Gar's guide to Druid Spellcasting

Training to be an Arch Druid takes time and paitence. Each spell that a Druid takes careful focus and preparation to unleash. When a Druid masters a spell the thought and prepartion time takes a matter of seconds (or no time at all) and the Druid can unleash the spell effortlessly. Here are the Druid spells and what thought is required to cast them.
=== Balance ===
Wrath - The very first offensive spell that a Druid will learn. To unleash this spell I focus my thoughts on the nature energy that surrounds all things. Drawing from the power of the wilds I create a bolt of wrath which is made up of the pure nature energy that inhabits all living things of nature. I push the bolt furiously forward toward my foe. Focusing on my foe also ensures that the bolt will travel in the direction it needs to go to reach my target. When I have mastered this spell it will matter not if I am in the presence of nature or not because I can draw the power from my own living essence.
Mark of the Wild - Focusing on the energy of nature I force up power from the wilds through my attunement with nature to strengthen myself and my allies with the protection of the wild. As your power over the wild grows you will be able to place the Gift of the Wild upon yourself which spreads to affect all your allies.
Moonfire - This is the first spell a Druid will learn that requires worship to summon. Focusing my thoughts and worship on Mu'sha I pray for the divine energy of the moon to lend me it's power. This spell has no cast time so requires quick, thoughtful prayer whilst focusing on the enemy to successfully unleash. If done correctly the power of the moon will lend itself to me opening a small moon shaped portal whivh blasts moonlight down upon the enemy, burning them afterwards.
Thorns - I pull energy up from the earth to sprout invisible thorns upon my body. These thorns will only effect beings that act aggressively toward me and anyone friendly who touches me while the thorns are active will be immune to their bite.
Entagling Roots - Using the same focus I use for Thorns I pull roots up from the earth to grasp the enemy. If you want to spawn roots when you are somewhere that has no natural ground you will need to summon the roots through the Emerald Dream. This takes some practice and takes attunement to the Dream.
Nature's Grasp - I ward myself with the protection of nature's roots, if an enemy strikes me then roots will be summoned to protect me and grasp the enemy. The roots act on their own will and I do not have to focus on summoning them as I do with Entagling Roots, it is the energy brought about by an aggresive act used upon me that helps trigger these roots.
Faerie Fire - Faerie Fire is a special kind of invisible fire that is harmless to nature and can actually be used to stimulate plants. Faerie's are small energy beings that are born out of healing power, they are the physical forms of nature healing energy. If you look closely you can see them when you cast a nature healing spell. There exist version of Faeries that are born out of mana too and these sort are used in the spell Innervate. Faerie Fire as a spell is actually a corruption of healing power that while harmless and benefitial to plants will burn all over a living being weakening their armour and preventing stealth with it's invisible flames. It requires a quick thought of reversed healing power focusing on an enemy.
Hibernate - Using the discipline and training of Druidic slumber and meditation with some thought the mind of a beast or Dragonkin can quickly be forced into temporary sleep. You divert your own methods to enter dreamstate upon an enemy to successfully unleash this spell.
Starfire - Though called Starfire the energy of this spell comes from the moon. It takes some time to unleash and requires thoughtful prayer accompanied by chanting done aloud or mentally. Praying to Mu'sha to lend her power ends with a brilliant stream of divine magic descending upon your enemy, crashing down with tremendous force.
Soothe Animal - Using your connection with beasts you can easily send soothing thoughts to a wild animal.
Remove Curse - Curses are an unnatural thing, thus it is simple to purge a curse from yourself or a friend by concentrating nature power to overwhelm an affliction.
Insect Swarm - I focus on the Emerald Dream to cast this spell. With a quick but deep thought to the dream I can summon insects from it which swarm around an enemy, furious at being disturbed the insects will bite the unfortunate receiver. Be cautious though, this spell can backfire and it'll be you who is the victim of angry insects if you are not careful.
Hurricane - This spell is the first you will learn which requires some elemental skill. Chant to the elements of air aloud or mentally and concentrate deeply on the skies to summon a furious storm cloud. As the storm gets more and more intense lightning will crash down from the sky. A method for summoning rain is used by Shu'halo which uses a more gentle chant.
Innervate - The life force of Mana Faeries is used to generate mana with this spell. You summon life Faeries as you do naturally when you cast a healing spell but you force the being to convert into a Mana Faerie. Then, you snuff out the life of the Faerie and it's energy disperses and generates mana. It takes the moonlight magic that you store within yourself when you pray to the moon to cause the conversion from life to mana and so you must let the moonlight within yourself recharge before using this spell again. However because you are destroying a life, albeit a simple form of life, you slightly sever your nature bond and Innervate takes longer to recharge than Starfall.
Moonkin Form - You will have to study this form the start of your training as a Balance Druid to master it. You must observe wild Moonkins to understand their physical form and their mental wisdom. Moonkins naturally are not magical spellcasting creatures but you use the wisdom of the Moonkin and it's physical resilience to enhance your own spellcasting skills. As with all shapeshifting you must meditate upon your body and let it go as if it was not a physical object, you must imagine yourself transforming and imagine how your body changes and shapes. Concentrate first on how to change your mouth into a beak, pouting and imagining it transforming. Use your knowledge of altering body hair from your Bear and Cat forms if learned to grow your feathers. It is useful if you have mastered the form of the bear because you can use the same concentration on shifting your body into a bulking mass. As the Moonkin is a beast which is half bear it is much easier to take the Moonkin form once you have taken the Bear form, the only new concentrating you need to be doing is the form the bird-like parts. After you master the Moonkin form you will find it simple to take your Flight Form though you will only master that after some considerable time in your Druid training because the act of flying takes much time and practice.
Typhoon - This is a quickly cast spell and requires you to push forward hard enough whilst focusing on the element of water to summon a violent wave. Practicing this spell can be exhausting as you really need the focus and push your mind and hands hard enough. Due to the nature of this spell and it's source it is impossible to summon unless you have mastered the Moonkin form and gained it's wisdom to help you, you do not need to be in your Moonkin form to summon this spell though. However future Druids will be taught the technique of this spell early on and will not need to have mastered Moonkin form (though most will have anyway).
Force of Nature - I meditate my mind on the Emerald Dream and it's plentiful Treants. Much like you shift into your forms through imagination to summon the Treants you must imagine their presence and with enough focus they will come bursting out of the Emerald Dream. They remain only a short while as they are bound to the Dream world and if they appear to die fear not for they are reborn in the Dream and after they have regrown they are summonable once more.
Starfall - With the moonlight energy that you collect through praying for divine magic for your moon and starfire spells you can summon an artificial moon above yourself which attracts power from the stars. The moon acts like a magnet to bring the stars down and your body glows with moonlight fire as the energy is dispersed. Starlight energy comes crashing down on it's own will to smite your enemies. It takes time to recover the lost moonlight for you to be able to summon stars again and only an Arch Druid whose body is strong enough to absorb enough moonlight is able to cast such a spell.
Cyclone - Focusing on the target and the element of wind you can cause a cyclone to whip up and wrap itself around an enemy, rendering them helpless.
Esclipse - When you harness the powers of Earth and Moon the balance between the two works as a pull on one another. As the Earth and Moon are connected by great force the more you cast a spell of one kind the more you strengthen the other.
Starsurge *Cataclysm* - This spell works the same as Wrath but this time you imbue the bolt with moonlight energy that you have stored in your essence.
Solar Beam *Cataclysm* - Drawing from the new found powers of An'she like the Sunwalkers you can extract a small essence of sunlight and send it beaming down, it's bright light will disrupt your enemies and silence them,
Wild Mushrooms *Cataclysm* - Using the same focus as one would to summon roots, but this time draw up moisture also, you can spawn several dangerous mushrooms that violently explode when stepped upon blasting out a damaging poison.
Sunfire *Cataclysm* - Through the powers of the Eclipse, if you have tipped the balance towards the powers of Earth you will instead summon the sunlight that feeds the plants and nature of earth when you cast Moonfire and the spell will automatically morph from moon to sun. Like Solar Beam this spell has emerged through Shu'halo discoveries of controling sunlight.