KING

Primal Spell List

The Druid list. Every spell carries an aspect, and you cast only from aspects you have affinity for. Filter by tier, by aspect, or both.

Druids cast primal magic drawn from natural forces. Each spell is tied to an Aspect: Stone, Flame, Tide, Wind, Root, Beast, or Star.

Casting: In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death. On any failed check, gain +1 Attunement in that spell's Aspect.

Tier
Aspect

Tier 1 (28 Spells)

Stone Aspect

Stone Shard

Primal Tier 1 / Stone

Range: 60 feetDuration: Instant

You clench your fist and feel the earth answer. A jagged stone tears itself free from the ground, wall, or floor and hurls itself at your target with bone-cracking force, dealing 1 Vitality. The shard leaves a small crater where it formed and falls where it strikes, obvious evidence of primal violence. In places with no loose stone, the spell pulls minerals from soil or rips chips from bedrock. The stone always feels cold, even in summer. Targets struck feel a deep ache in their bones for hours afterward, as if the earth itself resents them.

Earthsense

Primal Tier 1 / Stone

Range: SelfDuration: Focus

You press your palm to earth, stone, or worked masonry and your awareness sinks into the ground like water into sand. Within 30 feet, you sense vibrations through the earth. footsteps become drumbeats, hidden doors reveal themselves as hollow echoes, buried objects press against your consciousness like lumps beneath a blanket. You can count creatures by their footfalls and estimate their weight. Standing still is required; the moment you move, the connection shatters like dropped pottery. Your eyes glaze white while sensing. Underground creatures sense you sensing them: some flee, some investigate.

Stone Fist

Primal Tier 1 / Stone

Range: SelfDuration: Level rounds

Your hands harden to grey granite, the transformation crawling up from your fingernails in a wave of cold numbness. Unarmed strikes deal 1 Vitality; the impact sounds like hammers on anvils. Your hands feel impossibly heavy. disadvantage on tasks requiring fine manipulation, and you cannot feel texture or temperature through the stone. The transformation is visually dramatic: veins of quartz visible beneath the surface, your knuckles becoming rough-hewn edges. When the spell ends, your hands ache fiercely as blood returns to flesh, and flakes of stone dust fall from your skin for minutes afterward.

Stonecraft

Primal Tier 1 / Stone

Range: TouchDuration: Permanent

You press your hands to unworked stone and feel it soften like clay beneath your touch. Over ten minutes of patient work, you can shape stone into simple objects. blades, bowls, tools, crude figurines. The work is meditative; your hands leave faint fingerprints in the stone that never quite fade. Created items are obviously stone. grey, cold, slightly rough. And fragile if dropped on hard surfaces. The magic cannot work on living rock still attached to the earth, nor on stone that has been worked before. Stonecraft items feel oddly warm to their creator, cold to everyone else. Master druids can recognize each other's stonecraft by the patterns left behind.

Flame Aspect

Flame Bolt

Primal Tier 1 / Flame

Range: 60 feetDuration: Instant

You exhale sharply and fire answers your breath. A streak of orange-white flame lances from your palm toward one target, dealing 1 Vitality. The bolt leaves a trail of heat-shimmer in the air and smells of woodsmoke and hot metal. Misses don't simply vanish; they ignite whatever flammable terrain they strike. dry grass, wooden walls, spilled oil. The spell doesn't discriminate between friend and fuel. Your throwing hand feels fever-warm for an hour afterward, and your eyes reflect firelight more brightly than they should. In complete darkness, casting this spell ruins night vision for everyone who sees it.

Emberlight

Primal Tier 1 / Flame

Range: TouchDuration: Level x 10 minutes

An object you touch kindles with inner fire, glowing like a coal pulled from the hearth. The light reaches 30-foot radius, warm and orange, casting dancing shadows that seem almost alive. The object radiates gentle heat. enough to warm hands, dry wet clothes, or keep frost at bay. Prolonged contact with flammables causes smoldering; paper browns, cloth scorches, dry wood begins to smoke. The light cannot be extinguished by wind or water while the spell persists, though smothering it in earth ends the magic. Living creatures cannot be made to glow. The warmth feels like summer sunlight, and those who carry emberlights often grow drowsy in their presence.

Kindle

Primal Tier 1 / Flame

Range: 30 feetDuration: Instant

You point at any flammable object you can see within range. A torch, a haystack, an enemy's cloak. And speak a word that sounds like crackling flames. Fire blooms where you indicate, as if an invisible spark had landed there. The fire spreads naturally from that point; you create the ignition, not control the blaze. The magic cannot kindle living flesh directly, nor materials that wouldn't burn naturally (wet wood resists, oiled wood ignites eagerly). There's a faint smell of sulfur when you cast, and fire-druids are often blamed for blazes they didn't start. The kindled flame burns true and hot, as if begun by natural means.

Heat Metal

Primal Tier 1 / Flame

Range: 30 feetDuration: Level rounds

You fix your gaze on metal within range and will it to remember the forge. The metal begins to glow. first dull red, then orange, then white at the edges. Creatures touching or wearing heated metal lose 1 Vitality per round as it sears their flesh. Armor becomes a prison of agony; weapons must be dropped or held through screaming pain. The metal remains dangerously hot for minutes after the spell ends, cooling slowly and unevenly. Affected metal warps slightly, leaving permanent ripple-marks. The smell of hot iron fills the area, and you can feel a sympathetic warmth in your own blood while maintaining the spell.

Tide Aspect

Water Blast

Primal Tier 1 / Tide

Range: 30 feetDuration: Instant

You gesture toward a water source. A puddle, a waterskin, a rain-soaked cloak. And the water leaps to obey, erupting toward one creature in a churning torrent that deals 1 Vitality and pushes them back 5 feet. The spell moves existing water, it doesn't create it; without a source nearby, the magic finds nothing to grasp. The water strikes with surprising force, cold and heavy as a wave. Targets are left drenched and gasping. The source is depleted. waterskins empty, puddles scatter, barrels slosh half-full. In rain, the spell seems to pull water from the air itself, leaving a brief dry spot where you stand.

Water Breathing

Primal Tier 1 / Tide

Range: TouchDuration: Level x 10 minutes

You press your wet fingertips to a creature's throat and feel their lungs shift. For the duration, they breathe water as easily as air: gills don't form, but the magic transforms water to breath within their chest. The adaptation is complete; breathing air becomes uncomfortable while the spell persists, each breath feeling thin and unsatisfying. Targets often find themselves craving immersion. When the spell ends, lungs return to normal with a wet cough that expels residual water. The magic leaves a faint taste of salt and iron. Those who've experienced it say drowning no longer frightens them: they know how peaceful it can be.

Purify Water

Primal Tier 1 / Tide

Range: TouchDuration: Instant

You touch water. A cup, a barrel, a still pond. And will it clean. Impurities separate visibly, sinking to the bottom or rising to the surface in oily films: poison turns black and settles like silt, disease blooms as pale cloudy threads, corruption surfaces as an iridescent sheen. You see exactly what was removed. The purified water tastes impossibly clean, almost sweet, with no mineral character at all. The spell cannot separate water from other liquids (wine remains wine) or purify blood, but it can make swamp water drinkable and render poisoned wells safe. The separated impurities remain dangerous. dispose of them carefully.

Slick

Primal Tier 1 / Tide

Range: 60 feetDuration: Level rounds

Water spreads across the ground in a 30-foot radius, coating every surface in a thin, impossibly slippery film. The area becomes difficult terrain; creatures moving through must save; on failure they fall prone, on success they move at half speed while fighting for balance. The water comes from nowhere visible, seeping up through stone and soil as if the ground itself were sweating. It evaporates slowly when the spell ends, leaving surfaces damp and slightly iridescent. The slick smells of rain and tastes of nothing. Creatures that fall in it find their clothes soaked through, as if they'd been dunked in a river.

Wind Aspect

Gust

Primal Tier 1 / Wind

Range: 30 feetDuration: Instant

You sweep your arm and the air obeys. A powerful wind rushes from you in a 30-foot line, hitting like an invisible wall. Creatures must save: on failure they are pushed back 5 feet, stumbling or thrown from their feet; on success they are merely staggered, losing 5 feet of movement next turn as they brace against the blast. The gust extinguishes torches, scatters loose papers, slams doors, and sends cloaks billowing. The wind carries the scent of high places. mountain peaks, open sky. And your hair whips wildly even after the spell ends. In enclosed spaces, the gust creates a tremendous boom as air pressure shifts; outdoors, it passes almost silently.

Featherfall

Primal Tier 1 / Wind

Range: 30 feetDuration: Instant

You see creatures falling and speak a word of gentle descent. up to your level in falling creatures within range suddenly drift downward like autumn leaves, about 30 feet per round, taking no falling damage. You may cast this the moment you begin to fall; timing is everything, and hesitation means impact. Affected creatures glow faintly with soft white light and can be pushed, grabbed, or attacked easily while floating. Their clothing and hair drift as if underwater. The magic ends the moment they touch solid ground, and they land light as dandelion seeds. If the spell ends while still airborne, normal falling resumes instantly. The transition is jarring.

Whisper Wind

Primal Tier 1 / Wind

Range: SightDuration: Instant

You murmur words and they ride the air to someone you can see. up to ten words carried on a breeze that touches no one else. The recipient hears your voice as a whisper directly in their ear, intimate and unmistakable. They know which direction you spoke from. Anyone watching sees you casting: your lips move, a faint stirring of air ripples your clothing, and perceptive observers might guess the target from the wind's direction. The whisper cannot be intercepted, but it cannot carry tone. sarcasm and sincerity sound identical. In still air, the message arrives instantly; in strong wind, it takes a few moments to fight through.

Fog Cloud

Primal Tier 1 / Wind

Range: 60 feetDuration: Focus

You exhale slowly and mist pours from your mouth, spreading to fill a 30-foot radius with thick, clammy fog that heavily obscures everything inside. Visibility drops to arm's length; sounds become muffled and directionless. The fog smells of morning dampness and leaves surfaces slick with condensation. It disperses naturally in wind. A strong breeze ends the spell immediately, and even light wind causes it to drift and thin. While focusing, you feel cold inside, as if the mist comes from somewhere within you. Creatures in the fog can taste iron on their tongues. The boundary is distinct: step out and you can see clearly, step in and the world disappears.

Root Aspect

Thorn Whip

Primal Tier 1 / Root

Range: 30 feetDuration: Instant

You reach out and a vine erupts from the nearest soil or plant matter. thorned, whip-quick, and cruel. It lashes toward one creature, striking for 1 Vitality as thorns the size of daggers rake flesh, then wraps around them and yanks them 5 feet toward you. The vine withers to brown dust the moment it releases, leaving only wounds and scattered thorns behind. Blood on the thorns smells of sap and copper. The spell cannot manifest without plant matter or soil nearby; on bare stone or metal floors, the magic finds nothing to shape. Wounds from thorn whips scar distinctively. druids recognize them on sight.

Entangle

Primal Tier 1 / Root

Range: 60 feetDuration: Level rounds

You stamp your foot or press your palm to earth and the ground erupts with sudden, hostile life. Vines and roots burst from soil in a 30-foot radius, writhing like serpents seeking prey. Creatures starting their turn in the area must save or be restrained. wrapped in coiling vegetation that tightens when they struggle. Breaking free requires wrenching loose or cutting through. The spell requires soil or existing plants; on bare stone it fails entirely. The vegetation is aggressive, crawling toward warmth and movement. Restrained creatures hear the plants growing, a wet creaking sound. When the spell ends, the vines wither but don't release. corpses have been found wrapped in dead vegetation days later.

Speak with Plants

Primal Tier 1 / Root

Range: TouchDuration: Level x 10 minutes

You press your palm to bark or leaf and your awareness brushes against something vast and slow. Plants within 30 feet answer simple questions about what they've witnessed, who passed by, what was buried beneath them, whether blood was spilled on their roots. They think in seasons, not seconds; each answer takes a full minute of rustling communication, and concepts like "yesterday" mean little to things that measure time in rings and dormancy. Trees remember longest but care least about small scurrying things. Flowers remember faces but not names. Grass remembers weight and warmth. The plants cannot lie, but they can be confused, mistaken, or simply indifferent to your concerns.

Barkskin

Primal Tier 1 / Root

Range: TouchDuration: Level x 10 minutes

You run your hands over a creature's skin and it transforms, thickening and hardening into bark-like armor that grants +2 AC. The transformation is visually dramatic: skin takes on wood-grain patterns, hair stiffens to twigs, fingernails become rough as pine bark. Joints stiffen. disadvantage on Dexterity checks requiring flexibility. And the creature feels their face become an expressionless wooden mask. They can still speak, but their voice sounds hollow. When the spell ends, the bark flakes away over several minutes, leaving ordinary skin beneath that feels too soft, too vulnerable. Some druids report dreaming of forests for nights afterward.

Beast Aspect

Animal Speech

Primal Tier 1 / Beast

Range: SelfDuration: Level x 10 minutes

Your voice shifts, taking on growls and chirps and chattering undertones that feel wrong in your human throat. For the duration, you speak with beasts and understand their replies, not words exactly, but meaning conveyed through posture, scent-memory, and sounds below human hearing. Animals share what they know: hunger, territory, fear, the locations of food and danger. They lack complex human concepts; asking a wolf about "justice" earns only confusion, but asking about "threat" gets immediate, visceral response. Different animals have different priorities. prey animals are nervous and scattered, predators are blunt and practical. Your voice sounds strange to human ears while the spell persists, and animals may approach you expecting continued conversation.

Beast Sense

Primal Tier 1 / Beast

Range: 30 feetDuration: Focus

You lock eyes with a willing beast and your awareness slides into theirs. For the duration, you perceive through the animal's senses. seeing what they see, hearing what they hear, smelling with noses far keener than your own. The experience is disorienting; colors shift (dogs see differently than hawks), sounds have different meanings, and scents carry information you barely understand. While focused, you're blind and deaf to your own surroundings, your body stands vacant and vulnerable, mouth slightly open, eyes unfocused. The beast knows you're present; most find it comforting, like a rider they trust. Breaking the connection requires a moment of disorientation as you remember what your own senses feel like.

Trackless Step

Primal Tier 1 / Beast

Range: SelfDuration: Level x 10 minutes

You walk and the world forgets your passage. For the duration, you leave no tracks. footprints fill themselves in, bent grass springs back, snow smooths over. You carry no scent; hounds lose your trail, predators cannot smell you on the wind. The magic doesn't make you invisible or silent. You can still be seen and heard, but pursuit becomes nearly impossible once you break line of sight. The sensation is strange: you feel weightless, disconnected, as if the ground itself doesn't quite acknowledge you. When the spell ends, your next few steps feel impossibly heavy by comparison, and you suddenly become aware of how loudly you've been breathing.

Predator's Grace

Primal Tier 1 / Beast

Range: SelfDuration: Level rounds

Your movements become fluid, predatory, inhuman. For the duration, you ignore difficult terrain as if it weren't there: undergrowth parts, rubble shifts, mud firms beneath your feet. You gain advantage on stealth and can flow through enemy spaces (though you cannot end there) like a wolf slipping between trees. Your eyes take on a faint reflective gleam, and observers feel an instinctive unease in your presence. prey recognizing a hunter. When the spell ends, the grace drains away suddenly, leaving you feeling clumsy and exposed in your merely human body. For several minutes afterward, ordinary walking feels like wading through water.

Star Aspect

Starlight

Primal Tier 1 / Star

Range: 30 feetDuration: Level x 10 minutes

You raise your hand and soft silver light spills from your palm like moonlight pooled in flesh. illuminating 30-foot radius with the gentle glow of a clear night sky. The light is cool and kind to night-adjusted eyes, casting long shadows that seem to move slightly when not watched directly. Invisible creatures are revealed as faint silhouettes within the light. position obvious but form unclear, like shadows without sources. The light doesn't flicker; it's steady as stars, and slightly unnerving to those unused to magic. Creatures in the light feel watched, as if something vast and distant has turned its attention their way. When the spell ends, the darkness that returns feels deeper than before.

Read Omens

Primal Tier 1 / Star

Range: SelfDuration: Instant

You still your mind and let the stars speak through intuition. The cosmos offers a glimpse of whether a specific action will bring weal or woe in the next hour, not knowledge, but feeling. You might sense creeping dread at the thought of opening a door, or warm confidence about trusting a stranger. The answer is never specific; the stars show patterns, not particulars. The sensation is unmistakable but resists language. afterward, you struggle to explain why you know what you know. Asking the same question twice earns only silence; the stars don't repeat themselves. Some druids report seeing afterimages of constellations when they close their eyes after casting.

Guiding Star

Primal Tier 1 / Star

Range: SelfDuration: Until dawn

A single point of silver light kindles in your mind: an internal compass aligned to the heavens. Until dawn, you always know true north, and you can retrace any path you've walked in the last day as if following a glowing thread visible only to you. The magic shows direction, not obstacles; it will lead you toward a cliff you need to climb or a river you must ford. You cannot become lost while the spell persists, and you navigate with uncanny confidence even in total darkness. The sensation is comforting, like a hand on your shoulder guiding you home. When the spell ends at dawn, you feel momentarily adrift until you remember how ordinary navigation works.

Fate's Thread

Primal Tier 1 / Star

Range: TouchDuration: Level x 10 minutes

You touch a creature and your vision fractures into possibility. For a moment, you glimpse the destiny-threads connecting them to their fate. glowing lines stretching into a future you can barely comprehend. You learn one significant future event involving them: a death, a betrayal, a triumph, a loss. The GM determines specifics. The knowledge arrives as fragments. A face, a place, a sensation. never the full picture, and often maddeningly incomplete. You cannot choose what you see, and the vision may be decades distant or horrifyingly soon. The touched creature feels nothing, but you are left shaken, having glimpsed the machinery of fate. Some druids refuse to cast this spell on those they love.

Tier 2 (21 Spells)

Stone Aspect

Stone Shape

Primal Tier 2 / Stone

Range: TouchDuration: Permanent

You press your hands to stone and it flows like cold clay beneath your touch. Over minutes of patient work. One cubic foot per minute. You can carve passages through walls, seal doors into solid rock, or sculpt shapes from raw stone. The work is slow and meditative; rushing leaves rough edges that crumble. Shaped stone bears obvious magical marks: faint fingerprints, unnaturally smooth curves, a subtle crystalline quality where you worked. The changes are permanent but not seamless. anyone examining the stone closely can tell it was magically altered. The spell cannot work on stone that is actively part of a living creature or bound by stronger magic. Your hands ache afterward, as if you'd been sculpting for hours.

Tremor

Primal Tier 2 / Stone

Range: 30 feetDuration: Instant

You stamp your foot and the earth answers with violence. The ground shakes in 30-foot radius. A sharp, brutal quake that throws creatures from their feet, cracks foundations, and sends unsecured objects crashing down. All creatures in the area lose 1 Vitality from the shaking and must save; on failure they fall prone; on success they keep their feet but are rattled. Structures crack; weak walls may collapse. The tremor is loud, felt for hundreds of feet, and absolutely unmistakable as magical in origin. Dust fills the air. Afterward, the ground is fractured and unstable. difficult terrain until properly settled. Underground, this spell is terrifyingly effective.

Stone Armor

Primal Tier 2 / Stone

Range: TouchDuration: Level x 10 minutes

Plates of grey stone flow up from the ground and lock into place around the target like a living statue assembling itself. The armor grants AC 16 and ignores Sense entirely. speed and agility mean nothing when encased in rock. Movement speed is halved; swimming is impossible (the wearer sinks like a stone); Dexterity saves are made with disadvantage. The armor is visually impressive. interlocking plates, subtle crystalline veins. And the wearer can feel the weight of mountains pressing down on them. When the spell ends, the stone crumbles away in chunks, leaving the wearer standing in a pile of gravel. Some find the weight comforting; others feel buried alive.

Flame Aspect

Wall of Fire

Primal Tier 2 / Flame

Range: 30 feetDuration: Focus

You trace a line and fire erupts from the earth. A wall of roaring flame 30 feet long and 10 feet high, impossibly hot and hungry. Creatures passing through lose 1 Vitality; there is no avoiding the heat, only enduring it. The wall radiates killing warmth. creatures within 5 feet lose 1 Vitality per round simply from proximity. The flames burn without fuel, impossibly bright, casting dancing shadows that seem to move with malicious intent. The heat is visible as shimmering distortion; the roar of flames drowns conversation. When you stop focusing, the wall gutters out instantly, leaving only scorched earth and the smell of burning. Nothing flammable survives contact with the wall.

Flame Blade

Primal Tier 2 / Flame

Range: SelfDuration: Focus

Fire gathers in your hand and takes shape. A blade of pure flame, orange-white and hissing, casting sharp light and sharper heat. Attacks with the flame blade deal 1 Vitality; armor provides little protection against something that simply burns through. The blade leaves no wounds. only burns, cauterized and blackened. Gripping pure flame is agony barely contained by magic; your palm blisters slightly throughout. When the spell ends, you lose 1 Vitality as the protective magic fails and the fire bites one last time. The smell of your own singed flesh lingers. The blade cannot be dropped or disarmed. It IS your hand, for the duration, but if you're knocked unconscious, the flame dies.

Scorching Ray

Primal Tier 2 / Flame

Range: 60 feetDuration: Instant

You spread your fingers and three rays of concentrated fire lance outward. brilliant orange streaks that leave afterimages on the vision. Each ray strikes a target you can see (same or different targets) for 1 Vitality. Roll separately for each ray; they may hit or miss independently. The rays are precise enough to pick targets from a crowd but cannot navigate around obstacles. Where they strike, they leave small scorched marks and the smell of burning. Missing rays ignite whatever they hit instead. walls char, cloth catches flame, flesh sizzles. Your fingertips glow red-hot for several minutes afterward, and pointing at things makes people nervous.

Tide Aspect

Tidal Wave

Primal Tier 2 / Tide

Range: 60 feetDuration: Instant

You raise your arms and water answers. A wave surges up from the nearest significant source (river, lake, flooded room) and crashes through an area 30 feet long by 30 feet wide, a churning wall of force that catches everything in its path. Creatures lose 1 Vitality from the impact and must save; on failure they're knocked prone and swept along; on success they brace and remain standing but soaked. Without a significant water source, the spell finds nothing to command. The wave leaves everything drenched, floors slippery, papers ruined, torches extinguished. The sound is tremendous. The roar of surf, the crash of impact. Afterwards, water pools and drains according to natural laws, often flooding lower areas unexpectedly.

Water Walk

Primal Tier 2 / Tide

Range: TouchDuration: Level x 10 minutes

You touch up to your level in creatures and the water remembers how to hold them. For the duration, they walk on water as solid ground: the surface dimples beneath their feet like firm skin, rippling with each step but never breaking. Stepping off into deep water requires genuine courage; instinct screams it's impossible, that they'll fall through at any moment. Some targets cannot bring themselves to trust the magic. Those who do find the sensation dreamlike. walking on liquid, watching fish swim beneath their feet. The magic fails if the target is fully submerged (they must stay on top). When the spell ends, they sink normally. hopefully they've reached shore.

Control Water

Primal Tier 2 / Tide

Range: 30 feetDuration: Focus

You extend your will over water within 30 feet and it obeys. Part rivers to create dry paths; raise water levels to flood rooms; lower them to reveal what lies beneath; create whirlpools that spin and grasp. The water moves as you direct, fighting its natural inclination to flow downhill and settle. You feel the water's weight pressing against your mind; large volumes are exhausting to control. When you stop focusing, water returns to natural flow. sometimes violently, as it rushes to reclaim lost territory. The spell cannot create water, only command what exists. Controlled water feels wrong to those sensitive to nature. too still, too obedient, water acting against its nature.

Wind Aspect

Call Lightning

Primal Tier 2 / Wind

Range: SightDuration: Focus

You raise your hand to the sky and clouds answer. dark and heavy, gathering with unnatural speed until the air tastes of copper and static. Each round while you focus, you call down lightning on one creature you can see: a blinding flash, a deafening crack, 1 Vitality and the smell of ozone. The bolt strikes from above; the target must be under open sky (indoors, underground, or under significant cover, the spell finds no path). The clouds remain while you focus, casting everything in grey shadow. Thunder rolls after each strike, audible for miles. When you stop focusing, the clouds disperse slowly, leaving an uneasy stillness. Small metal objects in the area become slightly magnetized.

Wind Wall

Primal Tier 2 / Wind

Range: 30 feetDuration: Focus

You sweep your arms apart and wind solidifies into a barrier. A wall of screaming air 30 feet long and 30 feet high, invisible but absolutely present. Projectiles (arrows, thrown weapons, hurled objects) are deflected, tumbling away harmlessly. Gases and airborne particles cannot pass; fog, smoke, and poison clouds are held at bay. Flying creatures attempting to cross must save or be blown back, tumbling through the air. The wall roars constantly, making conversation within 5 feet nearly impossible. It doesn't block line of sight, but everything viewed through it shimmers and distorts. When you stop focusing, the wind disperses explosively outward, sending loose objects tumbling.

Gaseous Form

Primal Tier 2 / Wind

Range: SelfDuration: Focus

Your body dissolves into pale mist. organs, bones, everything becoming vapor that flows and drifts. In this form you are immune to physical damage (swords pass through, arrows scatter you briefly), can fit through any crack air can pass through, and fly slowly with the effort of swimming through fog. You cannot interact with physical objects, speak clearly (only faint whispers), or cast other spells. Your vision is strange. diffuse, as if seeing from many points at once. The transformation is profoundly unsettling; you feel scattered, your sense of self attenuated. Taking magical damage breaks your focus, snapping you back to flesh. disoriented and gasping. Reforming feels like being poured back into a too-tight container.

Root Aspect

Spike Trap

Primal Tier 2 / Root

Range: 30 feetDuration: Until triggered or dawn

You kneel and press your palm to soil, whispering to the plants beneath. Thorny vines settle into dormancy underground, spread across 30-foot radius, invisible and patient. When creatures enter the area, the vines erupt. A sudden violent flowering of razor-sharp thorns that lash upward, dealing 1 Vitality to all creatures in the area. The trap triggers once and then withers to dead vegetation. The dormant trap is nearly undetectable; druids can sense them, and animals instinctively avoid the area. The vines don't discriminate between friend and foe. If dawn arrives without triggering, the vines surface harmlessly and wither. The trap smells faintly of green growth; perceptive creatures might notice something wrong.

Grasping Vines

Primal Tier 2 / Root

Range: 30 feetDuration: Focus

You call to the green things below and they answer hungrily. Vines and creepers fill 30-foot radius, making all terrain difficult as vegetation writhes underfoot. Creatures starting their turn in the area must save or be restrained. caught in coiling tendrils that grip and squeeze. The vines are actively malevolent while you focus; they reach toward warmth and movement, tighten when prey struggles. Requires soil or existing plants; on bare stone, the spell finds nothing to awaken. The area becomes a writhing mass of vegetation, leaves rustling without wind, stems reaching like grasping fingers. When you stop focusing, the vines go still but don't release. those restrained must still tear free.

Plant Growth

Primal Tier 2 / Root

Range: 30 feetDuration: Permanent

You spend several minutes in ritual concentration. This is clearly magic, not subtle. And plants within 30-foot radius respond with explosive growth. Grasses become chest-high tangles; shrubs swell into thickets; trees spread canopies and extend roots. The growth is permanent and becomes difficult terrain that takes hours to clear. The spell doesn't create plants, only enhances what exists; bare stone yields nothing. The growth is natural once established. It will flower, fruit, spread seeds according to its nature. The ritual feels like encouraging something that wants to happen; plants grow toward you as you work, leaves turning like faces toward the sun. Druids use this to heal damaged forests, enrich farmland, or make areas impassable.

Beast Aspect

Animal Form

Primal Tier 2 / Beast

Range: SelfDuration: Focus

Your body twists and reshapes, bones reforming, flesh rearranging. You become a beast of your Tier or less. The transformation takes seconds but feels like hours; pain fades as human nerves become animal ones. You gain the beast's physical stats and abilities; your human mind remains but sits uneasily in an animal skull. Primal instincts surface constantly: when you see prey, smell threat, or feel fear, you must save or act on instinct rather than reason. The beast's urges are powerful. hunger, territorial aggression, flight response. When the spell ends, transformation reverses over several painful seconds. Clothes and gear reform with you but feel strange against newly-human skin. Many druids report dreams of running on four legs for nights afterward.

Summon Beast

Primal Tier 2 / Beast

Range: 30 feetDuration: Level x 10 minutes

You call out with the voice of the wild and something answers. A beast appears. called from nearby wilderness, stepping from shadows or emerging from undergrowth. up to your Tier, real and solid and alive. The beast obeys simple commands (attack, guard, fetch, follow) to the best of its animal understanding. It is a real creature, not a magical construct; it feels pain, has instincts, might disobey commands that violate its nature. When the spell ends, the beast simply leaves. walks, flies, or swims back toward wilderness. It doesn't vanish; it was always a real animal, temporarily called to service. Some druids develop relationships with particular beasts who answer their calls repeatedly.

Feral Speed

Primal Tier 2 / Beast

Range: TouchDuration: Level rounds

You touch a creature and the speed of the hunt floods their body. They gain +20 feet movement, advantage on Dexterity checks, and can Dash as a bonus action, moving with the blurring quickness of a charging predator. Their pupils dilate, their breathing quickens, their reactions sharpen to animal precision. The magic burns hot in their blood; they feel invincible, unstoppable. When the spell ends, the price comes due: complete exhaustion settles over them like a heavy blanket. For one hour, they suffer disadvantage on all checks as their body pays for borrowed speed. The crash is profound; some targets have fallen asleep standing up.

Star Aspect

Moonbeam

Primal Tier 2 / Star

Range: 30 feetDuration: Focus

You raise your hand and silver light descends: a 5-foot radius beam of concentrated moonlight that shines down from above regardless of ceiling or time of day. Creatures starting their turn in the light lose 1 Vitality as moonlight burns those it judges impure. Shapechangers and creatures hiding behind false forms must save or be revealed. polymorphed creatures revert, disguises become transparent, illusions waver and fail. The light is beautiful and terrible; it illuminates with silver clarity and judges with cold distance. Those within feel exposed, as if something ancient and vast is examining them. When you stop focusing, the light fades reluctantly, leaving afterimages burned into vision.

Starfall

Primal Tier 2 / Star

Range: 120 feetDuration: Instant

You point at the sky and the stars answer. Light crashes down. brilliant white points streaking from above like meteors, striking a 30-foot radius with terrible radiance. All creatures in the area lose 1 Vitality as starlight sears through them; they must save or be blinded for one round, vision washed white by cosmic fire. The impact is silent. No thunder, no explosion, just light beyond comprehension. The area is left briefly illuminated as if by noon sun, and creatures' shadows point in wrong directions for several minutes afterward. Those blinded report seeing patterns in the light. constellations, cosmic arrangements, that they cannot quite remember afterward.

Augury

Primal Tier 2 / Star

Range: SelfDuration: Instant

You quiet your mind and ask the stars about the future. Describe a specific action you plan to take in the next hour, and receive an omen: weal (good outcome), woe (bad outcome), both (mixed results), or neither (inconsequential). The answer comes not as words but as feeling. certainty that settles in your bones. The stars don't lie, but interpretation is murky; they see outcomes you cannot imagine, weigh factors you don't consider. Asking the same question twice yields silence. The stars don't repeat themselves. The knowledge is frustrating in its vagueness; you know something about what will happen, but not enough to truly plan around it. Some druids become addicted to asking, unable to act without cosmic reassurance.

Tier 3 (21 Spells)

Stone Aspect

Stone to Mud

Primal Tier 3 / Stone

Range: 60 feetDuration: Level x 10 minutes

You touch stone and unmake it: solid rock becomes thick, sucking mud within a 30-foot radius. The transformation is immediate and dramatic; floors become quagmires, walls sag and ooze, foundations turn to mire. The mud is difficult terrain; creatures standing on affected stone sink immediately to their knees, and each round they remain they sink deeper. Swimming through the mud is exhausting and slow. When the spell ends, the mud hardens back to stone instantly. anything still stuck is trapped, possibly entombed, requiring powerful magic or patient chiseling to free. The hardened stone bears the marks of its transformation: swirls and eddies frozen solid. This spell has ended sieges and buried armies.

Meld into Stone

Primal Tier 3 / Stone

Range: SelfDuration: Level x 10 minutes

You press yourself against stone and sink into it like water into sand. Your body merges with the rock completely. No seam, no outline, no trace of your presence. You perceive your surroundings dimly, as if through thick fog, sound and vibration reaching you muffled and distant. You are completely hidden and immune to physical damage; weapons find only stone. You cannot move while merged. The spell ends if you try, or if the stone is destroyed. The sensation is strange: cold, compressed, your heartbeat echoing through rock. Time passes strangely; minutes feel like hours, hours like minutes. Emerging is disorienting, like waking from deep sleep, and you're always cold afterward.

Meteor Swarm

Primal Tier 3 / Stone

Range: SightDuration: Instant

You raise your hand to the sky and call down fire from above. Three burning stones streak from the heavens. trailing smoke and flame, screaming as they fall. Each striking a point you designate within Sight. Each meteor explodes on impact (30-foot radius), dealing 1 Vitality as superheated rock fragments scatter. The impacts are obvious, loud, and terrifying; the sound alone can be heard for miles. Craters mark where the meteors struck; fires spread from the impact points. Witnesses never forget seeing the sky rain fire. The spell works indoors if there's nothing physical between you and sky. The meteors simply materialize at the ceiling and fall. The smell of sulfur and burning fills the air.

Flame Aspect

Wildfire

Primal Tier 3 / Flame

Range: 60 feetDuration: Level rounds

You release fire and let it consume. A blazing inferno fills a 30-foot radius, not a controlled burn but true wildfire, hungry and spreading. All creatures in the area lose 1 Vitality at the start of their turn as flames leap and dance. The fire spreads naturally. igniting surfaces, consuming fuel, generating choking smoke that obscures vision and burns lungs. The flames don't discriminate; allies burn as readily as enemies. This spell is catastrophe unleashed; using it indoors or in dry conditions invites disaster. The heat is visible, distorting air; the roar drowns all speech. When the spell's duration ends, natural fires continue burning. you've started something that must burn itself out.

Immolation

Primal Tier 3 / Flame

Range: 60 feetDuration: Focus

You point at a creature and they burst into flames. fire erupting from within their flesh, burning from the inside out. They lose 1 Vitality immediately as flames engulf them, then 1 Vitality at the start of each of their turns as the fire continues to burn. Each turn they may save to extinguish the flames; success ends the spell as they smother the fire through desperate effort. The flames are visible, obvious, screaming. there is nothing subtle about this spell. Creatures on fire illuminate the area and cannot hide. The burning creature's screams are distinctive; anyone who has heard immolation remembers the sound. The spell leaves survivors scarred, burned from within. wounds that heal poorly and ache in cold weather.

Fire Shield

Primal Tier 3 / Flame

Range: SelfDuration: Level x 10 minutes

Flames wreath your body like a cloak of fire. dancing, flickering, casting light and shadow in equal measure. You become immune to damage from heat or magical fire; flames part around you like water around a stone. Creatures that hit you in melee lose 1 Vitality as flames lash back at them; armor provides no protection against fire. Everything you touch risks igniting. paper, cloth, dry wood, hair. You cannot be subtle while the shield persists; you glow with obvious fire and leave scorched footprints. The heat radiating from you is uncomfortable for nearby allies. When the spell ends, the flames die instantly, leaving you feeling cold and vulnerable by comparison.

Tide Aspect

Flash Flood

Primal Tier 3 / Tide

Range: 120 feetDuration: Instant

You call to water and it comes in fury. A wall of churning water crashes through. 60 feet long, 30 feet wide. sweeping away everything in its path. Creatures in the flood lose 1 Vitality from the crushing weight and are swept 60 feet in whatever direction the flood travels. The spell requires a major water source nearby. river, lake, sea. without one the magic finds nothing to command. The flood is deafening, terrifying, the sound of nature's wrath unleashed. Everything in its path is drenched, tumbled, scattered. Aftermath leaves debris strewn, floors flooded, survivors gasping and battered. The water drains naturally afterward, seeking its level, often causing secondary flooding in low areas.

Water Breathing (Mass)

Primal Tier 3 / Tide

Range: TouchDuration: Level x 10 minutes

You touch up to ten creatures in rapid succession, and their lungs transform together. For the duration, all affected breathe water as easily as air, the change rippling through them simultaneously, a shared adaptation. Breathing air becomes uncomfortable while the spell persists; affected creatures feel themselves drawn toward water, restless on land. The magic creates temporary community; those sharing the spell can communicate underwater with disturbing ease, as if they'd always been aquatic. When the spell ends, all affected cough out water simultaneously. an unsettling chorus of gasping as lungs remember how to process air.

Maelstrom

Primal Tier 3 / Tide

Range: 60 feetDuration: Focus

You stir the water and it begins to spin. A whirlpool forming in a 30-foot radius, pulling everything toward its hungry center. Creatures starting their turn in the maelstrom lose 1 Vitality from the churning water and must save or be pulled 5 feet toward the center, where the pull is strongest and the water deepest. Swimming against the current is exhausting; those pulled to the center must fight to stay afloat. The maelstrom is loud. A constant roar of spinning water. And visually mesmerizing, hypnotic spirals drawing the eye. When you stop focusing, the whirlpool collapses suddenly, water crashing inward before settling. Debris, bodies, and treasures collect at the center.

Wind Aspect

Cyclone

Primal Tier 3 / Wind

Range: 60 feetDuration: Focus

You raise your arms and wind spirals upward. A whirlwind forming in a 30-foot radius, stretching 60 feet toward the sky, howling with fury. Creatures caught in the cyclone must save: on failure they lose 3 Vitality and are flung 60 feet in random directions, tumbling through the air; on success they take 1 Vigor damage and are pushed 5 feet as they brace against the wind. Projectiles entering the cyclone are deflected away harmlessly. The noise is tremendous. A constant roar that makes communication impossible. Debris becomes deadly missiles; anything loose is caught up in the spin. When you stop focusing, the wind dies suddenly, dropping everything it held. The silence after is profound.

Suffocate

Primal Tier 3 / Wind

Range: 30 feetDuration: Focus

You reach out and steal the air from one creature's lungs, not blocking breath but removing it entirely. The target cannot breathe; their lungs compress as if at great depth, and they lose 2 Vitality at the start of each turn as their body starves for oxygen. Each turn they may save to gasp air and end the spell: a desperate, shuddering breath as they break your hold. The victim cannot speak or cry out while affected; they clutch their throat, mouth working silently. The spell requires focus; losing concentration restores their breath instantly. This is an intimate killing. You feel their desperate need for air echoed in your own chest, a sympathetic pressure that makes focusing uncomfortable.

Windwalk

Primal Tier 3 / Wind

Range: TouchDuration: Level x 10 minutes

You touch a creature and they dissolve into wind. body becoming streaming mist, able to fly at double normal speed with the effortless grace of a cloud. In this form they cannot interact with physical objects, and speech becomes distant whisper carried on breezes. The experience is exhilarating. weightless, free, drifting on currents. Taking damage while windwalking forces a save; failure snaps them back to flesh wherever they float, dropping them if airborne. The transition back is jarring. sudden weight, sudden solidity, sudden vulnerability. Those who've windwalked speak of the sky differently afterward; some develop a persistent longing for heights.

Root Aspect

Wall of Thorns

Primal Tier 3 / Root

Range: 30 feetDuration: Level x 10 minutes

You call to the green and it rises in fury. A wall of thorny brambles erupts from the ground.30 feet long and 30 feet high, wickedly sharp and densely woven. Creatures attempting to pass through lose 2 Vitality as thorns the size of daggers tear at flesh; they must save or become restrained, caught in the brambles' grasp. The wall is alive and hostile; it shifts to close gaps, reaches toward those who damage it. Cutting through is slow and painful; fire burns it but fills the area with choking smoke. When the spell ends, the brambles wither but don't disappear. brown, dead, still sharp, requiring clearing.

Tree Stride

Primal Tier 3 / Root

Range: TouchDuration: Level x 10 minutes

You touch a living tree and step inside. The bark parting like a curtain, wood flowing around you like water. You emerge from another tree within Sight, stepping out as if through a doorway. The journey between trees is instantaneous but feels longer. A moment of darkness, of vast roots and patient growth, of being part of something ancient and slow. You can transport up to your level in willing creatures; each must be touching you when you enter. Both trees must be living and large enough to admit you; dead wood or saplings won't serve. The trees remember your passage; druids can sense paths through forests, the routes worn by repeated use.

Verdant Surge

Primal Tier 3 / Root

Range: 60 feetDuration: Instant

You release primal growth and the world explodes green. Within a 30-foot radius, roots burst from the ground, vines erupt from walls, branches crack through floors. sudden, violent, unstoppable growth that deals 1 Vitality to all creatures caught in the surge. The growth doesn't discriminate; allies and enemies alike are battered by whipping branches and piercing roots. The area becomes overgrown difficult terrain permanently. dense vegetation that will take hours to clear, and which begins spreading naturally from that point. The spell works even in unlikely places; seeds dormant for centuries, nutrients locked in stone, life waiting for permission. All answer the call. The smell is overwhelming: green, growing, vital.

Beast Aspect

Awaken Beast

Primal Tier 3 / Beast

Range: TouchDuration: Until dawn

You touch a beast and pour intelligence into its skull. human-level awareness flooding a mind built for instinct. The beast's eyes change, deepening with sudden understanding, and it can speak in a voice that sounds wrong coming from animal throat. The awakened beast retains its nature. A predator remains a predator, but now it can plan, anticipate, deceive. This is gift and curse together; the beast now knows it will die, now feels loneliness, now understands the cruelty it has suffered. When dawn comes, the intelligence fades, leaving the beast with fragmentary memories and a profound confusion. Some awakened beasts become bitter enemies; others, devoted allies who remember kindness.

Beast Swarm

Primal Tier 3 / Beast

Range: 60 feetDuration: Level x 10 minutes

You call to the small and the numerous, and they answer in multitudes. Dozens of small beasts swarm into a 30-foot radius. rats boiling from drains, birds descending in shrieking clouds, insects carpeting every surface. The swarm is overwhelming; creatures within lose 1 Vitality per round from countless bites, stings, and scratches, and suffer disadvantage on attacks as they're covered in crawling, biting things. The swarm requires your focus; if you lose concentration, it attacks indiscriminately. allies, enemies, anything living. The swarm doesn't obey specific commands; you direct its general attention, nothing more. When the spell ends, the swarm disperses, leaving behind small corpses, blood, and profound disgust.

Apex Predator

Primal Tier 3 / Beast

Range: SelfDuration: Level rounds

You embrace the hunter within and it consumes you. For the duration, you become the ultimate predator. gain +4 to attack rolls against wounded creatures (you can smell their blood), advantage on tracking, and your attacks prevent magical healing for one minute as your strikes tear something deeper than flesh. Your eyes glow with feral hunger; stealth is impossible while you radiate killing intent. Prey animals panic in your presence; other predators either submit or challenge. The sensation is intoxicating. clarity, purpose, hunger. When the spell ends, ordinary humanity feels like a cage, and meat tastes wrong for days.

Star Aspect

Cosmic Bolt

Primal Tier 3 / Star

Range: 120 feetDuration: Instant

You reach toward the stars and they answer with violence. Raw starlight lances toward one creature, not fire or lightning but something older, colder, the light of suns that burned out before the world began. The bolt deals 2 Vitality, and the target must save or be stunned for one round as they glimpse infinity. The vast dark between stars, the insignificance of all earthly concerns, the terrible patience of cosmic time. Those who've been struck report nightmares afterward, dreams of falling through endless black. The bolt leaves no mark except a brief afterimage and a profound sense of being noticed by something ancient.

Constellation

Primal Tier 3 / Star

Range: SelfDuration: Level rounds

Stars manifest around you: points of cold white light orbiting your body in recognizable patterns, constellations made flesh. The stars shed bright light (30-foot radius) and move with you, casting strange shadows that shift independent of normal light sources. When you are attacked, the constellations shift as a reaction: the attacker must save or their blow targets a random creature in range instead, redirected by cosmic interference. The stars are beautiful and alien; observers feel vertigo looking at them, as if staring into infinite distance. When the spell ends, the stars fade slowly, leaving afterimages that persist for hours.

Gravity Well

Primal Tier 3 / Star

Range: 60 feetDuration: Focus

You invoke the weight of distant stars. The crushing gravity of collapsed suns, the pull of cosmic bodies beyond comprehension. A 30-foot radius becomes a zone of intensified gravity; creatures within lose 1 Vitality at the start of each turn as their own weight crushes them, movement is halved as every step becomes exhausting, and flying creatures fall as wings cannot overcome the pull. The area feels oppressive, heavy; breathing is labored, thoughts sluggish. Those outside can see the effect: light bends strangely around the zone, objects within appear distorted. When you stop focusing, gravity normalizes suddenly, and the relief is profound. everything feels impossibly light afterward.

Tier 4 (14 Spells)

Stone Aspect

Earthquake (Major)

Primal Tier 4 / Stone

Range: 300 feetDuration: Level rounds

You strike the earth and it breaks. A massive earthquake shakes a 200-foot radius. The ground bucks and heaves, buildings crack and topple, chasms open without warning. All creatures lose 1 Vitality each round as the world shakes itself apart and must save or fall prone each round. Structures collapse; weak buildings are destroyed entirely, strong ones cracked and dangerous. The terrain is permanently altered. new fissures, shifted ground, rubble everywhere. The earthquake is audible for miles, felt for leagues. Underground, this spell is apocalyptic. When the shaking finally stops, the landscape is unrecognizable. This is not attack magic. It is geographical violence.

Petrify

Primal Tier 4 / Stone

Range: 30 feetDuration: Permanent

You lock eyes with one creature and speak a word that means stillness. And their flesh begins to harden. They must save; on failure, the transformation completes in seconds, flesh becoming stone from the outside in. On success, they feel the magic trying to take hold but shake it off, their joints stiffen for a moment, skin turns grey, then normalizes. Petrified creatures are unaware of time passing; they experience nothing, remember nothing, simply cease and then resume when restored. Only powerful magic can undo the transformation. The statue remains perfectly preserved, holding whatever expression they wore at the moment of transformation. Some petrified creatures have stood for centuries.

Flame Aspect

Rain of Fire

Primal Tier 4 / Flame

Range: SightDuration: Level rounds

You raise your hand and the sky catches fire. Within a 200-foot radius, flaming rain falls, not droplets but streams of liquid fire, pouring down as if the heavens themselves were burning. Creatures in the area lose 1 Vitality at the start of each turn as fire falls upon them, pools around their feet, ignites their clothing and hair. The terrain itself catches fire. buildings, trees, grass, anything flammable. Smoke chokes the air; visibility becomes nightmare. The fire continues falling for the duration, and natural fires spread from there. When the rain stops, the area is devastated. charred, smoking, forever marked. This spell has burned cities.

Sunburst

Primal Tier 4 / Flame

Range: 120 feetDuration: Instant

You gather light and compress it into a point. then release it in a single devastating instant. Brilliant light explodes in a 60-foot radius, brighter than the sun, painful to witness even from a distance. Creatures within must save as concentrated solar fury washes over them: on a failure they lose 4 Vitality (fire) and are blinded as their vision burns white; on a success they take 1 Vigor damage. Objects ignite spontaneously; darkness flees before the light and cannot return for several minutes. The flash is visible for miles. A second sun, brief and terrible. Those blinded see afterimages for hours; some never fully recover their night vision. The area smells of ozone and burning. This is the sun's judgment made manifest.

Tide Aspect

Tsunami

Primal Tier 4 / Tide

Range: 300 feetDuration: Instant

You call to the ocean and it answers with apocalyptic fury. A massive wave rises. 200 feet long and 100 feet wide, towering and inexorable. And crashes across the battlefield with the weight of the deep. Creatures caught in the tsunami lose 2 Vitality from the crushing water and are swept 60 feet in the wave's direction, tumbling and drowning. The spell requires a major water body nearby. ocean, great lake, wide river. without which the magic finds nothing to command. The aftermath is devastation: flooded areas, scattered debris, survivors gasping in mud and ruin. The wave withdraws as ocean waves do, dragging what it can back with it. Coastal settlements tell stories of druids who ended wars with a single gesture.

Ice Storm

Primal Tier 4 / Tide

Range: 120 feetDuration: Level rounds

You call winter's wrath and the sky darkens with frozen fury. Hail and ice bombard a 120-foot radius, not rain but chunks of ice the size of fists, falling with killing force. Creatures in the area lose 1 Vitality and 1 Vitality at the start of each turn as ice hammers them from above. The ground becomes treacherous. covered in ice and fallen hail, difficult terrain that persists long after the spell ends. The cold is brutal; exposed skin burns, breath freezes in the air. Visibility is reduced to arm's length as ice sheets horizontally through the air. When the storm ends, the area is blanketed in white, silent and frozen, bodies half-buried in hail.

Wind Aspect

Tornado

Primal Tier 4 / Wind

Range: SightDuration: Focus

You spin your finger and the wind spirals to obey. A tornado forms, 30-foot radius at its base, extending to the sky in a column of shrieking destruction. Creatures caught within lose 1 Vitality and are flung in random directions, tumbling helplessly through the air. The tornado moves 30 feet each round in a direction you choose, a mobile catastrophe that devours everything in its path. Debris becomes deadly missiles; structures are torn apart; trees uprooted and scattered. The roar is constant, overwhelming, the sound of wind given malevolent purpose. When you stop focusing, the tornado disperses violently, dropping everything it held in a scattered radius. The silence afterward is deafening.

Hurricane

Primal Tier 4 / Wind

Range: 300 feetDuration: Level rounds

You spread your arms and howling winds answer. A hurricane fills a 200-foot radius, sustained fury that batters everything within. Creatures must save at the start of each turn: on failure they lose 1 Vitality and are pushed 30 feet in the direction you choose; on success they lose 1 fewer Vitality (minimum 0) and hold their ground through desperate effort. Ranged attacks are impossible within the hurricane; projectiles are caught by wind and scattered. Structures take damage each round as the storm tears at them: weak buildings collapse, strong ones lose roofing and shutters. The wind is constant, exhausting, deafening. When the spell ends, calm returns suddenly, and the devastation becomes visible: scattered debris, collapsed structures, survivors battered and disoriented.

Root Aspect

Transport Via Plants

Primal Tier 4 / Root

Range: TouchDuration: Instant

You step into a living plant. A tree, a great bush, a massive flower. And the green parts around you like water. For a moment of darkness, you exist within the network of all growing things, aware of roots touching roots across continents, of forests communicating in languages older than speech. Then you emerge from any plant of the same type you've seen, anywhere in the world. The same species, the same green lineage. You can transport up to your level in willing creatures; each must be touching you when you enter. The journey is instantaneous but feels longer; travelers speak of distant awareness, of being part of something vast. One way only. returning requires another casting.

Strangle the Land

Primal Tier 4 / Root

Range: 120 feetDuration: Level rounds

You command the earth to rebel, and roots answer with violence. Within a 60-foot radius, roots burst from the ground, thick as arms, strong as iron, grasping at everything that stands. Each round, creatures must save or be restrained by coiling roots that constrict, dealing 1 Vitality as wood crushes flesh. The ground churns and buckles; buildings crack as foundations are torn apart, roads buckle and break, wells collapse. The land itself seems hostile, angry, reclaiming what was taken. Even those who save must fight through writhing vegetation. When the spell ends, the roots withdraw slowly, leaving a landscape scarred by upheaval. The earth remembers what was asked of it.

Beast Aspect

Shapechange

Primal Tier 4 / Beast

Range: SelfDuration: Level x 10 minutes

You surrender your form to the beast within. transforming into any creature you've seen, up to your Tier. The change is complete: you gain all the beast's physical stats, abilities, and instincts. You could become a dragon, a dire wolf, a kraken. Your mind remains, but it sits uneasily in a form built for other thoughts. Each time you take damage, you must save or lose yourself to the beast. acting on instinct, forgetting your purpose, becoming what you've become. The transformation is addictive; many druids have lost themselves permanently, choosing beast over humanity. When the spell ends, returning to human form feels like diminishment.

Alpha's Dominion

Primal Tier 4 / Beast

Range: 120 feetDuration: Level x 10 minutes

You project absolute dominance. The authority of the supreme predator, the pack leader whose word is law. All beasts within a 60-foot radius must save: on failure they become utterly loyal, obeying your commands without question or hesitation; on success they cower, refusing to approach but not fleeing entirely. Intelligent creatures with beast-like nature. lycanthropes, beast-kin, those touched by animal spirits. save with disadvantage, their animal sides recognizing your authority even as their minds resist. The dominated beasts will fight, kill, die at your command. When the spell ends, the dominion shatters, and the beasts scatter in terror. suddenly free, suddenly aware of what they nearly became.

Star Aspect

Time Glimpse

Primal Tier 4 / Star

Range: SelfDuration: Level rounds

You step slightly outside the flow of time, not stopping it, but moving beside it, your actions unshackled from normal causality. For the duration, you take two full turns each round while the world moves at normal speed around you. You see time differently: moments stretch, seconds become elastic, you can think and react before others realize you've moved. The sensation is intoxicating and terrifying. The world reduced to near-stillness, your isolation from normal time profound. When the spell ends, time catches up violently. You are disoriented and exhausted, suffering disadvantage on all rolls for one hour as your body remembers what it means to exist within time.

Void Step

Primal Tier 4 / Star

Range: SelfDuration: Instant

You step outside reality. A single step that takes you beyond the world, through the space between spaces, emerging anywhere within Sight. The journey is instantaneous but feels eternal; you glimpse the void between worlds, the darkness beyond stars, the nothing that waits at reality's edge. You must save or gain temporary madness. One hour of confused behavior as your mind struggles to process what it witnessed. Those who fail speak of vastness, of presence, of being noticed by something that has no eyes. The void step leaves no trace of your passage; you simply cease to be in one place and begin to be in another. Some druids refuse to cast this spell, fearing what watches them pass through.

Tier 5 (7 Spells)

Stone Aspect

Mountain Rise

Primal Tier 5 / Stone

Range: SightDuration: Permanent

You speak the name of stone that has not been spoken since the world was young. And the earth remembers. A mountain erupts from the ground, its base spanning a quarter-mile radius, its peak climbing hundreds of feet into the sky over the course of minutes. The birth is violent: earthquakes shatter buildings for miles, landslides bury valleys, rivers redirect themselves around the newborn peak. Creatures caught in the eruption zone are hurled aside, buried, or carried upward on rising stone. The mountain is real and permanent. It will stand until the end of the world, indistinguishable from peaks that took millennia to form. Miners who later dig into it find the same mineral veins, the same ancient fossils, the same patient stone as any natural mountain. Maps become lies. Trade routes must reroute. Kingdoms find their borders redrawn by your word. The spell leaves you feeling hollow, as if you've spoken something too large for mortal throats. Some druids who cast this spell never speak again, their voices lost to the magnitude of what they commanded. The mountain has no memory of you, but the earth does; stone is more willing to answer your call forever after, and more reluctant to harm you.

Flame Aspect

Volcanic Eruption

Primal Tier 5 / Flame

Range: SightDuration: Until dawn

You call fire from the world's molten heart. And the world bleeds. At the point you designate, the ground splits and a volcano is born, not over millennia but in moments. Lava fountains hundreds of feet into the air, rivers of molten rock flow outward covering everything in their path, and ash clouds billow skyward to blot out the sun. The immediate 60-foot radius becomes an inferno; creatures there lose 1 Vitality each round and must flee or burn. But the devastation spreads. over hours, lava flows can travel miles, pyroclastic clouds can bury towns, ash can fall across entire regions. The air fills with sulfur and char. Earthquakes accompany the eruption for days. Unlike the mountain spell, this destruction has a time limit; at dawn the volcano goes dormant, the lava begins to cool, the ash settles. But the damage is done. forests are gone, rivers boiled away, settlements buried under stone that will take centuries to erode. You smell like brimstone for weeks afterward, and flames seem to lean toward you, eager and waiting. Some druids who cast this spell find they can no longer bear the cold; others discover that ordinary fire no longer burns them at all. The earth remembers this violence, and that ground will be volcanic forever. hot springs, geysers, and the occasional tremor marking your passage for generations.

Tide Aspect

Flood

Primal Tier 5 / Tide

Range: SightDuration: Permanent

You speak to water that exists beyond the world. The primordial ocean that existed before land, the waters above the sky, the deep that waits beneath all things. And you invite it back. Water surges up from the ground, falls from clear skies, erupts from every well and spring and forgotten aquifer. Within minutes, a half-mile radius is submerged under fathoms of water. Rivers forget their banks and spread across valleys. New lakes form where none existed. The flood drowns what cannot swim, but it also transforms. fish appear where there were none, water plants take root overnight, the land becomes wetland and will never fully dry again. The water level eventually stabilizes but the change is permanent: maps must be redrawn, boats become necessary where horses once sufficed, creatures adapted to water move in while those that needed dry land move on or die. Only magic of equal magnitude can undo what you've done. And even then, the land remembers being drowned. You feel water call to you afterward; rain seems to fall more gently on you, rivers never fight your crossing, and you can hold your breath far longer than any mortal should. Some druids who cast this spell find they can no longer tolerate thirst; they must always be near water or feel a hollow ache that grows until it becomes unbearable.

Wind Aspect

Storm of Vengeance

Primal Tier 5 / Wind

Range: SightDuration: Level rounds

You raise your arms and the sky answers with apocalyptic fury. Clouds spiral into existence, black as hate and crackling with lightning that seems to have intent. The storm fills the sky for a half-mile radius, and for a number of rounds equal to your level, you are its conductor. Each round, you choose the storm's wrath: lightning bolts strike targets you designate, dealing 1 Vitality to each as thunder shakes the ground; winds rise to hurricane force, flinging creatures 60 feet through the air; hail the size of fists hammers everything beneath the clouds for 1 Vitality; or a tornado touches down, a 30-foot radius of absolute devastation that reduces structures to splinters and leaves creatures broken in its wake. You can mix these effects, calling lightning one round and tornado the next, orchestrating destruction with terrible precision. The storm does not touch you: you stand in an eye of perfect calm while the world around you dies. When the spell ends, the clouds disperse unnaturally fast, leaving clear sky that seems somehow apologetic. But the damage remains: forests flattened, fields ruined, buildings collapsed. Survivors speak of the storm for generations, and weather-witches can sense the scar in the sky for decades after. You feel the wind differently forever. It whispers to you, warns you of coming storms, and seems reluctant to ever blow against you again.

Root Aspect

Forest Awakening

Primal Tier 5 / Root

Range: 300 feetDuration: Level x 10 minutes

You touch the forest floor and speak the oldest words. The words the first trees heard when the world was young. And the forest wakes. Every tree within a quarter-mile radius shudders, groans, and pulls its roots from the earth. They rise as treants, ancient and terrible, each with Hit Dice equal to your level. In a dense forest, this means dozens of awakened giants; even in sparse woodland, a formidable army answers your call. They obey your commands with vegetable patience. slow to understand complex orders but utterly implacable in executing simple ones. They can uproot buildings, crush armies, dam rivers with their fallen bodies, or simply stand as an impenetrable wall of living wood. The awakened trees fight without fear or hesitation, knowing that death means only returning to the earth from which they came. When the spell ends, the survivors root where they stand and return to slumber. which means the forest's shape is permanently changed, trees standing where no trees stood before, gaps where ancient groves once grew. The forest remembers you forever after; the trees seem to lean toward you when you pass, branches part to let you through, and you can never become lost in any woodland. Some druids who cast this spell find that trees speak to them afterward in dreams. slow, deep, patient voices sharing memories of centuries.

Beast Aspect

Plague of Beasts

Primal Tier 5 / Beast

Range: 300 feetDuration: Until dawn

You howl. A sound that is not a sound, a call that speaks directly to the beast-mind that lurks in every creature. And the wild answers with madness. Every beast within a half-mile radius becomes frenzied, hostile, and utterly without fear. Rats pour from sewers in rivers of fur and teeth. Wolves forget their caution and charge into armed camps. Bears smash through doors. Birds descend in clouds that blot out the sun, pecking at eyes and exposed flesh. Insects swarm in choking masses. Deer become trampling hordes. The beasts attack everything that is not you: each other, structures, fleeing humanoids, anything that moves or makes sound. You can command them generally: "attack that army," "destroy that village," "drive everything living from this valley." But you cannot control individuals; the tide of beasts flows in the direction you point, but what happens in detail is chaos and carnage. Until dawn, the region becomes a nightmare of nature turned against civilization. When the sun rises, surviving beasts collapse exhausted or flee in terror, horrified by vague memories of what they did. The land is changed. game becomes scarce for years as populations recover, farmers find their livestock slaughtered, and no beast will willingly approach you ever again. They remember, somehow, that you were the voice that stole their minds. Animals that see you afterward either flee in panic or freeze in submission, unsure whether you are predator or something worse.

Star Aspect

Cosmic Sight

Primal Tier 5 / Star

Range: SelfDuration: Level x 10 minutes

You open your eyes to the cosmos. And the cosmos opens its eyes through you. Your irises become windows to the void between stars, filled with slowly wheeling galaxies and the cold light of suns that died before your world was born. You see everything: invisible creatures appear as clearly as visible ones, illusions shimmer and fade before your gaze, lies taste like ash in the air before the speaker finishes them, and every language becomes immediately comprehensible because you perceive meaning directly rather than through symbols. You can see through walls, into sealed containers, past magical darkness. You perceive truth. The real nature of shapeshifted creatures, the contents of hidden thoughts (surface level only), the history of objects you touch, the futures most likely to unfold from any choice. Time itself becomes visible as branching paths stretching forward into probability. For the spell's duration, you are functionally omniscient within line of sight. But knowledge has a price. When the spell ends, something of you is left behind in the cosmic void, your Intelligence permanently decreases by 1 as fragments of mortal understanding are traded for glimpses of infinite truth. This loss can be restored only by greater restoration or similar magic. Some druids who cast this spell too often report that the stars watch them even after the spell ends, that they see cosmic patterns in ordinary shadows, that they know things they wish they didn't. A few have cast it one time too many and simply... stopped being human, their minds expanded into something vast and terrible that no longer fits in mortal flesh.

No spell matches those filters.

Total: 91 Spells

  • Tier 1: 28 spells
  • Tier 2: 21 spells
  • Tier 3: 21 spells
  • Tier 4: 14 spells
  • Tier 5: 7 spells