Druid Spell Combos

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Some key takeaways are spell combos that boost damage, provide concealment or mobility, or control and hinder enemies.

Call Lightning/Call Lightning Storm + Cloudburst or Weather Eye boosts damage to d10. Summoning Spells + Animal Growth + Augmented Summoning effectively summons multiple clerics.

Wall of thorns + Woodland stride allows moving through a wall enemies cannot pass. Acorn of Far Travel + Camouflage/Forest Fold provides concealment and mobility. Snowsight + Obscuring Snow provides total concealment against non-adjacent foes.

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.

Druid Spell Combos

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. :tongue:

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 (http://www.wizards.com/default.asp?x=dnd/fw/20040710a) +


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.

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