren't next to you when you execute this cheese.

Against spells that have a saving throw, you always get the saving throw. Game balance wise, thats the way it has to be. Otherwise blindness would be the super kill spell.

Now if you are looking for a justification in terms of realisim that is simple as well. Reflex saves are not simple see the spell and dodge. They also represent intuition and body movement. A fighter may tuck into a fetal position to resist a fireballs blast or throw themselves prone or so forth.

Also they can hear the spellcaster and quite possibly the spell as well. Lightening may be preceded by a sizzle or hairs standing on end and fireball may have a surging or explosive sound.
#58

imneuromancer

Sep 20, 2005 13:31:19
To my knowledge, blindness does not negate a reflex save. That little trick doesn't work, really. Not that it isn't a good combo, just that it doesn't work as you stated.
#59

zombiegleemax

Sep 20, 2005 13:49:36
thank you dirkformica

You said what I could not say but what I meant about the acorn spell + forest fold

Hopefully people reading this thread will read what you wrote so they won’t be so confused by my post on the subject.
#60

duhtroll

Sep 20, 2005 13:57:04
Where can Initiate of Nature be found?

Thanks

I have posted this before in Uberling's Druid's guide, but I believe it is worth restating. I believe that this is a powerful combo for a druid who comes up against red dragons or other firebreathers and wielders (My DM has thrown 2 large reds against us, and I suspect he is going to have mama huge come at us at some point in the future).

When you take the Initiate of Nature feat, you get access to a spell called Brown Mold, and with a melee touch attack you can put a 5' patch of brown mold on a creature, it does 3d6 subdual, cold damage each round, and is not subject to spell resistance. When the brown mold gets near fire, it doubles in size. The first time the big red hits you with the fire breath, it takes 150 % 6d6 subdual, cold damage, then the next round it gets hit again. Fun.

Combine this with the reach metamagic feat, and you can stay far away from that nasty firebreather.

Don't forget to include the icestorm and icelance spell combo in this list.

#61

zombiegleemax

Sep 20, 2005 14:39:29
Against spells that have a saving throw, you always get the saving throw. Game balance wise, thats the way it has to be. Otherwise blindness would be the super kill spell.

Now if you are looking for a justification in terms of realisim that is simple as well. Reflex saves are not simple see the spell and dodge. They also represent intuition and body movement. A fighter may tuck into a fetal position to resist a fireballs blast or throw themselves prone or so forth.

Also they can hear the spellcaster and quite possibly the spell as well. Lightening may be preceded by a sizzle or hairs standing on end and fireball may have a surging or explosive sound.

Thanks, I guess that makes sense. Would have been cool though.
#62

zombiegleemax

Sep 21, 2005 21:25:11
"Where can Initiate of Nature be found?

Thanks"

I bleave its in Magic of Faerun. you also get some other cool spells with that feat.
#63

CubeKnight

Sep 21, 2005 23:34:18
"Where can Initiate of Nature be found?

Thanks"

I bleave its in Magic of Faerun. you also get some other cool spells with that feat.

Actually, it's in Player's Guide to Faerun.
#64

nazzareth

Sep 22, 2005 3:28:36
Here is a combo to consider the born of three thunders metamagic feat, it trips, stuns and does both sonic and lightning damage. It can also disarm foes as stunned creatures drop items they are holding.

A born of three thunders flame blade is a nasty melee weapon, touch attack with a possable, trip, stun and disarm.

A born of three thunders wall of fire/fire storm could trap victims within it effects if they keep failing thier stun and or trip saves.

there is an option for high level druids to overcome the daze side effect of the born of three thunders feat, once you get the thousand faces or wild shape (with the natural spell feat) take a level of warshaper for the critical hit immunity, as been immune to critical hits also makes you immune to been dazed.
#65

zombiegleemax

Sep 22, 2005 21:44:08
do you know anyway to get energysubstitution without droping 10 skill points in it?

I love the feat born of 3 thunders, i just havent gotten a chance to take it becuse as a druid knolage arcana isent a class skill, and i try to keep my knolage nature and other skills maxed out.
#66

CubeKnight

Sep 22, 2005 21:56:22
do you know anyway to get energysubstitution without droping 10 skill points in it?

I love the feat born of 3 thunders, i just havent gotten a chance to take it becuse as a druid knolage arcana isent a class skill, and i try to keep my knolage nature and other skills maxed out.

You can try the Education feat (ECS, PGtF) or the Versatile (not sure) feat from UA.
#67

nazzareth

Sep 22, 2005 22:25:35
The human paragon class could get you the skill ranks.

It is a very costly feat to take for a druid character, 3 feats, 5 cross class skill ranks and 4 class skill ranks.
#68

CubeKnight

Sep 22, 2005 23:14:38
The human paragon class could get you the skill ranks.

It is a very costly feat to take for a druid character, 3 feats, 5 cross class skill ranks and 4 class skill ranks.

Not really. It's either 2 feats, 5 cross class ranks, and 4 class ranks *OR* 3 feats, 5 class ranks, and 4 class ranks.

Yes, it is a bit costly, but for the effect, it may be worth it. And I'd just suck up those cross class ranks. Your Int should be high enough to allow it.
#69

zombiegleemax

Sep 23, 2005 4:05:34
Where can I find the animate wood/water spells?
#70

zombiegleemax

Sep 23, 2005 6:26:28
I'm going with the ever so broken and never should have been made Energy Substitution (Sonic) but really...

Where is energy substituiton sonic? It isn't in complete arcane. The energy types you can use with the energy sub from complete arcane are acid, electrecity, fire and cold...
#71

nazzareth

Sep 23, 2005 6:50:49
A for a druid to get born of three thunders.

energy substitution (electricity), one metamagic and born of three thunders, three feats.
Knowledge Arcana 5 ranks (cross classed) and Knowledge Nature 4 ranks.

Like said thats 3 feats, 5 cross class skill ranks and 4 class skill ranks for a druid.

You might be able to change the cross class skills to class skills through multi-classing or taking feats. But it still could cost you a feat, spell level or some other ability depending on how you wrangle it. If you also add in the level of warshaper used to get rid of the dazed side effect, it is quite costly.
#72

zombiegleemax

Sep 24, 2005 3:27:21
Where is energy substituiton sonic? It isn't in complete arcane. The energy types you can use with the energy sub from complete arcane are acid, electrecity, fire and cold...

Pumb!
#73

ipsissimus

Sep 24, 2005 3:58:19
There's also a pretty sick combo of spells that starts with a wooden staff or cudgel...

but I'll let you figure that one out.
#74

zombiegleemax

Sep 24, 2005 6:26:45
Where is energy substituiton sonic? It isn't in complete arcane. The energy types you can use with the energy sub from complete arcane are acid, electrecity, fire and cold...

There was the sonic option back in Tome & Blood. Fortunately, the 3.5 version features only the other 4 energy types.
#75

zombiegleemax

Sep 24, 2005 10:15:14
There was the sonic option back in Tome & Blood. Fortunately, the 3.5 version features only the other 4 energy types.

So by the RAW in 3,5 you can't take energy substitution sonic. Right?
#76

nazzareth

Sep 25, 2005 1:07:47
The closest you can get to energy substitution sonic if solely using 3.5 is Born of three thunders as it gives half sonic and electricity damage to spells.
#77

sphyre

Sep 25, 2005 23:49:24
Where is energy substituiton sonic? It isn't in complete arcane. The energy types you can use with the energy sub from complete arcane are acid, electrecity, fire and cold...

waaaaaaay back when i made the thread, complete arcane handn't come out yet, so I used the 3.0 version available to me...
#78

nazzareth

Sep 26, 2005 2:26:27
The pyro feat with the following spells inferno, flaming sphere, wall of fire, and flame blade.

Use sunder with the flame blade to set enemy's clothes alight. If you have the ranged sunder ability you could do it with the produce flame spell.

The Pyro feat is in the song and silence source book, has it been updated in any 3.5 books yet? If it has can someone point it out to me.
#79

waper9

Oct 07, 2005 12:51:13
These are a few repeats from druid handbook, but most of them are kinda original i feel. I used some wildshape stuff as well.

Blindsight (player's guide to faerun) or embrace the wild + obscuring mist = Concealment doable for the party at 3rd lvl.

Greenbound (lost empires of faerun) summons + obscuring mist in dungeons or vs landbound critters= same as above, but for your summons since they have tremorsene.

Poison spell + fleshraker dinosaur (or any other poisoner) + touch of golden ice (book of exalted deeds) = double (triple) your poison fun.

Touch spells + pounce = nummy accidental discharges. i.e. Handfire (Player's guide to Faerun) and produce flame, etc.

Intuitive attack (book of exalted deeds) + anything that requires an attack roll= wisdom maybe used for to hit purposes. Some races like a jerlamine, can get 27 wisdom starting vs a lvl 5 wildshape who gets 19 dex at best. Plus you can hurl a spear or something as a super strong ape with +wis to hit now.
#80

nihility

Nov 30, 2005 20:28:24
#81

zombiegleemax

Jan 10, 2006 12:21:59
Sorry for animating dead thread but wanted to mention that all the Fireseed stuff can come from One Source not 8 as stated. The spells says divided amongst the seeds as you wish. Also the target is UP TO 4 Acorns.

Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades
As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.

Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

Holly Berry Bombs
You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.

Material Component
The acorns or holly berries.

#82

zombiegleemax

Jan 24, 2006 14:11:00
so use the 8 holly berries instead of the 4 acorns?
#83

haferka

Jan 24, 2006 14:22:56
Anybody have cool spell combos from the new spell compendium?
#84

caelic

Jan 24, 2006 16:29:45
Sorry for animating dead thread but wanted to mention that all the Fireseed stuff can come from One Source not 8 as stated. The spells says divided amongst the seeds as you wish. Also the target is UP TO 4 Acorns.

Not quite. The spell says "Divided amongst the acorns as you wish." Yes, you can make one big bang acorn--but the acorns aren't the gross part of the spell; the berry bombs are. And the berry bombs are quite specific: 1d8+level per berry.
#85

tiercel

May 11, 2006 22:23:20
Anybody have cool spell combos from the new spell compendium?

*thread necromancy*

Well the call lightning + shambler cheese got a lot easier. Use thunderhead instead -- it's only a 1st level spell and you don't have to constantly blow standard actions to be pumping up Con.

(I'm... not actually sure if there is any other real use for this spell, as written with its full text in Spell Compendium.)

Cloudburst + call lightning is also easier with cloudburst as a 1st level spell now.

Also the bite of the X spells give hefty enhancement bonuses that stack directly onto wild shape forms. I'm going to guess not too many DMs are going to be very happy about bite of the weretiger dire bears though.
#86

sunai_retsinis

May 23, 2006 6:02:47
I really like the post, and will use it for usefull combo's.

A few additions of my own (all Spell Compendium):

The Blinding Spittle spell is really nice, especially with the Zen Archery feat from Complete Warrior: wisdom for ranged; just throw in an Owl's Insight (insight bonus) and an Owl's Wisdom (which is enhancement bonus) for extra change to hit

Use Mountain Stance and Foundation of Stone to gain caster level and +4 respectively to prevent bull rush or trip, with a +2 AC to boot (all unnamed bonuses)

Use Spirit Jaws to grapple and pin a foe, then conjure an Icelance just for the look on the foe's face and attack it: near auto hit: if it is stunned, move the spirit jaws to a new opponent and continue pounding on the now stunned foe.

EDIT: From the new Polymorph article on the site today, it is directly mentioned that spells like Bull's Strength are continued if you change shape: as this is a similar effect and similar bonus as the Bite of the X spells, they are actually RAW now!

I'll post more later as I am at work

Greetings
Sunai
#87

necromas

May 23, 2006 6:33:26
Since everything and their mom can resist fire...

Get energy substitution and substitute the fire damage for sonic damage (or course, cast energy immunity: sonic).

What level of a spell is it? (IE how much metamagic can I slap on it?)
#88

zodar6

May 23, 2006 7:29:39
There is an option for high level druids to overcome the daze side effect of the born of three thunders feat, once you get the thousand faces or wild shape (with the natural spell feat) take a level of warshaper for the critical hit immunity, as been immune to critical hits also makes you immune to been dazed.

Since when does being immune to critical hits make one immune to being dazed?

The warshaper ability explicitly only mentions being immune to critical hits and stunning.

The dazed condition is completely seperate from critical hits. Even undead, constructs and other creatures immune to critical hits can still be dazed as long as the effect causing the daze doesn't violate one of their other immunities (i.e. immune to effects that require a fort save or if the dazed condition results from a mind-affecting effect).

I do believe there is a feat or class ability that makes you immune to to dazed condition, though. Although I can't remember where it was and can't look it up right now, either (AFMB). Though somebody here might know ;)
#89

Optimator

Aug 26, 2006 21:04:03
Druids have gotten so many hot spells. I'm a big fan of the disproportionate number of spells that ignore SR on the druid list.
#90

yorath_thewolf

Aug 27, 2006 0:16:51
while researching potential spells for for a Spirit Shaman character I've been toying with, I came up with this combo for pure evilness:

Entangle(or for more Evilness Bloodbriars, the Entangle's just there to negate Reflex saves anyway) + Sudden Stalagmite + Transmute Rock to Sick Stone. Sudden Stalagmite & Transmute Rock to Sick Stone can be found here: http://www.wizards.com/default.asp?x=dnd/fw/20021025a
#91

surreal

Aug 27, 2006 0:51:05
the Entangle's just there to negate Reflex saves anyway

Being entangled does not negate reflex saves. You get a -4 to dex, which means -2 to the Reflex save.
#92

angus_cotton

Oct 24, 2006 19:56:38
If your party ever has to face an army, and this is one of those situations where the DM expects you to run, supposes you to run, plots in his adventure for you to run, railroads you into running. Well, it is in the adventure plan for you to run! Anyway, would not it be a nice surprise to ruin your DMs day by wiping the entire army? Orcs, no problem; Vegepigmies, no problem; army of the dead, not a friggin' problem. My DM was stunned the first time I did this (and he is a smart guy). Here is what you do:

1) In the lead up time for the army to see you and charge you there is prep time usually. If not, go with the original plan and run. Usually, however, you get a few rounds prep time. Start with Wall of Stone in a Semi-Hemisphere aroudn the party. Next round follow it with Wall of Stone building another Semi-Hemisphere around the rear of the party. However, and this is important, leaving a 5' wide gap in the wall facing the incoming army. Tell your party tank to get in the gap and hold it at all cost, using Fighting Defensively and Combat Expertise to full effect. In the next few rounds drop Entangle/Briar Web/Spike Stones/Wall of Throns on the area outside the wall surrounding the Wall of Stone. The idea is to slow the army down as it closes in on your party, and at the same time weaken every single soldier in that army before he gets to the party tank in the door. Once all these spells are in place and you have some free time, shoot a Flamestrike or something at your liesure till they get to you just to tick them off.

2) The enemy army may try a few different things at this point. If it is mindless like an army of undead or giant ants, it will probably charge headlessly into the Entangle spells and get slowed down tremendously. It will also bunch up the individual soldiers as they all slowly trudge toward you. While they are trudging in, drop more AOEs on them. Most of the time, they will die long before they get to the party tank. Usually a party wizard is helping with this too.

3) Usually if they are intelligent, they will halt right outside the spells and surround you trying to figure out what to do. In this case, AOE anyway to sow chaos until they either charge in (see 2 above), or retreat.

4) If they are really intelligent, they will stop their army outside your spell ranges. If they do this, start casting Call Lightning (as you will probably have time to get this off if they are trying to figure out what to do), or two, fly out and pop um with an AOE periodically, and fly back behind the Wall of Stone when they start shooting arrows.

Of course, there are always counters to this strat, like a flying army or an enemy spellcaster, but you can deal with each situation as it arises.
#93

surreal

Oct 24, 2006 20:46:36
I generally try to avoid any situation that gets me surrounded by an army. Surrounding myself in a wall just traps my party in and hampers our own resources. Without flight you also lose line of effect for many spells. The tank in the gap is a terribly weak defense point; if the incoming army had any sense and saw that setup, they'd send in a mounted charger and bullrush/trample/overrun their way in.

If it's an army of weak mooks, then the druid's time is better spent doing area damage right away and/or summoning.
#94

seeker_of_truth_02

Nov 10, 2006 2:49:25
Evard's Menacing Tentacles (PHB2) combines very well with the Bite of X spells giving two free powerful attacks each round, more if opponents invoke AoOs. This is made even nicer if the spells are shared with your animal companion via halfling substitution levels.
#95

tiercel

Nov 13, 2006 18:49:52
Actually, druids are probably better set up (especially at higher levels) to face armies on big battlefields, especially with a little prep, than just about anyone else.

Starting at first level, trusty entangle gives you a 40 foot radius AoE. At the very least, it slows down and disrupts enemy formations, snarls charges in their tracks. This trend continues, adding damage and decreasing mobility, with briar web (Spell Compendium), spike growth, spike stones, and wall of thorns.

Obscuring mist, fog cloud, et al. let you literally bring the "fog of war" to the battlefield -- if you are worried about being outclassed/outnumbered by ranged damage (archers, siege weapons, enemy casters) this can help negate the advantage.

Need to pick off elites/commanders yourself? Druids have a number of multiple-target damage over time spells, from produce flame to flaming sphere to call lightning and its greater counterpart. Of course, your summons can tear formations of low-level grunts to pieces, especially with animal growth on. (Even elites/commanders will be tied up, and not very good at commanding, while busy having to fend off an angry pack of animals or looming elemental.)

Heck, if it is just your adventuring party vs an army, just get your buddies within 10' of you and use antilife shell. (Is there a reason this spell doesn't allow a save? Great Scott.) Use magic and ranged attacks to win, or just walk away laughing.

If you have time for battlefield preparation, nature's rampart (Spell Compendium) and move earth can literally reshape the field.

A big thing, though, is that druids get Really Big AoEs. Entangle starts the trend with a 40' radius AoE at 1st level. Plant growth hits a 100' radius circle (or a bigger semicircle/cone), and vine mine and poison vines (Spell Compendium) hit 10'/level radius spread. Decomposition (Spell Compendium) is a death sentence for wounded enemy grunts within 50' of you.

Control water moves around a lot of water (e.g. 100' x 100' x 10' at 10th level), allowing you/your side to instantly ford a river/pond/moat, or using such terrain features to wash away enemies. Control winds hits 40' radius per caster level and can grind battles to a halt, prevent flying foes, or even destroy buildings at high enough caster level and/or on an already-windy day. (Eye of the hurricane does a similar thing on a smaller, 40' radius, scale, but always at hurricane force). Earthquake is of course infamous for building destruction, as well as shredding enemy armies (especially depending on the nearby terrain). And, of course, control weather lets you make things miserable for a 3 mile radius. (No, you don't get direct control of game mechanics against your enemies, but you can make things pretty difficult for them to even attack you, plus at the very least have yourself set up for things like control wind and call lightning any time you like.)

Wall of fire is up to 20' long per level (hello, battlefield control), and if you need large-scale direct damage, there's murderous mist (Spell Compendium) for a mobile, damaging and blinding 30' radius cloud, vortex of teeth (Spell Compendium) for a damaging 40' radius no-save force burst that lasts 1 round/level, and fire storm (two 10' cubes per level) and sunburst (80' radius burst) are hard to beat.

One could go on, but you get the idea....

..and oh yeah, as a druid you can do all of this in a pretty hard-to-detect way -- just another random bird circling around up in the sky, or an itinerant squirrel or wandering stray dog. If the advancing enemy army isn't bent on slaughtering all animal life within sight, it will be tough going figuring out where all these spells are coming from. (And if they are, they will be busy and not moving very fast.)
#96

nightbreeze

Dec 22, 2006 20:53:58
#97

sphyre

Dec 22, 2006 22:21:44

ZOMG. I never expected this thread to be this loved.
#98

angus_cotton

Dec 23, 2006 17:57:24
I generally try to avoid any situation that gets me surrounded by an army. Surrounding myself in a wall just traps my party in and hampers our own resources. Without flight you also lose line of effect for many spells. The tank in the gap is a terribly weak defense point; if the incoming army had any sense and saw that setup, they'd send in a mounted charger and bullrush/trample/overrun their way in.

If it's an army of weak mooks, then the druid's time is better spent doing area damage right away and/or summoning.

Well, to each his own I guess. But I have tried and tested this, and it has worked on multiple occations.
#99

zombiegleemax

Dec 23, 2006 20:47:24
Control Winds for massive strong winds and you can fly through an area and kill an army. Very distasteful, but doable. See the DMG for Wind strength, damage info.
#100

andrew_barrientos

Jan 08, 2007 1:56:46
Someone mentioned something similar.
Faerie fire, then obscuring mist...
your entire party has blur spell on them... or better...
#101

zombiegleemax

Jan 08, 2007 2:25:58
so im guessing this is some sort of typo? this is right out of the SRD. according to this you can get a bead of karma for 0gp...

"A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater)."
#102

sphyre

Jan 08, 2007 12:36:23
yes and no.

I don't think it was a typo. I think it was someone not thinking, because no one in their right mind would just hand out prayer beads when they kick as much butt as they do.
#103

jameswilliamogle

Jan 08, 2007 12:59:30
I can't believe this hasn't been posted yet:

Control Weather + Control Winds = Tornados, on command, whenever and wherever you want on the battlefield, for 1 min/level. I use a Maximize rod on my Control Winds (using the normal rod), and get a tornado that does 300 damage over 10 rounds, not including falling damage, though that should probably be a maximized distance at least. Center it on yourself and/or your party. Great L13 trick

Less common:
If you can get turning/rebuking, DMM: Persistant completely breaks the Druid further. I played in a power campaign where I was forced to multiclass due to campaign restrictions. So I went Cleric 1 / Druid XXX (now 32), taking DMM: Persistant. Wicked broken, to the point of ludicrousness.

Bite of the Werebear + Aspect of the Landshark = 43 Str, and lots of other bonuses.

Aspect of the Wolf makes non-wolf animal companions really viable, as you just share it w/ your buddy (also a valid perist target).

Control Weather + Lightening Storm spells = guaranteed d10s for damage (may have been mentioned).
#104

hogarth

Jan 08, 2007 13:07:17
so im guessing this is some sort of typo? this is right out of the SRD. according to this you can get a bead of karma for 0gp...

It's a typo. It has been corrected (or changed, at least) in the special leather-bound version of the DMG.
#105

sphyre

Jan 08, 2007 13:49:57
It's a typo. It has been corrected (or changed, at least) in the special leather-bound version of the DMG.

so what does it say in that?
#106

frasmage

Jan 08, 2007 15:16:35
not sure if this has been said, but persist snowsight and obscuring snow (both frostburn) on yourslef: total concealment from any that isn't adjacent (who you get concealment against) it doesn't impede you at all
#107

zombiegleemax

Jan 15, 2007 14:23:20
i don't know if this would work summon elder earth elemental give it cloud-walkers, have it drop from about 120' thats about 900 point damage on average if i am right
#108

haferka

Jan 15, 2007 14:29:25
i don't know if this would work summon elder earth elemental give it cloud-walkers, have it drop from about 120' thats about 900 point damage on average if i am right

Problem with this is that the earth elemental is a creature, not an object...

the rules for droping really big/heavy stuff on people doesn't talk about droping creatures.. (if you killed the elemental.. ) it would become a corpse.. which is an object...

You could have the elemental pick up a HUGE hunk of earth.. and drop it.. with the same effect... He could even choose to "fall" afterwards.. to add a little more damage.. and to put him on the ground (so he can pick up another hunk of earth and try again.
#109

balor64

Jan 15, 2007 17:08:18
so im guessing this is some sort of typo? this is right out of the SRD. according to this you can get a bead of karma for 0gp...

"A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater)."

To add the part you missed:
Strand of Prayer Beads
This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.

If it does not have "two or more special beads", it is no longer a strand of prayer beads, and would no longer act as one.

So yes, you can get a bead of karma for 0gp, it just doesn't do anything.
#110

dirkformica

Jan 15, 2007 20:50:23
Still, standard strand of prayer beads with the bead of healing and karma but without the smiting is only 9 grand, which is quite the steal considering those two beads together apparently cost 29,000 if removed.
#111

zombiegleemax

Jan 15, 2007 22:39:08
if he is not a falling object then what would it be and what ruling would you use creature has flying and removes it causing it to fall
60,000 lbs at 120' lots of damage
#112

grakarg

Jan 16, 2007 0:33:32
Low level spell combo-

Faerie Fire + Obscuring Mist (or Fog Cloud). Party can see the enemy fine (due to faerie fire), you gain concealment.

Share touch spells (like produce flame) with your companion, you can throw one too, but you companion gets to add fire damage on its attacks.
#113

sphyre

Jan 16, 2007 1:13:44
Low level spell combo-

Faerie Fire + Obscuring Mist (or Fog Cloud). Party can see the enemy fine (due to faerie fire), you gain concealment.

Share touch spells (like produce flame) with your companion, you can throw one too, but you companion gets to add fire damage on its attacks.

Even nicer when you get Companion Spellbond, now you don't have to be quite so close.
#114

sphyre

Feb 01, 2007 15:17:46
Update!

Since this thread was so well received by the community, I made it a resource thread and totally revamped it so that it's all on the first page.

Enjoy
#115

zombiegleemax

Feb 12, 2007 14:00:57
Share touch spells (like produce flame) with your companion, you can throw one too, but you companion gets to add fire damage on its attacks.

is this really true? if it is, it is great. or does the companion do the fire damage instead of it's normal damage? what about the duration of the spell, does every attack of the companion lower it? and does that affect the spell's effect on the caster?

my ideas:
a little like the allready mentioned Flaming Sphere + Call Lightning combo::
Flaming Sphere + Produce Flame. Available on L3, you deal 1w6+CL damage in your standard action, 2w6 in your move action
you could also cast Raging Flame (Spell Compendium) ahead of it, adding +1 dmg on all Fire spells for 1 minute.

Breath of the Jungle, increases DC of poison/disease spells by 2 + Quillfire or even better Infestation of Maggots. Maybe with Triadspell cast on one of these slots...
ofc, they are all from the
Ownage Compendium, and my DM doesn't allow any of the spells presented there per sè ^^

Spirit Jaws that pin the opponent in conjunction with Insect Plague is also neat. :evillaugh
#116

grimmypoo

Jun 14, 2007 1:10:44
Holy moley! I didn't realize how powerful Control Winds is. Once you hit level 15, you can cast Call Lightning and change your dice to d10s too by using the tornado from Control Winds to fuel it.

6d6 damage from the tornado from Control Winds, then 3d10 from the call lightning (or Call Lightning Storm). Plus falling damage when they fall out of the tornado.
#117

zombiegleemax

Jun 18, 2007 22:35:38
When I was playing a Warshaper/Druid build I loved to explore Melee . If you have a few rounds to prep , drink a few potions , buff up and wildshape into your favorite Ursine form , the bigger the better . Then cast Girallon's Blessing and possibly Lion's Charge . I mean ... fighting large intelligent bears is one thing ... but when they have 4 clawed arms , charge across the feild , and rip your buddy to shreds with maybe 6 attacks , well thats disconcerting.
#118

mercury529

Jun 18, 2007 23:08:10
but you companion gets to add fire damage on its attacks.

Doesn't discharging the flame of a Produce Flame require making a special melee touch attack? If a Druid Wildshapes into a form with claw attacks and has Produce Flame up, do the attacks deal extra fire damage? Does anyone have a source that rules one way or another on the question?
#119

grimmypoo

Jun 19, 2007 0:06:13
Merc, according to my DM, Produce Flame does stack with physical damage from an attack. By the same token, if you cast a Poison spell and didn't discharge it right away, you could release it as you are clawing up an enemy.
#120

sphyre

Jun 19, 2007 11:50:13
Doesn't discharging the flame of a Produce Flame require making a special melee touch attack? If a Druid Wildshapes into a form with claw attacks and has Produce Flame up, do the attacks deal extra fire damage? Does anyone have a source that rules one way or another on the question?

Produce Flame
Produce Flame
Evocation [Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.

#121

Skrimshaw

Jun 19, 2007 14:57:55
Thank for the nice resource!
#122

grimmypoo

Jun 25, 2007 21:53:37
Hey guys, here's a pretty sneaky combo.

Goodberry + Fire Seeds

Ever meet an NPC that wants to join your party but you're kind of suspicious and don't quite trust him? Keep him in check.

Cast Goodberry on a few holly berries. Cast Fire Seeds on a separate set of holly berries. Mix them together, unknown to the NPC. Offer the NPC the group of berries: "As a sign of trust, I offer you a magical meal that will heal you in times of need." As a druid of 3rd level or higher, you can detect which ones are a delicious meal and which ones are bombs. Selectively pick out and eat a Goodberry to demonstrate its ok. If you convince him, then he'll put the group of mixed berries in his pocket.

If later on, he decides to backstab your party, just step 5ft back away from him and say the command word to detonate. What do you think?
#123

zelck_dup

Jun 26, 2007 0:21:38
Double Post.
#124

zelck_dup

Jun 26, 2007 0:28:48
Some of the original tactics, like Embrace the Wild, have since been nerfed.

My favorite combo that I've yet to spring on my unsuspecting DM would be Wall of Water (SpC) + [Quickened] Flash Freeze (Frostburn). Ice has a ridiculous hardness, HP, and burst DC especially due to its thickness, and it has a duration of something like 10 minutes per level (Flash Freeze is instantaneous?). Creatures caught inside the wall don't get an extra save against the Flash-Freeze, although they can save to dodge the Wall of Water if it was cast on them.

If we model it after Entomb, anyone inside can only take verbal (wth?) and mental actions. It also deals 2d12 damage and 1 cold damage a round, and threatens suffocation. Except Entomb hits one enemy. This combo is one 10-ft. square per level...
#125

seeker_of_truth_02

Jun 26, 2007 1:10:03
My favorite combo that I've yet to spring on my unsuspecting DM would be Wall of Water (SpC) + [Quickened] Flash Freeze (Frostburn). Ice has a ridiculous hardness, HP, and burst DC especially due to its thickness ...

Flash Freeze only freezes 1 foot of thickness. Considerign pearl of the waves from complete champion it's cheaper to quicken the wall of water than it is to quicken the flash freeze.
#126

grimmypoo

Jun 30, 2007 12:05:06
How about this for immobilizing enemies even if they make their saving throw?

Plant Growth (level 3) + Entangle (level 1)

Plant Growth alone slows them down to 5ft/round. Entangle immobilizes them. If they make their saving throw on Entangle, they are reduced to half speed. Which is 2.5ft/round.

Save or no save, they are stuck.
#127

mercury529

Jun 30, 2007 13:23:04
Plant Growth alone slows them down to 5ft/round. Entangle immobilizes them. If they make their saving throw on Entangle, they are reduced to half speed. Which is 2.5ft/round.

Pretty sure there is some rule that says if your movement is less than 5 feet a round, you can always move at least 5 feet (provided you are not immobilized).
#128

alienfreak

Aug 07, 2007 16:13:53
An immobilizing spell like Spirit Jaws or Freeze combined with Slimewave is a real killer
#129

Skrimshaw

Oct 14, 2007 9:47:32
Echo Skull
Not so much a spell combo, but a spell with a variety of uses.
  • Mount the Echo Skull on an animated animal skeleton (if you're a slightly darker druid who doesn't mind working with your local necromancy-using Cleric.) Instant mobile recon at no risk.
  • Hang the Echo Skull on a necklace around the Barbarian's neck. He advances and attacks, while you cast spells through the skull at the enemies in front of him.
  • Echo Skull plus Unseen Servant makes for a fairly convincing Demilich.

I see the spell Echo Skull on pg 77 of the spell compendium, but it doesn't say that you can cast spells through it.

Is there a rule saying that you can cast spells through anything you can speak through, or similar ruling?

I'm sure I'm just missing something, thanks in adcance.
#130

CubeKnight

Oct 14, 2007 9:51:28
I see the spell Echo Skull on pg 77 of the spell compendium, but it doesn't say that you can cast spells through it.

Is there a rule saying that you can cast spells through anything you can speak through, or similar ruling?

I'm sure I'm just missing something, thanks in adcance.

You used to be able to in 3.0, in the Masters of the Wild version of the spell. Costed a bit of XP, I think. Something like 5 xp/level of the spell cast.
#131

FeanorCursed

Dec 31, 2007 15:01:47
Creeping Cold + Extend Spell

Just some ideas with Venomfire:

Wild Shape to Fleshraker (dinosaur) + Venomfire = Pouce, Trip, Pin and 3 of 4 attacks are poisonous, thats mean 15d6 poison damage per turn at level four.
Instead of Wild Shaping into a Fleshraker, you could choose one as you animal companion and cast Venomfire on him.

Aberration Wild Shape + Venomfire

At high levels, several aberration have poison attacks:

Roper, Prismatic (9HD): Four poison attacks, good reach, but poor speed (2 sq).

Shrieking Terror (15HD): Five poison attacks, fly, good speed, poor reach.

Ten-Headed Shrieking Terror (20HD): TEN (yes, TEN) poison attacks.
#132

skyrocket

Dec 31, 2007 16:34:41
Entangle + Murderous Mist = LOL! I'm watching you die/be blinded! Keep moving the mist back and forth long enough and pretty much anything is bound to fail the savings throw and perish.


Honestly, I just I love MM as a spell. A group I was once in stumbled into a village full of cannibals once and my druid used that spell to rack up a three figure body count of evil, flesh-eating commoners.

Good times, good times.
#133

tshern

Jan 02, 2008 8:28:38
Anyone tried Vortex of Teeth+Entangle? Works fine against multiple foes and force damage is handy.
#134

cannibalsmith

Jan 02, 2008 9:29:44
Vortex of Teeth is a good 1st round spell. Center it on yourself and buff undisturbed.
#135

nekomata2

Jan 08, 2008 16:57:08
How about Wild Shape into a big animal, like a dire tiger or a T-Rex, then cast's Nature's Avatar, Nature's Favor, Superior magic Fang and Tortoise Shell. All of that equal up to a +20 attack and damage, +9 to AC, 20d8 temporary hp, and haste assuming your 20th lvl. There are probably even more spells that can make this even crazier. . .
#136

jackmojo

Jan 30, 2008 3:03:57
How about Wild Shape into a big animal, like a dire tiger or a T-Rex, then cast's Nature's Avatar, Nature's Favor, Superior magic Fang and Tortoise Shell. All of that equal up to a +20 attack and damage, +9 to AC, 20d8 temporary hp, and haste assuming your 20th lvl. There are probably even more spells that can make this even crazier. . .

Wildshape doesn't change your type (since the an errata) so some of those buffs are not usable anymore.

Jack
#137

tshern

Jan 30, 2008 9:49:23
Wildshape doesn't change your type (since the an errata) so some of those buffs are not usable anymore.

Jack

Couldn't you cast them on your animal companion and then share the affect?
#138

jackmojo

Jan 30, 2008 12:23:59
Couldn't you cast them on your animal companion and then share the affect?

Nope, the sharing is a one way street: druid>>>animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Jack
#139

rasmfrackn

Jan 30, 2008 16:37:51
Wall of thorns + Woodland stride
Not so much a spell combo, but it's a wall you can go through but your enemy can't.

I didn't see any followups to this, but this doesn't seem valid... at least in 3.5.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

I italicized the wording that I think makes this not work... whoops, I missed this in the spell's description somehow:

Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

Well then! My next thought was if a druid could then bestow this ability to their whole party, but the only Core option looks to be Freedom of Movement, so 1 cast per member... Maybe something outside of core? My campaign is core-only so I don't have any other materials.

Two follow-ups then.

1) Summoning the wall on top of an Insect Plague, the locust swarms are immune to the wall damage because it's slashing, correct? That makes the death trap especially effective because even moving into the wall and then stopping doesn't stop the swarm damage.

2) Does Woodland Stride work in overgrowth created by Plant Growth? It's magically grown to impede movement, but the effect is permanent so the entangling plants are apparently a "natural" result not a magical effect itself.
#140

jetstrike3000

Feb 25, 2008 16:43:05
If your party ever has to face an army, and this is one of those situations where the DM expects you to run, supposes you to run, plots in his adventure for you to run, railroads you into running. Well, it is in the adventure plan for you to run! Anyway, would not it be a nice surprise to ruin your DMs day by wiping the entire army? Orcs, no problem; Vegepigmies, no problem; army of the dead, not a friggin' problem. My DM was stunned the first time I did this (and he is a smart guy). Here is what you do:

1) In the lead up time for the army to see you and charge you there is prep time usually. If not, go with the original plan and run. Usually, however, you get a few rounds prep time. Start with Wall of Stone in a Semi-Hemisphere aroudn the party. Next round follow it with Wall of Stone building another Semi-Hemisphere around the rear of the party. However, and this is important, leaving a 5' wide gap in the wall facing the incoming army. Tell your party tank to get in the gap and hold it at all cost, using Fighting Defensively and Combat Expertise to full effect. In the next few rounds drop Entangle/Briar Web/Spike Stones/Wall of Throns on the area outside the wall surrounding the Wall of Stone. The idea is to slow the army down as it closes in on your party, and at the same time weaken every single soldier in that army before he gets to the party tank in the door. Once all these spells are in place and you have some free time, shoot a Flamestrike or something at your liesure till they get to you just to tick them off.

2) The enemy army may try a few different things at this point. If it is mindless like an army of undead or giant ants, it will probably charge headlessly into the Entangle spells and get slowed down tremendously. It will also bunch up the individual soldiers as they all slowly trudge toward you. While they are trudging in, drop more AOEs on them. Most of the time, they will die long before they get to the party tank. Usually a party wizard is helping with this too.

3) Usually if they are intelligent, they will halt right outside the spells and surround you trying to figure out what to do. In this case, AOE anyway to sow chaos until they either charge in (see 2 above), or retreat.

4) If they are really intelligent, they will stop their army outside your spell ranges. If they do this, start casting Call Lightning (as you will probably have time to get this off if they are trying to figure out what to do), or two, fly out and pop um with an AOE periodically, and fly back behind the Wall of Stone when they start shooting arrows.

Of course, there are always counters to this strat, like a flying army or an enemy spellcaster, but you can deal with each situation as it arises.

Random fire spell to get rid of plant stuff rock to mud you got no dome no slow down. and then ur fed so yeah
#141

CubeKnight

Feb 25, 2008 17:34:57
Not to mention there's no point in doing all that when a Control Winds can decimate the army.
#142

The_Orange_Pet

Feb 25, 2008 23:09:34
Constricting Chains (BoED) + Vortex of Teeth (SpC)

Fire Seeds (SRD) + Contingent Energy Resistance (SpC)
#143

magicalme

Apr 23, 2008 20:31:40
if call lightining and cloudburst go together can you mix those two with a flaming sphere? since you have to concentrate on the flaming sphere, it seems like it should work (since you are continuously creating it) and cloudburst specificaly says it only puts out normal fires.
#144

shriekingdrake

Aug 14, 2008 22:43:46
OP:

This is a great thread. It would be great if you could add some of the better posts to the first post. -- ShriekingDrake
#145

angus_cotton

Aug 15, 2008 0:46:43
Random fire spell to get rid of plant stuff rock to mud you got no dome no slow down. and then ur fed so yeah

Ya, well, never in my post did I say the tactic worked on wizards...as I recall, I said an army. Obviously, if a druid would have to use a totally different set of tactics for a wizard. Dimensional Anchor, Fairie Fire, and True Seeing come to mind, but you get my drift.

There was this one time in the Underdark where I tried using this tactic against an army of orcs, and the orcs chose to stay far, far away and just wait us out for some reason. They waited a good 200 ft away in the darkness, and just occasionally shot arrows at us (it was a BIG cave). So, yes, the tactic doesn't work all the time.
#146

snorkasaurous

Sep 27, 2008 19:47:28
+1 on the excellence of Murderous Mist. spell that combos nicely.
#147

deckinhand

Nov 26, 2008 21:07:03
a good thread when you have the chance.
#148

Endarire

Jan 14, 2009 16:17:56
speak with plants + Greenbound Summoning (feat)
You can direct your Greenbound summons.

shillelagh + spikes (Spell Compendium 202) or brambles (Spell Compendium 38)
Turn a nonmagical wood staff or club into a mighty weapon! A Medium staff with spikes and shillelagh gets +2 Enhancement accuracy, +CL Enchancement damage (max +10), 19x2 criticals, and 2d6 base damage!

For even more power, add the spells mighty wallop (Sor/Wiz1) and greater mighty wallop (Sor/Wiz3) from Races of the Dragon 114-115.

Natural Spell (feat) + girallon's blessing (Spell Compendium 106)
Gain 4 claw attacks. You can use the 2 extra arms to hold your augmented staff. With 4 hands, that's +2.5x STR bonus to damage!
#149

hogarth

Jan 14, 2009 18:50:53
One that I've used is Hide from Animals + Summon Swarm. Then sit somewhere and wait while your bat swarm attacks everything in sight (excluding you, of course).
#150

aksapriya

Mar 04, 2009 9:26:42
One that I've used is Hide from Animals + Summon Swarm. Then sit somewhere and wait while your bat swarm attacks everything in sight (excluding you, of course).

Can be fairly dangerous : the spell says : "If a warded character touches an animal or attacks any creature"
Don't even try to hug your puppy or feed your horse...

I think to stay away from your own swarm is a best idea and it's free !
#151

snorkasaurous

May 10, 2009 21:46:10
#152

shriekingdrake

Feb 18, 2010 11:05:06
Preservation bump.
#153

shriekingdrake

Oct 02, 2010 16:58:13
because good threads should not die.
#154

gaeldor

Apr 21, 2013 22:51:33
preserving ancient knowledge