You can communicate with animals.
Druid Level 1 Spells
A druid casts divine spells drawn from the druid spell list, choosing and preparing spells in advance through meditation. Learn more about the Druid class.
Spells from your domain or spirit magic list cast in the area gain +1 CL and a +4 insight bonus on concentration checks.
Delivers a potable potion, elixir, or beverage to a willing touched ally as a standard action.
You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view.
Your unarmed strikes are lethal.
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to improve by one category (to a maximum of good).
Summons 1d3 Tiny animals from the summon nature's ally list to fight for you.
Summons an animal or nature creature from the 1st-level list to fight for you.
The affected creatures immediately--though temporarily--stop drowning and cannot suffocate or drown while this spell is in effect.
This spell turns nonmagic liquids--including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids--into mead or wine of average quality.
A wooden thorn the size of a javelin (appropriate for your size) appears in your open hand.
You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature.
Your successful melee touch attack causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage.
Swim speed becomes 30 ft.
This spell causes any existing wounds that the target possesses to bleed profusely.
You gain a supernatural ability to detect tracks and other clues left behind by the target.
You animate a rope, vine, or similar object so that it attempts to trip any creature that comes near.
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures.
You cause a plant to rustle noisily, distracting nearby creatures.
This spell renders a touched object waterproof for the duration of the spell.
You create a rushing torrent of water in the rough outline of a shield.
Targeted firearm's ammunition halves the firearm's range and imposes a -2 penalty on damage rolls.
Upon casting this spell, you are able to gain knowledge from the land itself.