As my first topic, I'd like to ask the boards opinion on my Human Druid. Kalinna Davinasdöttir has been trotting around in our Eeeevil campaign since level 12 and has just gotten hold of the almighty 9th level spells and a Belt of Magnificence +6 to get her to 30 Wisdom. I tend to have her control the battlefield (in the form of a Dragon, Ironmaw or Warbound Impaler) and set up the big blasts to get our twin-rapiered Swashbuckler/Rogue/Fighter and lance/greatsword-wielding Dragonriding Fighter in to do the heavy hitting since either can out-DPS me even with my Fleshripper helping. Our Cleric of Nerull assists with the magic but like to melee too and our (horribly-over)Focused Specialist hides at the back chucking spells and our Ranger twangs away with a Legacy Bow from behind his wall (Cave Ankylosaurus). My problem is this: my spell selection seems to be a bit crap. Mine, the player, not the Druids. We have access to all the official 3.5 source books, but Dragon Magazine stuff not in the compendium isn't allowed. Optimisation but not smurfmanship, please, ladies and gentlemen.
She wears the full Raiment of the Beast for SNA and Wild Shape as a level higher and Swift Wild Shape, a Robe of the Vagabond with +6 resistance, a Third Eye Conceal, slotless Belt of Battle, a Gem of Fortification, Rods of Maximize, Empower and Extend, the +1 Caster Level, Regeneration and No Air Ioun Stones and all the Chronocharms for funsies. For recharging spells, she has a Circlet of Mages and two 4th and two 6th level Pearls of Power, although the latter are used to keep Extended Energy Immunity up for all four elements. I have a Contingency Last Breath spell for level-loss-free Reincarnate, although I'll likely swap that for True Resurrection.
Here's what I generally run with if I don't know what we're facing. Oh, and that ridiculous Venomfire spell got specifically removed. I like the combo of the cold version of Drifts of the Shalm and Bloodsnow for ground-bound opponents and Frostfell for sheer "screw saves, just die". Thoughts and ideas most appreciated.
0: Create Water, Detect Magic, Detect Magic, Light, Mending, Read Magic
1: Calm Animals, Cure Light Wounds, Endure Elements, Entangle, Faerie Fire, Obscuring Mist, Produce Flame, Speak With Animals
2: Barkskin, Fog Cloud, Resist Energy, Dessicate, Blinding Spittle, Mass Snake's Swiftness, Spider Climb, Bloodsnow
3: Cure Moderate Wounds, Daylight, Poison, Remove Disease, Stone Shape, Spirit Jaws, Dominate Animal
4: Cure Serious Wounds, Dispel Magic, Freedom of Movement, Spike Stones, Improved Wildshape, Improved Wildshape
5: Baleful Polymorph, Cure Critical Wounds, Wall of Fire, Wall of Thorns, Greater Stoneshape, Control Winds
6: Greater Dispel Magic, Mummify, Wall of Stone, Quickened Drifts of the Shalm, Extract Water Elemental, Find the Path
7: Mass Flesh to Salt, Fire Storm, Heal, True Seeing
8: Frostfell, Frostfell, Stormrage
9: Summon Elemental Monolith, Shapechange