| regenerate | 0 | 25wp | regenerates a targets broken limb and heals 2d20hp+wis mod |
| basic hunting | 0 | passive | dc18 to counter backstabs, dc15 to avoid backstabs, dc10 to force them to be regular attacks |
| gouge | 0 | 20sp | causes enemy to bleed, creating a wound dealing 1d4 damage per round until healed |
| faerie fire | 0 | 75wp | lowers the effective armor class of enemies in a 5 yard radius |
| tracking | 5 | toggled | dc10+elvl-plvl allows uesr to track targets and the location they may have gone in the recent past |
| fire arrow | 5 | 10sp | standard range+10 fire damage and dc10 to cause 1d4 burn for 3 rounds, +wis mod damage physical |
| ensnare | 10 | 10wp | quickly drops a small dc10+plvl-elvl movement trap that lasts 5 rounds |
| rupture | 10 | 25wp | reg damagex2. targets vital organs of beast or humanoid, earth elemental damage |
| rejuvenate | 10 | 30wp | flourishes targets body with magic, restoring fatigue 2d20sp+wis mod |
| expert hunting | 10 | toggled | ability to purge shadows at command revealing its contents |
| dirt kick | 10 | 15sp | causes enemy to be blinded for 2 rounds |
| plague | 10 | 30wp | gives target a transmutable disease. disease rank = char lvl/20 (1-5 range) |
| ice arrow | 10 | 15sp | standard range+5 water damage and dc10 to cause slow effect for 3 rounds +wismod damage physical |
| earthen arrow | 15 | 15sp | standard range+8 earth damage and dc10 to cause knockdown, target loses 1 round, +wis mod physical damage |
| fever strike | 20 | 30wp | lowers targets resistances to spells by wis od lasts for 1 round |
| greater regenerate | 20 | 50wp | dc10 regenerates a targets broken limb and +1d10hp and +1d10sp regardless of success |
| reflex adaptation | 20 | passive | gives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. the difficulty of the spell is the casters level. in order to break that spell the druid rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that druid is either much higher level, the spell is a small spell or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes. |
| protect | 20 | 20sp | protect target from its next incoming attack |
| infect | 20 | 25wp | infect wound to prevent healing. lasts 8 rounds. |
| poison arrow | 20 | 10sp | standard range +1d6 damage per round until healed +wis mod damage physical |
| jolting arrow | 25 | 15sp | standard range + armor piercing + wis mod damage physical |
| natures grasp | 30 | 30wp | prevents target from defending next attacks |
| resurrect | 30 | 75wp | resurrects target to 1hp |
| basic trap proficiency | 30 | passive | allows usage and successful disarming of basic traps. refer to ensnare for breaking a trap. dc5 disarm. |
| set needler trap | 30 | 20sp | 2d20 damage |
| set disarming trap | 30 | 15sp | 5 damage+disarm |
| hide | 30 | 50sp | ability to hide oneself or an object |
| contaminate | 30 | 20wp | contaminates target food, water, potion or pill rendering it to give opposite effect |
| coil of air | 40 | 45wp | adds dc10 chance on each of the next 4 physical attacks to add knockdown |
| ripple effect | 40 | 50wp | reg damage to target, 1d12 to 2nd target, 1d8 to 3rd, attacks 3 targets water damage |
| self-resurrection | 40 | 100wp | resurrects self to 1hp |
| complex trap proficiency | 40 | passive | allows usage and successful disarming of complex traps. refer to ensnare for breaking a trap. dc10 disarm |
| set explosive trap | 40 | 40sp | 3d20 damage |
| set shattering trap | 40 | 40sp | 3d10 damage+1d4 (1 breaks arm, 2 breaks leg, 3&4 fail) |
| forage | 40 | 50sp | ability to procure either food or drink in unlikely situations, 1d4 (1 drink, 2 food, 3&4 fail) |
| paralysis | 40 | 50sp | causes target to enter paralysis for 3 rounds |
| regrowth | 50 | 50wp | flourishes parties bodies restoring 1d20 wp,hp and sp |
| magic trap proficiency | 50 | passive | allows usage and successful disarming of magic traps. refer to ensnare for breaking a trap. dc15 disarm. |
| set distraction trap | 50 | 40sp | confuses enemies forcing all non-party to hold action for a round |
| set burrowing trap | 50 | 50sp | 1d10 damage against target enemy for 5 rounds, inescapable |
| harvest | 50 | 10sp | ability to harvest foraged food or drink, usually harvestable 3 times |
| natures wrath | 50 | 100wp | elements of nature tortures target, 2d20 damage per 20 levels until released |