Druidic Fourth Level Druid Spells

Druids receive their spells through immersing themselves in nature. Each day, generally in the morning, a Druid must reflect/meditate for at least three turns in order to prepare spells. Of course, the Druid may be expected to reflect/meditate more than this in order to remain connected to nature accordingly. Because they gain their spells through reflection/meditation within nature, a Druid may prepare any spell of any level he or she is able to cast.   ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CONTROL TEMPERATURE, 10' RADIUS RANGE: 0'
DRUID 4 DURATION: 1 HOUR/LEVEL
  The caster can change automatically the surrounding temperature (10 ft radius sphere) by up to 10 degrees Fahrenheit per caster level. The change can be upward or downward (caster’s choice).   ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
CURE SERIOUS WOUNDS RANGE: TOUCH
DRUID 4 DURATION: INSTANTANEOUS
  This spell works exactly like cure light wounds, save that it heals 2d6 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d6 points of damage, +1 point per caster level.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
DISPEL MAGIC RANGE: 120'
DRUID 4 DURATION: INSTANTANEOUS
  This spell can be used to end ongoing spells or similar magical effects cast on a creature or object, or to end such effects within a cubic area 20' on a side. The caster must choose whether to dispel magic on a creature or object, or to affect an area. If dispel magic is targeted at a creature, all spell effects (including ongoing potion effects) may be canceled. If cast upon an area, all such effects within the area may be canceled. Any spell or effect having a caster level equal to or less than the dispel magic caster's level is ended automatically. Those created by higher level casters might not be canceled; there is a 5% chance the dispel magic will fail for each level the spell effect exceeds the caster level. For example, a 10th level caster dispelling magic created by a 14th level caster has a 20% chance of failure.   Some spells cannot be ended by dispel magic; this specifically includes any curse, including those created by bestow curse (the reverse of remove curse) as well as by cursed items.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
INSECT PLAGUE RANGE: 300'+30'/LEVEL
DRUID 4 DURATION: 1 ROUND/LEVEL
  This spell summons one swarm of locusts per three caster levels, with a maximum of 6 swarms. See Insect Swarm on page 114 for the effects of a swarm. As explained there, a normal swarm of insects occupies a contiguous area equal to three 10 foot cubes; all swarms summoned by this spell must be contiguous with each other such that they effectively form a single huge swarm, though the caster may stretch them out in a line, form them into a block, or indeed arrange them in some serpentine form if desired.   The summoned swarms persist for the duration above, or until they are slain, whichever comes first. The caster may summon them in areas where creatures are already located. Once summoned, the swarms are stationary until they disappear or are slain, and they attack any creatures who are within their area.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
LOWER WATER RANGE: 20'/LEVEL
DRUID 4 DURATION: 1 TURN/LEVEL
  Using this spell the caster lowers the level of the water in a river, a lake, or even the sea by up to 2 feet per caster level for the given duration, but to no less than 1 inch deep. The spell affects an area with radius of at most 10 feet per level centered on the caster's chosen location (within the range given).   There will be a steep slope up to the surface of any area of un-lowered water that falls outside the spell's radius. Ships which were already in the area of effect as well as any that dare to enter it will be unable to climb the slope and thus unable to leave the area (if not outright beached by the spell in the first place).   This spell has the effect of slow (the reverse of haste) when cast upon water elementals and other creatures formed from water; a save vs. Spells is allowed, with success negating the effect. It cannot be cast upon any other kind of creatures.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
MAGIC MIRROR RANGE: 10'
DRUID 4 DURATION: 1 ROUND/LEVEL
  Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
PROTECTION FROM LIGHTNING RANGE: TOUCH
DRUID 4 DURATION: SPECIAL
  If the caster touches himself or herself, this spell grants temporary immunity to lightning (normal and magic). When the spell absorbs 12 points per caster level of magical lightning damage, it is discharged. Otherwise the spell lasts for 1 turn per caster level. If the spell is cast upon another creature than the caster, protection from lightning grants temporary immunity against normal lightning. The spell also offers a +4 bonus to saving throws against magical lightning and if the save is successful, the creature suffers no damage (and only 25% if the save fails). This version of the spell lasts for 1 turn per caster level.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
SPEAK WITH PLANTS RANGE: 20'
DRUID 4 DURATION: 1 TURN
  This spell allows the caster to speak to and understand any single plant (either normal plant or animate plant creature). The GM should remember that normal plants have a limited sense of their surroundings, and most never move from the place where they sprouted. The spell doesn’t alter the plant’s reaction or attitude towards the caster; however, normal plants will generally communicate freely with the caster, as they have nothing else of importance to do. Plant creatures will tend to be slightly more intelligent, and a reaction roll should be used to determine how such creatures respond to the caster's words.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
SUMMON ANIMALS I RANGE: 40'/LEVEL
DRUID 4 DURATION: ONE HOUR
  This spell summons 1d8 ordinary animals (including giant ones) of no more than 4 HD each if they are within range. The caster must name the type of animal summoned, and can have up to three choices. If none of the three species are found within range, the spell fails. The animals will be friendly when summoned and aid the caster's current task, including combat, in whatever way they can (to the best of their understanding). The caster may dismiss any animals called by this spell at any time.   ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------    
TREE SANCTUARY RANGE: TOUCH
DRUID 4 DURATION: 1 TURN/LEVEL
  This spell enables the caster to create an invisible door in the trunk of a tree that is visible only to dryads and Druids. The tree must be at least 10 ft tall and planted in the earth for this spell to work. Once the spell is complete, the caster may enter the tree, effectively disappearing from sight. A caster may only affect one tree with this spell at a time. Furthermore, this spell may only be cast on a tree occupied by a dryad if the dryad allows it.   The caster is completely aware of his or her surroundings while in the tree, being able to hear normally and see in a 360 degree radius, as well as being able to detect changes in the immediate temperature surrounding the tree. A Druid or Cleric may meditate to prepare spells in the tree. Each turn the caster sleeps inside the tree counts as a full hour of sleep. If the tree is an oak, the caster heals 1d4 hit points per turn spent inside the tree.   The caster loses the senses of taste, smell, and touch, and may not speak or cast spells while inside the tree. The caster takes half of any damage the tree suffers, and if the tree is destroyed or cut down, the caster is forcefully expelled into the nearest available space.