Magic exposure has significantly less effect on you, and you are able to manipulate raw magic by force of will.
Passive, Skill Roll <Will>
The Druid follows an old tradition of spellcasting, one that predates modern Wizards and their ilk. Druids draw their power from the land itself (whether the land likes it or not). Some seek to establish a balance between humanity and the world, while others tend strongly to one side.
Entangle- Wild flora come forth from the ground and grapple up to three enemies. Enemies must beat a +2 using a relevant skill to move.
Refresh- Clears two points of physical stress from the target. Cannot remove injuries. Requires physical contact.
Command Animal- Attempt to command a nearby animal. Roll the Druid’s Command skill against the animal’s Will. The order must be simple enough for the animal to understand. Can be used against swarms of insects.
Purify- Banish toxins and raw magic from a living creature. Can also be used on water. Cannot be used on manufactured items.
Barkskin- Ignore one damage from the next two physical attacks that harm you. Dissipates otherwise after two hours.
Decay- Wither all nearby plant life and rust all nearby metals on touch. Has little effect on living animals, but will accelerate the rate of decay in corpses.
Gain a +2 to Survival rolls related to animal handling.
[Requires Eldritch Font] Choose one spell from the Druid's spell list. You may cast this spell by spending one mental stress.
[Requires Lay Druid and Forest Friend] Choose two more spells from the Druid's spell list.
Class Specific Stunts
[Requires Druid] Choose a specific known spell to improve. This spell receives a +1 to all mechanical benefits or a different bonus agreed upon by the GM.
[Requires Druid] Gain the ability to speak to animals, as though you were a Ranger.
[Requires Animal Speech] Gain an Animal Companion, as though you were a Ranger.
[Requires Druid] Choose another spell from the Druid list to learn. Or, create a new spell with the GM's approval.