The Shaman A human man dances around a fire in intricate choreography, chanting and singing to strange looking objects strewn out before him. At the end of his ritual he lands on his knees and takes a deep breath. Aethereal beings appear in front of him and absorb into the objects that were before him. After exhailing, he collects his items, and for a split moment his eyes take on a light blue glow. A half elf woman in fine clothing counts her coins, a sack of rolled paper hanging on her side, face paint still freshly adorned. Another day for her ensuring peace among the peoples and the spirits, even if the results of their failure to abide by thier agreements can be dire. She sits down at her favorite place to eat and smoke, and writes her next contract for an equally large bounty. A Teifling male steps into the hut to examine his patient. A human man afflicted with Sight Rot. He summons his wolf spirit forward which rests it's paw on the brow of the afflicted. After a moment and the glow of a green light, the victimes eyesight is restored. Shaman live a life inbetween the spirit world and civilization. They are the bridge between culture and nature and represent the balance between the two. The Shaman Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Spiritual Accords Known 1st +2 Shamanistic Vocation, Pact Magic 2 2 1 1st — 2nd +2 Spiritual Accords 2 3 2 1st 2 3rd +2 Sacred Binding 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 ─ 3 6 2 3rd 3 6th +3 Shamanistic Vocation Feature 3 7 2 3rd 3 7th +3 ─ 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 ─ 3 10 2 5th 5 10th +4 Shamanistic Vocation Feature 4 10 2 5th 5 11th +4 Great Spirits Reward (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Great Spirits Reward (7th level) 4 12 3 5th 6 14th +5 Shamanistic Vocation Feature 4 12 3 5th 6 15th +5 Great Spirits Reward (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Great Spirits Reward (9th level) 4 14 4 5th 7 18th +6 ─ 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Hallowed Conjuring 4 15 4 5th 8

Class Features As a Shaman, you gain the following class features Hit Points Hit Dice: 1d8 per shaman level

1d8 per shaman level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per shaman level after 1st Proficiencies Armor: Light Armor

Light Armor Weapons: Simple

Simple Tools: Any Musical Instrument Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, Insight, Investigation, Nature, Persuasion , Deception, Performance Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow with 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and two daggers

a cherished lost sock Shamanistic Vocation Starting at 1st level, your connection with the spirit world begins and it demands your custody of it. Choose one of three vocations: The Scribe, The Witch Doctor, or The Warden, each of which is detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level. Pact Magic The relationship you have built with spirits and the power they bestow upon you in return has granted you facility with spells. See Chapter 10 of the Players Hand Book for general rules on spell casting and the end of this class description for the Shaman spell list. Cantrips You know two cantrips from the Shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spell Slots The Shaman table shows how many spell slots you have. The table also shows what the level of those slots are; all your spell slots are the same level. To cast one of your shaman spells of 1st level of higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's known in the table's Slot level column for your level. WHen you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack role with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack Bonus = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an arcane focus (found on chapter 5 of the Players Handbook) as a spellcasting focus for your shaman spells. Spiritual Accords Through your relationship with the spirits you summon and make pacts with, you have acquired contracts with them to facilitate you with further magical abilities and eventually augment the spirits you can conjure with Spiritual Binding, called accords. At second level, you gain two spiritual accords of your choice. Youre accords options are detailed at the end of the class description. When you gain certain shaman levels, you gain additional accords of your choice, as shown in the Accords Known column of the Shaman table. Additionally, when you gain a level in this class, you can choose one of the accords you know and replace it with another accord that you could gain at that level.

Spiritual Binding At 3rd level, you gain the ability to bind the spirits you summon to the material plane for an extended period of time. You can use this feature twice. You regain all expended uses after a short or long rest. Your shaman level determines the spirits you can bind to the material plane, as shown in the Bindings table. At second level, for example, you can summon any spirit that has a challenge rating of 1/4th or lower with no flying or swimming speed. Bindings level Max CR Limitations Example 3rd 1/4 No flying or swimming speed Oak Spirit 4th 1/2 No flying speed Water Sprite 8th 1 ─ Eagle Spirit The spirit or spirits you summon are binded to the material plane for a number of hours equal to half of your shaman level (rounded down). The spirit then goes back to the astral plane unless you expend another use of this feature. You can make the spirit return to the astral plane earlier by using a bonus action on your turn. The spirit returns to the astral plane immediately if it drops to 0 hitpoints and cannot be binded again until it finishes a long rest. While Binded to the material plane, the following rules apply: The spirit is able to act the best it is able to accomplish the task that you give it based on it's mental and physical statistics. You may use your action on your turn to take control over the specific action the spirit is performing.

If not given a command, the spirit will remain in place and defend it's self and the shaman that binded it from danger to the best of it's ability.

Because the spirit is in the material plane, it is able to interact physically with it's environment. It can push, pull, lift, and carry objects according to general rules on Using Ability Scores in Chapter 7 of the Players Handbook.

If ordered to do something the spirit knows is dangerous to it's well being and isn't in an instance of immediate danger to either it's self or the shaman that binded it (such as combat), it may refuse the order. An example of this would be intentionally springing a trap. The spirit is not however always disagreeable to dangerous behavior such as scouting or stealing. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability s cores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Great Spirits Reward The great and ancient spirits of the world have recognized your work, and have chosen to reward you for the good that you have done for them and their spirits in your journeys. Choose one 6th-level spell from the Shaman spell list as this reward. You may cast this rewarded spell once without expending a spell slot. You must finish a long rest before you can do it again. At higher levels, you gain more shaman spells of your choice that can be cast this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Great Spirits Reward after you finish a long rest. Hallowed Conjuring At 20th level, you can use your Spiritual Binding an unlimited number of times. Shamanistic Vocations Through your travelings in the world, the way you aid spirits and conjure them is shaped by the vocation you take for them. Some shamans choose the path of making and enforcing contracts with their spirits through curses and coersion, and they help maintain law and order in kingdoms and industries this way. Some shamans take it upon themselves to be a guardian of nature and mortal lives, becoming a balance of nature that is driven by it's need to eradicate monstrosities and abberations that threaten the delicate balance of life. Others make a living by curing the sick and healing the injured, bolstering strength to the weak and aiding their allies to face off against powerful foes. Whatever path a shaman may take, it will always be engrained in the relationship they have with their spirits, and how those spirits are moved along in the great cycle of life. The Scribe The Scribes are the layers and law enforcers of the spiritual realm. The contracts they observe and sign are backed by the spirits attached to them. A Scribe may serve in a local town's court and law system, or may serve a Blue Dragon seeking new ways to enforce the deals it strikes. The primary method a shaman uses to ensure that his contracts are enforced is through extensive knowledge of curses and by seeking out and binding more powerful spirits. Expanded Spell List Your study of curses with which to enforce your contracts have granted you an expanded list of spells when you learn a new shaman spell. The following spells are added to the shaman spell list for you. Scribe Expanded Spells Spell Level Spells 1st bane, tashas hideous laughter 2nd suggestion, web 3rd hypnotic pattern, slow 4th dominate beast, Evard's black tentacles 5th dominate person, gaes

Artisanal Hexer Starting at 1st level, your skill with curses in conjunction with the spirits you summon to your aid makes you a potent hexer. As an action, you can cause any number of creatures equal to your wisdom modifier within 30 ft of you to make a Wisdom saving throw against your shaman spell save DC. The creatures that fail their saving throws suffer disadvantage on Ability checks or Saving Throws (your choice) until the end of your next turn. You may also use this feature to enforce a contract you write that someone signs. Write a contract and infuse a spell into it. Infusing a spell this way expends a spell slot. If the spell infused into this contract comes from the Great Spirits Reward feature, then you expend it as if you had cast it normally. If a creature of propper mental facility (Can read and write, of the appropriate age for their race, and also must not be under the influence of a mind altering affect) signs this contract and breaks the terms and conditions held within that contract, that creature is then under the effects of the spell you have infused with the contract. Only one contract made by you in this way can exist at a time. If you create another contract this way, the old one loses it's power and becomes a normal piece of paper with ink on it. Once you use this featue, you can't use it again until you have finished a short or long rest. Seal of The Binder You have honed your abilities to gather and bind more powerful spirits. Beginning at 6th level, the spirits you may now bind can have a CR of no greater than 1/3 your shaman level, rounded down. (Binding Spirits abides by the same rules described earlier in the class description.) You may also choose to spend one hour infusing one of your Spiritual Bindings to a contract instead of a spell. If the terms and conditions of a contract is broken when infused this way, the spirit is then binded in the location of the creature that broke it's contract. The spirit will then act in a way specific to what the shaman that binded the spirit commands. The shaman must specify how the spirit will act when they are writing the contract before the contract is signed. The spirit will then only act in a way that fulfills the commands of that shaman at the time of writing the contract. Once the demands of the spirit have been fulfilled in the contract or the spirit reaches 0 hitpoints, the spirit then returns to the Astral plane. This uses one of the shamans uses of Spiritual Binding. If you create another contract this way, the old one loses its power and becomes a normal piece of paper with ink on it. Ward of The Scribes Your studies have granted you extra protection against spells that would result in a status effect for you. Starting at 10th level, whenever a spell casted on you would cause you to be charmed, paralyzed, restrained, stunned, petrified, frieghtened, deafened, blinded, or cause sleep, you have advantage on that saving throw. Additionally, roll a d20. On a 19 or a 20, the spell reflected back at the creature that casted it on you. Binders Final Bargain Starting at 14th level, choose one humanoid within 30 ft of you that is hostile to you to roll a Wisdom saving throw against your shaman spell save DC. On a failed save, that creature is charmed by you. On a passing saving throw, the humanoid instead takes 8d6 psychic damage. While charmed this way, the humanoid is in a trance for 10 minutes and percieves both of you with a contract and a pen in a seemingly infinate black space with a white misty floor. The humanoid cannot run away from you, use spells, or perform a harmful action against you. In this illusiory realm, the creature must agree to and sign a contract that gives a condition to escape being charmed. The creature is then charmed until it fulfills this condition or until a remove curse spell is casted on it. You may telepathically communicate with this creature and issue it commands as long as it is on the same plane of existence as you. You may not issue the charmed creature a command that would ententionally stop it from fulfilling the condition that would end your charm on it. You must finish a long rest before you can use this feature again. The Warden The warden is a guardian of the spiritual world. All shamans seek to connect the world of spirits to the world of social creatures in the material plane. Wardens in the shaman world fight against abberations of nature or the abuse of the spirit world. When evil spirits terrorize villages or weremen infecting countrysides, you might find a Warden there trying to stop it. Expanded Spell List Your martial practice in the world of spirits has lead you to an expanded spell list to aid you in combat when you learn a new shaman spell. The following spells are added to the shaman spell list for you. Warden Expanded Spells Spell Level Spells 1st hunters mark, ensnaring strike 2nd bark skin, flame blade 3rd call lightning, fireball 4th locate creature, banishment 5th immolation, hold monster

Weapon Fetish Starting at 1st level, when using your Spiritual Binding ability, you may spend an action to imbue a weapon you hold with the spirit you have Binded. Choose a damage type: thunder, lightning, fire, cold, poison, or acid. The imbued weapon will now be able to deal additional damage of that type based on the CR of the spirit that was binded as shown in the weapon fetish table below. A challenge rating 1/8th spirit for example will grant a +1 of that damage type, while a challenge rating 1/4th spirit will grant 1d4 of that damage type. The spirit binded must be of the damage type you intend to use for your weapon fetish. Fetishes binding CR extra damage granted 0 0 1/8th +1 1/4th 1d4 1/2 1d6 1 1d8 Attacks made with this feature are magical for the purposes of overcoming resistances to non-magical attacks. While the binded spirit is imbued this way, the weapon cannot be disarmed from the shaman that binded the spirit. While a binded spirit is a weapon fetish, it is no longer able to act with it's own agency and can only perform the Help action as a reaction once per round. The shaman who created this weapon fetish can choose to end the effect early by spending a bonus action to disimbue their weapon, releasing the spirit. The spirit remains binded to the material plane as normal to the rules on Spiritual Binding found in this class description. This feature can't be used again until the shaman completes a short or long rest. Warden Weapon Training Starting at 6th level, your training as a warden has granted you more proficiencies with weapons and armor, as well as greater ability in using those weapons and armor. Choose 6 martial weapons of your choice to be proficient with. You are also proficient with shields and medium armor. Extra Attack Staring at 6th level, you can attack twice, instead of once, when you make the Attack action on your turn. War Binding Starting at 10th level, you may spend one minute imbuing your body with the spirit you have binded. When imbued this way to you, the spirit you have binded makes a misty aura around you, and grants you its health points in addition to your own. Whenever a hostile creature is within 5 ft of you, it takes damage at the start of your turn according to the Fetishes table above. In addition, you also gain resistance to the damage type of the binded spirit you have imbued to you. If the spirit reaches 0 hitpoints, it is no longer imbued to you and it returns to the astral plane and cannot be binded again until it finishes a long rest. The spirit imbued this way to you must have been binded with the damage type you intended when you binded the spirit. While imbued this way, the spirit can only take the Help action as a reaction once per round. Paragon of The Spirit Realm Your time spent as a Warden has caught the attention of the great and ancient spirits, and they have chosen to invest in you the essence of the warrior at the crossroads of man and nature. Starting at 14th level, by spending a use of the Spiritual Binding feature, you can imbue yourself with the spirit of the Dire Wolf as an action. When imbued this way, you grow claws, fur, a wolf like jaw, and a tail but stand upright. You gain the statistics of the Spirit of The Dire Wolf but keep your Proficiency Modifier, ability to cast spells, use your skills, handle weapons, use your class features and keep your Inteligence, Wisdom, and Charisma scores the same, and use the higher of your Strength, Dexterity, and Constitution scores. The spirit of the Dire Wolf also grants you it's health points in addition to your own as if it were a War Binding. You may choose to use The Spirit of The Dire Wolfs Claw attack as part of your attack action. Using the Spirit of The Dire Wolfs Bite attack requires an action, and is not part of a standard attack action. The Witch Doctor Legends of witch doctors last through the ages with stories of healing wounds and diseases and causing their soldiers to invincible to the enemy. Witch doctors are the shamans who have saught to bridge the world of the material and the spirit in their service and aid to others within a tribe or community. Expanded Spell List Your study and the spirits you have garnered a relationship have given you an expanded spell list in the areas of healing and giving strength when you learn a new shaman spell. The following spells are added to the shaman spell list for you. Witch Doctor Expanded Spells Spell Level Spells 1st cure wounds, sanctuary 2nd enhance ability, lesser restoration 3rd protection from energy, revivify 4th stoneskin, aura of life 5th reincarnate, mass cure wounds

Witch Doctors Medicine Starting at 1st level, the spirits you bind using your Spiritual Binding ability can aid you in the mission of helping and healing others. Choose to either heal a creature your spirit touches or remove a condition based on the CR of the spirit that was binded as shown in the medicine table below on your bonus action. Each spirit shown on the table can only restore a number of hitpoints equal to the amount of that spirits total hitpoints. A spirit with a challenge rating of 1/8th however may remove a poison from a creature for example. Medicine binding CR condition that is curable 0 ─ 1/8th poisoned 1/4th poisoned, disease 1/2 poisoned, disease, paralyzed 1 poisoned, disease, paralyzed, pretrified If you choose to remove a condition from a creature, you must choose from one of the choices available according to the table shown. When choosing to restore a creatures hitpoints with a spirit, that spirit's hitpoint maximum is reduced equal to the number of hitpoints it restores. If the spirits hit points reaches 0, it returns to the astral plane and cannot be binded again until it completes a long rest. Witch Doctors Blessing Starting at 6th level, you can use your witch doctors blessing on another creature for an additional effect. The effect you can grant to another creature varies based on the CR of the spirit that was bound as shown in the blessings table below. The creature who recieves this blessing can use it once during its turn within the next 10 minutes. The blessing then lasts until the start of their next turn. Blessings binding CR blessing effect 0 ─ 1/8th gain 10 ft of movement speed 1/4th gain advantage on attack rolls, skill checks, or saving throws (choose one) 1/2 add your Wisdom modifier to attack rolls, damage rolls, skill checks, or saving throws (choose one) 1 creature is under the effect of the haste spell Spiritual Ward Starting at 10th level, as a reaction you may ward a creature you can see using your bound spirit. The ward on that creature can absorb hitpoints equal to that spirits current hitpoints. If the spirit that is warding them reaches 0 hitpoints, the warded creature takes the remaining damage and the spirit that warded them returns to the astral plane and can't be bound again until it completes a long rest. While warded that creature also has advantage on all saving throws until the start of its next turn. In addition, that creature also has resistance to the same damage type as the spirit that is warding them if any. You may use this feature a number of times equal to your wisdom modifier per short rest. Legend of The Witch Doctor Starting at 14th level, use an action to imbue a creature with your bound spirit. While imbued this way that creature gains a bonus in 3 out of 8 effects equal to your Wisdom modifier for one minute: Attack rolls, Damage rolls, Saving Throws, Skill Checks, Spell Save DC, AC, Walking Speed, or Health Regeneration Per Turn. Spiritual Accords If a spiritual accord has prerequisites, you must meet those prerequisites before you can learn it. You can learn an accord at the same time you meet the prerequisite. Change of Nature Prerequisite: must be 6th level You may change the damage type of a spirit to one of any type except psychic. Bolster Spirit The spirit you have bound increases its hitpoint maximum equal to your shaman level + your Wisdom modifier. Shared Proficiency Your bound spirit adds your proficiency modifiers to attack rolls, skill checks, and any saving throws it is proficient in. In addition, the spirit gains proficiency in a skill, tool, or saving throw you are proficient in. Aetherial Touch The attacks of your bound spirit become magical for the purposes of overcoming resistances. Beast Speach You can cast speak with animals at will withouth expending a spell slot. Phase Spirit Prerequisite: must be 8th level Your binded spirit can enter either the Eatherial or Material plane as an action. Spell Bond prerequisite: must be 10th level You may cast a spell into your bound spirit that spirit will store it until it re-enters the Eatherial plane. At any time that spirit may cast that spell for you while it stores the spell. You may not use this ability again until you finish a long rest. Empowered Cantrip Prerequisite: must be 3rd level Your cantrips now deal extra damage of it's type equal to your Wisdom modifier, even if the spell already uses your wisdom modifier as part of its damage.

Spiritual Animation prerequisite: must be 9th level You imbue your bound spirit into an item and it is under the effect of the spell animate object. You cannot use this ability again until you complete a short or long rest. Shared Senses You may see with your bound spirits senses and communicate with it telepathically as long as you are on the same plane of existence. If the spirit doesn't know a language, it may only communicate simple ideas to you. Visions of The Shaman You may cast detect magic at will. Forms of Nature Prerequisites: must be 15th level Your spirit allows you to cast alter self without expending a spell slot. Blessing of The Wind Prerequisite: must be 9th level You may cast levitate at will without expending a spell slot. Blessing of Stone Your skin turns a shade of grey and you gain a +1 to your AC. Mending of The Spirit Your bound spirit regains health points at the start of its turn equal to your Wisdom modifier. Enduring Spirit Your bound spirit gains resistance to a damage type of your choice. Impenitrable Spirit Prerequisite: must be 6th level Your spirit becomes immune to a damage type of your choice. Spirits of Knowledge You are under the effects of the comprehend languages spell. Hunger of The Fetish prerequisite: must be 6th level, Warden vocation Whenever you hit with an attack using your weapon fetish, it does extra damage of that fetish type equal to your Wisdom modifier. Guiding Spirit When using a weapon, you may choose to use your Wisdom modifier instead of Strength or Dexterity for attack rolls. Spirit of Many Forms prerequisite: must be 7th level You may cast polymorph on your bound spirit without expending a spell slot. You cannot use this ability again until you finish a long rest. Amplify Spirit Prerequisite: 3rd level You may cast enhance ability on your bound spirit once without expending a spell slot. You cannot use this ability again until you complete a short or long rest. Spirit of Many Sizes Prerequisite: must be 3rd level You may cast the spell enlarge/reduce on your bound spirit once without expending a spell slot. You cannot use this ability again until you complete a short or long rest. Sacrifice of The Etherial Prerequisite: must be 15th level Your bound spirit returns to the Etherial plane and cannot be bound again until it completes a long rest, in return you recieve an additional shaman spell slot. You cannot use this ability again until you complete a long rest. Twinned Spirit Your bound spirit may cast a cantrip that you know as if it were casted at your level. Sounds of The Snowfall Your bound spirit is able to create an area of complete silence that covers the space that it occupies. Swindler Spirit Your bound spirit is able to cast minor illusion at will. Spirit of The Charlitans Prerequisites: must be 6th level, Scribe vocation. Your bound spirit uses an action to attempt to possess a creature. That creature must make a Wisdom saving throw against your spell save DC. If the creature fails, it is charmed by you until the bound spirit re-enters the Etherial Plane or leaves the body of that creature. Protector of The Mind Prerequisites: must be 6th level, Witch Doctor vocation. Your bound spirit enters the body of a willing creature other than yourself. Until that bound spirit leaves the body of that creature or returns to the Etherial plane, that creature is under the effects of the protection from good and evil spell. Chamber of Thoughts Prerequisite: must be 15th level Your bound spirit enters your body, you are under the effects of mind blank until the spirit leaves your body or re-enters the Eatherial plane. Spirit Guardian Prerequisite: must be 7th level. You are able to cast the spell guardian of faith using a shaman spell slot. You cannot use this ability again until you complete a long rest.

Shaman Spell List Cantrips (0 Level) Druidcraft

Guidance

Mending

Poison Spray

Produce Flame

Resistance

Shillelagh

Thorn Whip

Sacred Flame

Thaumaturgy 1st Level Animal Friendship

Burning Hands

Charm Person

Cure Wounds

Detect Magic

Detect Poison and Disease

Entangle

Guiding Bolt

Speak With Animals

Thunderwave

Longstrider 2nd Level Animal Messenger

Bark Skin

Beast Sense

Darkvision

Enhance Ability

Flame Blade

Flaming Sphere

Gust of Wind

Heat Metal

Hold Person

Moonbeam

Spike Growth 3rd Level Call Lightning

Conjure Animals

Daylight

Dispel Magic

Meld into Stone

Plant Growth

Protection from Energy

Sleet Storm

Speak with Plants

Water Breathing

Water Walk

Wind Wall 4th Level Conjure Minor Elementals

Conjure Woodland Beings

Polymorph

Wall of Fire 5th Level Awaken

Commune with Nature

Planar Binding

Tree Stride 6th Level Conjure Fey

Heal

Heroe's Feast

Move Earth

Sunbeam

Transport via Plants

Wall of Thorns

Wind Walk 7th Level Fire Storm

Plane Shift

Regenerate

Reverse Gravity 8th Level Animal Shapes

Control Weather

Earthquake

Sunburst

Tsunami 9th Level Foresight

Shapechange

Storm of Vengeance

True Ressurection

Imprisonment