So, this might be a bit of a no-brainer compared to, say, Sorcerer spell pick order (which has multiple threads dedicated to it), since it is established that druids have a more compact spell list and therefore fewer truly good options to choose from. However, as a thought exercise I am going to start up a thread anyway to solidify my thoughts on what spells I should take (my focus here is for a party-based build, although many spells should also be useful for a solo build). Since they can dance to summon spirits, I think the animal summoning spells are a little bit less important, depending upon what you're doing. I will use some of the formatting from this thread: https://forums.beamdog.com/discussion/30931/a-ranking-of-the-divine-spells-now-discussing-level-7-spells/p1
, though with such a small list to choose from, some things will be ranked higher than normal.Level 1 Spells
Armor of Faith 4/5 - Obviously terrible as your level 1 spell pick, but quite good as your 5th (and last) choice. It keeps getting better with age.
Cure Light Wounds 5/5 - So, shaman cast spells like a sorcerer, which means that any level 1 spells you have left will roll over into your auto-heal-on-rest. IMO, this utility alone makes it worthy of inclusion and a primary job of the shaman, not to mention that during the first 3 levels of the game it can make a difference even mid-battle.
Doom 4/5 - The casting time is long, but the effect could be worth it against certain foes. Debuffing with this next to your arcanist tossing out Greater Malison could help land a spell that is otherwise easy to save against.
Entangle 4/5 - The save bonus is a little too high for my liking, and the casting time is just a pinch longer than I'd like it to be, and it doesn't stop spells and ranged attacks, but crowd control spells are always valuable even with these stipulations. Probably one of the best ways to contribute at low levels.
Bless 3.5/5 - Another of the good ways to contribute at low levels, and if you are running low on spells in a given day, might even warrant some use at higher levels. It has definite limitations and it is better at low levels, so if you're really interested you might try to make room before you're too high level.
Detect Evil 1/5 - The paladin gets it for free, just say no.
Shillelagh 1.5/5 - In a different theoretical game that wasn't laden with magic weapons this could have some use, but here it is prettymuch junk.
Spirit Ward 1.5/5 - So situational that you usually forget to use it even in a fight it might have some effect in. It doesn't help that the duration is short at low levels; maybe at really high levels you cast it just because you can (a 90 round duration is the same as 9 turns)? It's a good thing this comes free on your spell list, because I wouldn't bother taking it.
Pick Order: Spirit Ward*, Cure Light Wounds, Entangle, Bless, Doom, Armor of Faith
*Free with spell level