Introduction
The Druid in Tales of the Valiant draws from the Primordial spell list — the source of elemental and natural magic. Where Arcane emphasizes control and manipulation, and Divine emphasizes healing and radiant power, Primordial is the source of raw environmental force: fire, lightning, water, earth, plants, and beasts. You shape the battlefield with terrain alteration, summon animal allies for action economy multiplication, and access some of the most efficient damage spells in the game in the right conditions.
Your spellcasting ability is Wisdom, identical to the Cleric. Like the Cleric, you prepare spells during a long rest from the full Primordial list for circles where you have slots. Your prepared total is your Wisdom modifier plus your Druid level, and changing spells takes prayer and meditation. This flexibility lets you adapt your loadout to each adventuring day.
The Primordial list's defining characteristics: heavy transmutation (shaping the natural world), strong conjuration (summoning beasts and elementals), and reliable elemental evocation. What it lacks is the social manipulation of Arcane and the pure healing efficiency of Divine. Your crowd control operates through environmental means — difficult terrain, speed reductions, and physical restraint — rather than charm effects.
The Labyrinth Worldbook adds a different kind of Primordial package: less open-wilderness romance, more dungeon weather, metal manipulation, strange doors, forced movement, and environmental punishment. For Druids, the best Labyrinth spells are not generic replacements for Entangle, Spike Growth, or Conjure Animals. They are tools for the sessions where the map itself is the problem.
Player's Guide 2 gives Primordial casters a wider practical toolkit: Lesser Conjure Animals (Player's Guide 2) for early action economy, Inter (Player's Guide 2) and Earthen Tomb (Player's Guide 2) for earth-based lockdown, Animal Aspect (Player's Guide 2) for flexible utility, Sucking Mud Pit (Player's Guide 2) for honest-to-goodness map cruelty, and high-circle spells like Overgrowth (Player's Guide 2) and Hostile Environment (Player's Guide 2) for Druids who want the landscape to file a formal complaint.
This article owns Druid spell ratings, including Old Margreve spells, Labyrinth Worldbook spells, Player's Guide 2 spells, and ring spell notes. For subclass feature ratings, use the Druid class guide. For form and Wild Shape decisions, use the Best Wild Shape guide. For summon targets, use the Monster Vault Animal Allies and Summons Guide.

How to Use This Guide
- ● Avoid — Bad. Don't prepare this.
- ● Situational — Excellent in specific scenarios, weak as a default.
- ● Good — Reliable and generally worth preparing.
- ● Fantastic — Prepare this in almost every loadout.
Cantrips
The Primordial cantrip list is smaller than Arcane but includes strong options. Choose carefully.
- ● Produce Flame — Conjure a fire in your hand: use it as a light source or throw it as a ranged attack for 1d8 fire damage, scaling to 4d8. This is your primary damage cantrip and it doubles as a torch. Mandatory pick.
- ● Guidance — Ally adds 1d4 to any ability check. No resource cost in exploration. The most valuable exploration cantrip in the game when used consistently on every skill check outside initiative.
- ● Shillelagh — Empower a wooden weapon (club or quarterstaff) to use WIS for attacks and deal 1d8 damage. This is the Druid's path to meaningful weapon damage without needing STR or DEX investment. Leaf Druids who want occasional weapon attacks take this; Shifter Druids with Wild Shape don't need it.
- ● Druidcraft — Harmless natural effects: predict weather, make plants bloom, create small sensory effects. Zero combat value but excellent for roleplay and the nature-based information gathering (predicting weather 24 hours out) that can shape travel plans.
- ● Poison Spray — 1d12 poison damage to an adjacent target on a CON save, scaling to 4d12. Short range is the main limitation; poison is moderately resisted. Still among the higher-damage cantrips when it lands.
- ● Tree Heal (The Old Margreve) — Divine/Primordial cantrip that heals a plant or Plant creature, removes plant disease, or clears pests. Excellent if plants are characters, allies, or objectives in your campaign; nearly blank in a normal combat day.
- ● Doorbind (Labyrinth Worldbook) — Divine/Primordial cantrip that magically fastens a door, hatch, chest, or similar closure. This is excellent in dungeon chases, retreats, and ambush prep; it is not a general damage or exploration cantrip.
- ● Corrosion (Labyrinth Worldbook) — Arcane/Primordial cantrip for damaging or weakening objects and materials. Useful for locks, bars, chains, and sabotage, but too object-focused to compete with Produce Flame or Guidance as a default pick.
- ● Crimson Forge (Labyrinth Worldbook) — Arcane/Primordial cantrip that turns blood into temporary arms or ammunition. It is grim survival magic for prison breaks, disarmed adventurers, and horror campaigns, not an everyday Druid cantrip.
- ● Invigorate (Player's Guide 2) — Primordial cantrip that grants temporary HP to a wounded ally. It is not a replacement for Healing Word, but it is a useful no-slot patch when someone has already taken a hit and you want to keep your spell slots for terrain crimes.
- ● Hoarfrost (Player's Guide 2) — Cold damage plus a speed cut. This is the best PG2 Druid damage cantrip when you care more about slowing the target than lighting it up.
- ● Moonfang Strike (Player's Guide 2) — Ranged cold attack that marks a foe. Good for Druids who want a more predatory cantrip than Produce Flame, though Produce Flame remains cleaner as a default.
- ● Upright (Player's Guide 2) — Stand an ally up from prone. Narrow, but excellent when the fight is full of trip effects, slippery terrain, or one very smug enemy shoving everyone around.
- ● Dander Ball (Player's Guide 2) — Dander explosion that weakens foes. Funny name, real debuff niche, but too encounter-dependent to beat your core cantrip picks.
- ● Resistance — Ally adds 1d4 to one save, concentration. Good for setting up a companion before a dangerous save situation; competes with your combat concentration for no combat value.
- ● Shocking Grasp — Lightning melee spell attack with advantage against metal armor, prevents reaction. Requires melee range. Good in the specific case you need to prevent a target's reaction; otherwise Produce Flame serves better at range.
- ● Dancing Lights — Four lights you control for up to 1 minute, concentration. Mostly replaced by Produce Flame as a light source. Only take this if you want a controllable light that leaves your hands free.
1st Circle Spells
The Primordial 1st-circle list is exceptionally strong at low levels, with two spells that remain prepared options throughout the entire game.
- ● Entangle — 20-foot square of grasping plants restrains creatures on a failed STR save for up to 1 minute, concentration. Restrained creatures have disadvantage on attack rolls and attack rolls against them have advantage. At 1st circle this is one of the most efficient control spells in the entire game. Prepare it constantly until 5th level; revisit afterward based on your circle-3 options.
- ● Healing Word — Bonus action heal for 1d4+WIS, upcast scaling. The action economy advantage over Cure Wounds in combat is definitive. Pick up a downed ally with your bonus action and still use your action for an attack or cantrip.
- ● Cure Wounds — Standard heal (1d8+WIS) at touch range. Better out of combat than Healing Word due to higher dice; worse in combat due to action cost.
- ● Thunderwave — 15-foot cube of thunder damage plus a push on a CON save. Excellent for creating distance from melee threats, breaking grapples, or knocking enemies off ledges. Scales decently with upcast.
- ● Speak with Animals — Communicate with beasts for 10 minutes. Ritual list; cast without a slot. Invaluable for gathering information in wilderness settings where beasts function as scouts and witnesses.
- ● Animal Friendship — Charm a beast for 24 hours. Ritual list. In the right encounter (avoiding a guard beast, making a mount cooperative) this avoids fights entirely.
- ● Longstrider — Boost speed by 10 feet for 1 hour, no concentration. Excellent on your most movement-critical party member before a chase or an important combat that requires repositioning.
- ● Bloodhound (The Old Margreve) — Touch spell that grants advantage on smell-based Perception and Survival checks to follow tracks for 8 hours, with keensense when upcast. Strong exploration magic if tracking actually matters. Reprinted in Player's Guide 2 for tables using the newer source.
- ● Cure Beast (The Old Margreve) — Bonus-action Beast healing at range. Narrow, but useful for Beast companions, summoned animals, Wild Shape-adjacent play, or an animal-heavy party.
- ● Forest Native (The Old Margreve) — Forest movement and environmental protection for a touched creature. Campaign-dependent, but in deep wilderness this is exactly the kind of low-circle utility Druids should rotate in.
- ● Scentless (The Old Margreve) — Removes scent from a willing creature or object for 1 hour, imposing disadvantage on smell-based detection and tracking. Excellent against hounds, beasts, and scent predators.
- ● Step Like Me (The Old Margreve) — Arcane/Primordial spell that swaps the tracks you and another creature leave for 24 hours. Great for false trails, frame jobs, and escaping pursuit.
- ● Tree Speak (The Old Margreve) — Ask a tree one question about its immediate vicinity. Extremely Druid, and excellent in old forests where trees have witnessed the problem.
- ● Cobra Fangs (The Old Margreve) — Gives a creature a poisonous bite. Fun on natural-weapon builds, but poison resistance and melee delivery keep it from being a default preparation.
- ● Feed the Forest (The Old Margreve) — Primordial/Arcane/Divine/Wyrd spell that offsets the Margreve Forest's spellcasting penalty. Mandatory inside that rule set, meaningless outside it.
- ● Hunter's Endurance (The Old Margreve) — 24-hour relentless pursuit spell that suspends exhaustion while you hunt a quarry, then makes you pay the exhaustion back. Very flavorful, very dangerous, and not casual prep.
- ● Illuminate Spoor (The Old Margreve) — Makes a creature's tracks glow for you and designated allies. Great if the session is about pursuit; replaceable if it is not.
- ● Feed the Worms (Labyrinth Worldbook) — Arcane/Divine/Primordial necromancy that turns a recent corpse into swarm pressure. Druids can use it as battlefield recycling in grim campaigns, but corpse dependency and table tone keep it out of normal prep.
- ● Lesser Conjure Animals (Player's Guide 2) — Primordial conjuration that calls weak Fey Beasts to help. This is the big PG2 low-level Druid prize: 1st-circle action economy before Conjure Animals comes online. Check the Animal Allies and Summons guide before play so the table knows how much summon bookkeeping it wants.
- ● Elemental Burst (Player's Guide 2) — Lob a chosen elemental damage type at foes. Not as fight-defining as Entangle, but flexible damage type selection matters when resistance shows up.
- ● Coiled Strike (Player's Guide 2) — Buff an ally for ready-to-pounce melee play. Best on reach users, reaction punishers, and Shifter-style parties that already want enemies to regret moving.
- ● Bountiful Stamina (Player's Guide 2) — Resist fatigue and keep the adventuring day moving. More travel and endurance tech than combat tech, but Druids are exactly the class that should care about long days in hostile terrain.
- ● Tenacity (Player's Guide 2) — Crystallize an ally's focus. Useful when one concentration or skill moment must not fail; too narrow for default prep.
- ● Slither (Player's Guide 2) — Crawl like a snake. Great infiltration tool when the dungeon has cracks, grates, and tunnels; less impressive when the problem is "the ogre is already here."
- ● Choking Fumes (Player's Guide 2) — Fumes that interrupt speech. Anti-caster and social-disruption potential, but not a core Druid opener.
- ● Mud Pack (The Old Margreve, Ritual) — Primordial ritual that protects against environmental heat/cold and helps Stealth at slow travel pace in matching terrain. Good wilderness utility, not a combat prep.
- ● Fog Cloud — 20-foot radius heavily obscuring fog for up to 1 hour, concentration. Valuable in tactical retreats or against ranged-heavy enemy groups. No offensive value.
- ● Feather Fall — Reaction cast prevents falling damage. Campaign-dependent value. Mandatory in vertical environments; irrelevant on flat dungeons.
- ● Burning Hands — 15-foot cone of fire damage. Decent early damage but competes with Entangle for your 1st-circle slot. The damage focus rarely wins.
- ● Expeditious Retreat — Dash as a bonus action for 10 minutes, concentration. Kiting tool. Competes with Entangle for concentration at the wrong time.
- ● Create or Destroy Water — Affect up to 10 gallons of water or 30 gallons of rain. Primarily a puzzle-solving tool. Ritual candidates for water-scarce adventures.
- ● Fire Under the Tongue — Eat fire and use it later. Niche damage option. Creative but rarely the best slot choice.
- ● Goodberry — Ten berries each heal 1 HP and provide a day's sustenance. Ritual list; never use a spell slot.
- ● Purify Food and Drink — Ritual. Never use a spell slot. Camp utility only.
- ● Detect Poison and Disease — Ritual. Never use a spell slot.
2nd Circle Spells
Second circle is where the Primordial list starts to diverge meaningfully from other sources. The terrain control options here are exceptional.
- ● Spike Growth — 20-foot radius of spike-covered terrain for up to 10 minutes, concentration. Creatures that move through it take 2d4 piercing damage per 5 feet traveled — with no save. Zone denial that punishes movement continuously. Overlapping with your party's push or knockback effects turns Spike Growth into a death zone.
- ● Moonbeam — 5-foot cylinder of radiant moonlight deals 2d10 per turn, CON save, for 1 minute, concentration. Move the beam with a bonus action each turn. Against shape-changers the damage is automatic and the moonbeam forces reversion. The ability to reposition makes this significantly better than a static damage zone.
- ● Barkskin — Target's AC is at least 16, concentration for 1 hour. On a lightly armored ally in a pinch, this is a meaningful AC bump. Falls off as party AC improves. Most useful in early tiers on unarmored characters.
- ● Flaming Sphere — 5-foot sphere of fire rolls around the battlefield, bonus action movement, 2d6 on a DEX save per round, lasts 1 minute, concentration. Persistent damage that you redirect each turn. Competes with Moonbeam for concentration but deals fire damage (more often resisted than radiant).
- ● Enhance Ability — Boost an ability score for 1 hour: advantage on checks, or specific additional effects depending on the ability. Concentration. In skill challenge sequences, giving advantage on the relevant ability is significant. STR (Bear) for carrying and Athletics; CHA (Eagle) before a key negotiation.
- ● Darkvision — Two creatures see in total darkness for 8 hours. No concentration. If your party has members without natural darkvision, this is a real quality-of-life preparation in dungeon environments.
- ● Gust of Wind — 60-foot line of strong wind pushes creatures, disperses gases, and extinguishes flames for 1 minute, concentration. Situationally excellent: destroy Stinking Cloud, clear Cloudkill, push enemies off elevated positions, or prevent ranged attackers from landing accurate shots.
- ● Heat Metal — Make a metal object too hot to hold, dealing 2d8 each turn on a CON save with disadvantage on attack rolls while holding it, concentration for 1 minute. Against any armored or weapon-wielding opponent, this forces a tactical decision each turn: take damage and disadvantage or drop the weapon. Excellent in fights where the enemy is weapon-dependent.
- ● Pass Without Trace — Group has +10 to Stealth checks and leaves no tracks for 1 hour, concentration. In stealth missions and wilderness travel, this spell trivializes most detection checks. The +10 bonus is extraordinary — the group's lowest Stealth modifier becomes effectively competitive.
- ● Wildsense — Perceive through a Beast's senses. Ritual list. Free scouting in areas with animals present.
- ● Bestial Fury (The Old Margreve) — Primordial enchantment that forces or empowers a target into natural-weapon violence, adding damage and blocking charm/frightened. Better on Beast allies and Shifter-style parties than ordinary caster Druids.
- ● Bombardment of Stings (The Old Margreve) — 30-foot cone of piercing damage that can poison targets. Solid low-tier area damage and status pressure, though poison remains an unreliable damage type.
- ● Instant Snare (The Old Margreve) — 24-hour magical trap that restrains a Large or smaller creature. Good ambush prep, campsite defense, and pursuit control.
- ● Mark Prey (The Old Margreve) — Bonus-action tracking and attack-advantage mark with long duration when upcast. Better on Rangers, but Druids who expect a chase or one high-value quarry can use it well.
- ● Misdirect (Labyrinth Worldbook) — Arcane/Primordial enchantment that scrambles or redirects a creature's movement. Druids love forced movement because Spike Growth, Plant Growth, Moonbeam, and other zones convert bad positioning into damage or wasted turns.
- ● Magnetize (Labyrinth Worldbook / Player's Guide 2) — Arcane/Primordial transmutation that manipulates metal objects or metal-bearing creatures. Great against armored enemies, constructs, portcullises, chains, and trap hardware; weaker in organic wilderness encounters.
- ● Spore Surge (Labyrinth Worldbook) — Primordial cone damage that sprays debilitating fungi spores and slows failed targets. It is flavorful and useful against clustered enemies, but poison damage and short cone positioning keep it below Spike Growth, Moonbeam, and other 2nd-circle standouts.
- ● Inter (Player's Guide 2) — The ground swallows a foe. This is brutal control because being buried is positioning denial, action pressure, and a very clear reminder that the earth is not neutral.
- ● Earthen Tomb (Player's Guide 2) — Trap a target in stone. Less flexible than Spike Growth, but excellent when one enemy must be removed from the board before it ruins everyone's afternoon.
- ● Grasping Earth (Player's Guide 2) — Ground grabs and crushes a foe. Good single-target control on a list already rich in area denial.
- ● Lightning Sphere (Player's Guide 2) — Move a ball of lightning around to attack. Solid damage when the fight has room to maneuver; weaker when Moonbeam or Spike Growth would already solve the shape of the encounter.
- ● Thunderburst (Player's Guide 2) — Thunder damage with a push. Druids love forced movement because the map is usually already trying to eat someone.
- ● Quill Growth (Player's Guide 2) — An ally sprouts poisonous spines. Good on grapplers, tanks, Shifter builds, and anyone whose combat plan involves personal space violations.
- ● Perceive Vulnerability (Player's Guide 2) — Learn vulnerabilities and increase critical damage. Best when the party has Rogues, Paladins, Fighters, or other builds that can cash in on crit information.
- ● Arc Burst (Player's Guide 2) — Lightning jumps to a target and nearby foes. Fine clustered damage, but Druids have stronger control priorities.
- ● Lockjaw (Player's Guide 2) — Make a foe unable to speak. Prepare when verbal components, commands, or monster speech matter; skip when the enemy communicates mainly by hitting you with a rock.
- ● Bleating Call (The Old Margreve) — Lures creatures toward an illusory sound until they investigate. Useful for patrol manipulation and ambushes, fragile once damage starts.
- ● Alter Self — Change your form and appearance for 1 hour, concentration. Useful for disguise and adapting to environments (aquatic adaptation, natural weapons). Competes with your concentration for combat spells.
- ● Enlarge/Reduce — Double or halve a creature's size, concentration. Enlarging your Fighter gives advantage on STR checks and extra weapon damage; reducing an enemy gives disadvantage on STR checks and reduces their damage.
- ● Protection from Poison — Neutralize one poison and give resistance for 1 hour. Prepare this when you know the encounter involves poison-using enemies. Otherwise skip.
- ● Animal Messenger — Ritual. Send a tiny beast with a message. Never use a slot.
- ● Circle of Stones — Ritual. Magic rocks attack trespassers. Camp utility, not combat-ready.
- ● Locate — Ritual. Find a target you've seen. Useful for tracking but never worth a prepared slot when it's ritual.
3rd Circle Spells
Third circle transforms the Druid into a battlefield shaper. This is where the class fully comes online.
- ● Call Lightning — Summon a storm cloud and call a 5-foot cylinder of lightning as an action each round for 10 minutes, concentration. 3d10 per strike, scaling with upcast. In outdoor or high-ceiling environments, this is the best sustained damage spell on the Primordial list — you strike every turn without expending additional slots. In prolonged fights it massively outpaces single-cast damage spells.
- ● Conjure Animals — Summon Beasts under your control for up to 1 hour, concentration. CR 2 equivalent in beast total: two CR 1 Beasts, four CR 1/2 Beasts, or eight CR 1/4 Beasts. The action economy multiplication is the spell's value — four extra attacks per round from CR 1/2 Beasts is substantial, and their total HP creates a substantial damage sponge. For source-labeled summon targets, use the Monster Vault Animal Allies and Summons Guide.
- ● Sleet Storm — 20-foot radius cylinder of ice creates difficult terrain and forces DEX saves to avoid going prone; spellcasters inside must make concentration checks. For 1 minute, concentration. Unlike Entangle (which requires a save to enter), Sleet Storm just exists and punishes everyone inside. No initial save — creatures are immediately affected when they enter or start their turn there.
- ● Wind Wall — 50-foot-long wall of strong wind deals damage, deflects projectiles, and prevents flying creatures from passing. Concentration. Excellent counter to enemy archers, flying enemies, and airborne hazards.
- ● Plant Growth — 100-foot radius of thick plant growth creates difficult terrain (no save, instantaneous duration) or enriches crops for 1 year. The instantaneous terrain version is extraordinary — no concentration, no save, covers an enormous area. Use it to cut off enemy retreats or fill corridors.
- ● Protection from Energy — Ally resists one damage type for 1 hour. Excellent pre-boss preparation when you know the damage type. Concentration cost is the limitation.
- ● Speak with Plants — Converse with plants for 1 minute. Ritual list; free intelligence gathering in forested or plant-heavy environments. Never use a slot.
- ● Water Breathing — Up to 10 creatures breathe water for 24 hours. Ritual list. In underwater campaigns, this is campaign-essential. Otherwise skip.
- ● Meld into Stone — Hide inside a stone surface for up to 8 hours, ritual. Perfect rest location in dangerous dungeon environments. Free via ritual.
- ● Daylight — 60-foot sphere of sunlight, dispels magical darkness up to 3rd circle. Invaluable against shadow or undead-themed adversaries.
- ● Create Food and Water — 45 lbs. food and 30 gallons water. Survival utility. Prepare when the campaign is tracking rations in hostile territory.
- ● Legion of Rabid Squirrels (The Old Margreve) — Forest-only swarm summon that uses poisonous snake swarm-style pressure and can distract canids. Ridiculous name, real action-economy value if the biome cooperates.
- ● Putrescent Faerie Circle (The Old Margreve) — Ring of poisonous fungi that deals necrotic damage and punishes crossing with poison and possible paralysis. Strong zone-control flavor for Druids who can place the ring before enemies move.
- ● Tracer (The Old Margreve) — Primordial/Arcane/Divine/Wyrd tracking beacon tied to ammunition. Better on Rangers, but useful for tagging a fleeing creature before the real hunt begins.
- ● Forceful Courser (Labyrinth Worldbook) — Divine/Primordial/Wyrd conjuration that calls rushing spirit beasts to trample or batter enemies. It gives Druids a force-damage and prone-pressure option without pretending to replace Conjure Animals as the action-economy king.
- ● Virulent Nightmare (Labyrinth Worldbook) — Arcane/Primordial/Wyrd enchantment that spreads psychic punishment through enemies. It is most useful when the encounter has multiple hostile minds clustered together and you need a damage type the ordinary elemental suite does not cover.
- ● Animal Aspect (Player's Guide 2) — Flexible beastlike utility: movement, senses, defense, venom, or other animal features depending on need. It pairs naturally with the Wild Shape guide because it lets you borrow animal advantages without fully leaving spellcasting behind.
- ● Aqueous Form (Player's Guide 2) — Turn an ally into a pool of water. Great for escape, infiltration, and weird positioning. It is not subtle, but neither is turning the Rogue into a puddle with a plan.
- ● Veil of Waves (Player's Guide 2) — Swimming speed plus fire and cold resistance. Strong whenever water, fire, cold, or environmental damage is expected.
- ● Electrify Metal (Player's Guide 2) — Make metal shocking. This joins Heat Metal and Magnetize in the "armor is a liability" file.
- ● Structured Mind (Player's Guide 2) — Strengthen a creature's mental faculties. Prepare when psychic pressure, mind control, or investigation challenges are coming; otherwise it is a bench spell.
- ● Stinger Spray (Player's Guide 2) — Hornet-end projectile swarm. Good damage flavor, but poison-adjacent creature tech is rarely your best 3rd-circle preparation.
- ● Grassland Stride (Labyrinth Worldbook, Ritual) — Primordial ritual that improves group overland pace. Strong for hexcrawls, caravans, and pursuit arcs; too travel-focused to affect ordinary dungeon preparation.
- ● Cynophobia (The Old Margreve) — Makes a target fear canids for 8 hours. Powerful with wolves, hounds, and hunting parties; too creature-specific for general prep.
- ● Monstrous Empathy (The Old Margreve) — Charms a low-Intelligence Monstrosity for 24 hours. Campaign gold when the right creature appears, dead weight when it does not.
- ● Fly — Ally gets 60-foot flying speed for 10 minutes. Concentration. Strong for repositioning but competes with Call Lightning and Conjure Animals for your concentration slot.
- ● Gaseous Form — Ally becomes a slow cloud. Emergency escape and barrier bypass. Niche but occasionally the only solution.
- ● Trestle — Ritual. Vines make climbing easy. Use in exploration; never in combat.
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Start Building4th Circle Spells
- ● Polymorph — Turn any creature into a Beast for up to 1 hour, concentration. Transform a boss into a harmless mouse and they cannot cast spells, use class features, or act at full capacity. Transform a downed ally into a Giant Ape at full HP. The offensive and defensive applications both win fights.
- ● Conjure Woodland Beings — Summon Fey allies for up to 1 hour, concentration. Fey have access to their natural features which are often more tactically interesting than Beast equivalents at similar CR. The specific Fey summoned is GM-dependent, but the action economy value matches Conjure Animals.
- ● Control Water — Command water in a 100-foot cube: flood, whirlpool, redirect, or part. Concentration. In aquatic environments or near large water bodies, this reshapes the entire battlefield. Niche but extraordinary when it applies.
- ● Wall of Fire — 60-foot line or 20-foot-diameter ring of fire deals 5d8 fire damage on approach and 5d8 at the end of a creature's turn inside, concentration. Exceptional for area denial and funneling enemies into your frontline.
- ● Stoneskin — Ally has resistance to weapon damage for 1 hour, concentration. On your primary damage absorber, this halves the most common incoming damage type. Concentration cost against your offense is the main trade-off.
- ● Blight — 8d8 necrotic to a living creature, halved on CON save. Plants automatically fail. Your best offensive damage spike at 4th circle when you need guaranteed threat removal.
- ● Ice Storm — Bludgeoning and cold damage in a 20-foot radius plus difficult terrain. No concentration. Area damage with a persistent terrain effect — useful when you need damage now without spending concentration.
- ● Stone Shape — Mold up to 5 cubic feet of stone into any shape. No concentration. Create barriers, open passages, shape terrain permanently. Invaluable for creative problem-solving in dungeon environments.
- ● Giant Insect — Turn insects into Giant versions under your control for 10 minutes. Concentration. If the environment has insects, this is a significant action economy multiplier. Highly setting-dependent.
- ● Heart-Seeking Arrow (The Old Margreve) — Divine/Primordial bonus-action concentration spell that empowers your next ranged or thrown weapon attack with +6d6 damage, half on a miss. Better for Rangers than most Druids, but archer or Shillelagh-adjacent weapon builds can consider thrown setups.
- ● Hunting Stand (The Old Margreve, Ritual) — Creates an 8-hour camouflaged shelter for up to nine Medium or smaller creatures. Excellent for ambushes, scouting, dangerous rests, and wilderness surveillance.
- ● Looping Trail (The Old Margreve, Ritual) — Arcane/Primordial ritual that makes a trail loop back on itself for 8 hours. This is one of the cleanest pursuit-denial spells in the book.
- ● Storm of Wings (The Old Margreve) — Primordial/Wyrd movable swarm with three modes: bats slow, birds impose attack disadvantage, insects disrupt spellcasting. Flexible concentration control and one of the better Old Margreve combat additions.
- ● Bladed Wings (Labyrinth Worldbook / Player's Guide 2) — Arcane/Primordial transmutation for aerial mobility with a dangerous edge. It is a better Druid pick when vertical positioning matters and a weaker one when Polymorph or Wall of Fire would decide the fight more directly.
- ● Acid Rain (Player's Guide 2) — Moveable cylinder of acid. Strong when enemies must cross an area and you can keep the danger following them.
- ● Freeze Metal (Player's Guide 2) — Make metal too cold to use. Heat Metal got a winter cousin, and armored enemies should consider a career change.
- ● Tree Thump (Player's Guide 2) — A nearby tree wallops a target. Excellent in forests, groves, and overgrown ruins; awkward in sterile stone rooms unless your GM is generous about potted plants.
- ● Fey Song (Player's Guide 2) — Musical charm pressure against Beasts. Great for animal-heavy encounters; narrow otherwise.
- ● Burning Pitch (Player's Guide 2) — Sticky ignited tar. Good area mess, but fire resistance and 4th-circle competition keep it situational.
- ● Skilled Memory (Labyrinth Worldbook, Ritual) — Primordial/Wyrd ritual for exchanging or borrowing practical memory. This is excellent narrative and infiltration utility, but it belongs in downtime and problem-solving scenes rather than combat prep.
- ● Briar Rose — Ritual. Flower induces long slumber on a creature. Excellent camp utility; too slow for combat use.
- ● Song of the Forest — Sense everything sharply, ritual. Information gathering; never a prepared combat spell.
5th Circle Spells
- ● Conjure Elemental — Summon an Elemental of CR 5 or lower under your control for up to 1 hour, concentration. Elementals are significantly more powerful than Beasts at equivalent CR — they have innate abilities, damage resistances, and can hit with elemental damage types. The Air Elemental's whirlwind and the Fire Elemental's fire immunity both create tactical dominance.
- ● Mass Cure Wounds — Average heal (3d8+WIS) to up to six creatures. Burst healing for an entire party. Prepare when multiple allies are at risk of going down simultaneously.
- ● Insect Plague — 20-foot radius sphere of biting locusts for 10 minutes, concentration. 4d10 piercing per turn on a CON save. Unlike Call Lightning, this is a persistent field effect that damages everything inside without requiring your action each round. Move it with your action if needed.
- ● Cone of Cold — 60-foot cone of 8d8 cold on a CON save. Your largest single-cast damage option at 5th circle. Worth preparing when you expect a swarm-type encounter.
- ● Antilife Shell — 10-foot aura blocks living creatures from entering for 1 hour, concentration. Defensive position that prevents melee enemies from reaching you. Excellent for protecting a retreating party.
- ● Wall of Stone — Shape a thick stone wall for 10 minutes, concentration. Divide a battlefield, block a doorway, create cover. The concentration duration means this is a fight-specific wall, not permanent.
- ● Greater Restoration — Remove severe conditions: exhaustion, charm, curse, petrification, ability score reduction. Prepare when you know these conditions are possible. Skip otherwise.
- ● Contagion — Sicken a creature after three failed CON saves. The payoff is powerful but the setup is slow. Best in fights that will last many rounds against a single powerful target.
- ● Tree Stride — Teleport up to 500 feet using trees as transit points for 1 minute, concentration. Exceptional mobility in forested environments.
- ● Primal Infusion (The Old Margreve) — Self-buff for 1 minute: temporary HP, +2 AC, CON save proficiency, advantage when an ally is adjacent to the target, and extra weapon damage. Better on Rangers and Shifter-style weapon Druids than Leaf casters, but the package is excellent.
- ● Conjure Fey Hound (The Old Margreve) — Primordial/Wyrd summon that calls one hound of the night, two winter wolves, or four dire wolves. Clean action economy and strong hunting-party flavor.
- ● Harrying Hounds (The Old Margreve) — Arcane/Primordial enchantment that routes creatures over travel time and makes them fear a chosen direction. Not room-by-room combat, but excellent wilderness pressure.
- ● Killing Fields (The Old Margreve, Ritual) — Primordial ritual that turns natural terrain into a hunting preserve. Helped creatures get attack advantage with adjacent allies, extra weapon damage once per turn, and Stealth/Survival advantages against hindered creatures. Fantastic if you can choose the battlefield.
- ● Empty Rain (Labyrinth Worldbook) — Arcane/Primordial conjuration that turns the weather into a hostile spellcasting problem. It is the Labyrinth pick for Druids who want anti-caster battlefield control in a form that feels like cursed weather rather than a clean Arcane shutdown.
- ● Flash Freeze (Labyrinth Worldbook) — Arcane/Primordial evocation that locks enemies in punishing cold and ice. Prepare it when you need restraint-like pressure and burst control without leaning on plants or beasts.
- ● Snapping Snare (Labyrinth Worldbook) — Primordial conjuration that erupts a thick vine from the ground to reposition, smash, and control space. It fits Druids better than many generic damage spells because it creates board texture instead of just rolling dice.
- ● Sucking Mud Pit (Player's Guide 2) — Create quicksand. This is the PG2 Druid spell that most clearly understands the assignment: do not merely damage enemies; make standing in the wrong place a lifestyle mistake.
- ● Feathered Flock (Player's Guide 2) — Allies grow wings and fly. Party flight solves pits, walls, flood rooms, melee-only monsters, and balcony villains who thought verticality was a personality.
- ● Cloudfall (Player's Guide 2) — Densify clouds to crush foes. Fantastic when the environment supports it; much less persuasive in a basement.
- ● Yarila and Porevit's Mantle (The Old Margreve) — Plantlike self-transformation with sunlight healing, partial exhaustion mitigation, nourishment, and vegetation stealth. Beautiful wilderness sustain, but very environmental for a 5th-circle concentration slot.
- ● Awaken — Make a Beast or Plant sentient (ritual). Long-term companion creation. Narrative value but ritual-only and never worth a prepared slot in active combat.
- ● Commune with Nature — Ritual. Know facts about your surrounding area. Free with ritual; never use a slot.
- ● Reincarnate — Ritual. Dead Humanoid returns in a new body. Resurrection tool with random results. If your party lacks resurrection options and has a willing GM, this ritual saves lives.
6th–9th Circle Spells
- ● Heal (6th) — Restore 70 HP and end blinded, deafened, and diseased. The single most efficient healing action at high tier. Prepare this as your emergency recovery spell whenever 6th-circle slots are available.
- ● Sunbeam (6th) — Line of blinding radiant damage each round for 1 minute, concentration. Radiant damage is broadly unresisted; blinding is a powerful secondary condition. Against undead and shadow creatures, this is exceptional.
- ● Fire Storm (7th) — Ten 10-foot cubes of fire (up to 40,000 cubic feet total, shaped to avoid allies), dealing 7d10 fire damage, DEX save. No concentration. The shaping restriction (avoid allies) makes this a clean AoE damage option — no friendly fire. Your most powerful one-shot damage spell.
- ● Animal Shapes (8th) — Turn all willing allies into Beasts. Concentration. The full-party Wild Shape equivalent. Each ally retains their mental stats and can revert as a bonus action. Use it to transform your party into Great Eagles for aerial mobility or Brown Bears for brute combat.
- ● Mass Heal (9th) — 700 HP distributed among creatures in range. Full-party emergency resurrection in one action.
- ● Move Earth (6th) — Shape terrain in a 40-foot cube over 10 minutes. Not a combat-turn spell but a fight-preparation tool. Move earth before the enemy arrives and completely reshape the tactical landscape.
- ● Transport via Plants (6th) — Better tree stride; teleport through any plants you've seen. Campaign-scale mobility at 6th circle.
- ● Wall of Ice (6th) — Shape an ice wall that deals cold on contact, for 10 minutes, concentration. Battlefield division with a damage element.
- ● Wall of Thorns (6th) — Thorns pierce those who pass (7d8 per 5 feet moved through). No concentration. A permanent (10-minute) damage zone that punishes movement through it severely.
- ● Wind Walk (6th) — Allies become fast clouds for 8 hours. Overland travel and battlefield repositioning at extraordinary speed.
- ● Conjure Forest Defender (The Old Margreve, Ritual) (6th) — Primordial/Wyrd ritual that consumes a Humanoid body to animate a forest defender. Morally loaded and forest-dependent, but a durable plant ally from a ritual is real campaign leverage.
- ● Reverse Gravity (7th) — Down is up in a 50-foot-radius, 100-foot-high cylinder for 1 minute. Concentration. Everything in the area falls upward. When the spell ends, it falls back down. This spell kills clustered enemies in open areas.
- ● Earthquake (8th) — Open fissures, harm structures, disrupt movement in a 100-foot radius. Concentration. Environmental devastation that reshapes an entire battlefield.
- ● Sunburst (8th) — 60-foot radius blinding radiant explosion. Mass debuff plus substantial damage.
- ● Tidal Wave (8th) — Massive wave deals 6d10 bludgeoning to everything in a line. No concentration; instantaneous. Terrain-reshaping damage that pushes enemies significantly.
- ● Shapechange (9th) — Turn into any creature you've seen, up to 18th CR, for 1 hour. Concentration. You retain your mental stats but get the creature's physical profile — including legendary actions in some cases.
- ● Storm of Vengeance (9th) — Escalating storm damage for 10 rounds, covering a 360-foot radius. Concentration. Extraordinary sustained damage output if the fight lasts.
- ● True Polymorph (9th) — Turn a target into anything, permanently if maintained for 1 hour. The ultimate transformation spell.
- ● Meteor Swarm (9th) — Rain massive damage in a 40-foot-radius sphere at each of four points. No concentration, no save for half option on all damage. The highest nova damage on the Primordial list.
- ● Forest Sanctuary (The Old Margreve, Ritual) (9th) — Protects a 200-foot cube of forest from environmental threats for 24 hours, with a permanent version after a year of daily casting. Not an adventuring default, but superb world-shaping magic for grove defenders and campaign-scale Druids.
- ● Yggdrasil Form (Labyrinth Worldbook) (6th) — Primordial transmutation that transforms you into a towering treant-like form. It is extremely Druidic, but a 6th-circle concentration slot has to compete with Heal, Sunbeam, Wall of Thorns, and other high-impact options.
- ● Sun Cycle (Labyrinth Worldbook / Player's Guide 2, Ritual) (9th) — Divine/Primordial ritual that compresses a day into a minute. This is campaign-scale magic for time, light, growth, and environmental pressure; do not judge it by combat metrics.
- ● Hostile Environment (Player's Guide 2) (9th) — Turn land and animals against enemies. This is the most Druid sentence in PG2: the battlefield does not dislike your enemies, it has unionized against them.
- ● Overgrowth (Player's Guide 2) (8th) — Vines grab creatures and destroy structures. High-level plant magic should feel like the building is losing an argument, and this does.
- ● Conjure Giant (Player's Guide 2) (6th) — Call a Giant to help. Big body, big board presence, big reminder to clear summon expectations with the GM before initiative.
- ● Cyclone Cloak (Player's Guide 2) (6th) — Magical winds protect from gas, missiles, and falling. Excellent defensive tech in aerial, poison-cloud, and ranged-heavy fights.
- ● Wreath of Flames (Player's Guide 2) (6th) — Fire immunity plus touch damage. Strong when fire is the campaign's favorite punctuation mark.
- ● Nacreous Shell (Player's Guide 2) (7th) — Protect yourself or a helpless ally. Defensive high-circle magic for rescues and bad-position recovery.
- ● Cleave Chasm (Player's Guide 2) (6th) — Open a rift that creatures fall into. Spectacular on the right map; risky if your party is also standing in the "oops, geology" zone.
- ● Earth Clash (Player's Guide 2) (7th) — Two boulders smash everything between them. Very Druid, very blunt, and very map-dependent.
- ● Geyser Surge (Player's Guide 2) (8th) — Blast targets airborne with a geyser. Excellent near the right terrain, harder to justify as a default 8th-circle pick.
- ● Four Winds (7th) — Whirlwinds bludgeon and toss foes. Strong but competes with Reverse Gravity at the same tier for tactical value.
- ● Transmogrification (7th) — Give yourself monstrous traits. Interesting but rarely outperforms Wild Shape or direct concentration spells.
Top 10 Spells + Expansion Picks
| Spell | Circle | Why It's Essential |
|---|---|---|
| Entangle | 1st | Best 1st-circle control spell in the game |
| Spike Growth | 2nd | No-save movement punishment that scales |
| Call Lightning | 3rd | Best sustained damage in outdoor environments |
| Conjure Animals | 3rd | Action economy multiplication via beast allies |
| Sleet Storm | 3rd | Area disruption with no initial save |
| Polymorph | 4th | Win-button offense and emergency defense |
| Insect Plague | 5th | Persistent damage field with no per-turn action |
| Conjure Elemental | 5th | High-CR ally with elemental features |
| Moonbeam | 2nd | Repositionable radiant damage vs. shape-changers |
| Heal | 6th | 70 HP plus condition clear in one action |
| Primal Infusion (The Old Margreve) | 5th | Best Old Margreve combat buff for weapon Druids |
| Storm of Wings (The Old Margreve) | 4th | Flexible swarm control with anti-caster mode |
| Empty Rain (Labyrinth Worldbook) | 5th | Best Labyrinth anti-caster weather control |
| Misdirect (Labyrinth Worldbook) | 2nd | Forced movement that feeds Druid zone control |
| Flash Freeze (Labyrinth Worldbook) | 5th | Ice lockdown when plants and beasts are not enough |
| Lesser Conjure Animals (Player's Guide 2) | 1st | Early action economy before Conjure Animals |
| Inter (Player's Guide 2) | 2nd | Earth-based single-target lockdown |
| Sucking Mud Pit (Player's Guide 2) | 5th | The map becomes the monster |
| Hostile Environment (Player's Guide 2) | 9th | Campaign-scale environmental vengeance |
Spell Synergies
Spike Growth + Thunderwave Cast Spike Growth in a 20-foot radius, then use Thunderwave (or any push effect) to shove enemies into it. A creature pushed 20 feet through Spike Growth takes 8d4 piercing damage (2d4 per 5 feet) with no save on the terrain damage itself. With a cooperative Fighter using weapon options or a Cleric casting Thunderwave, this combination deals significant damage instantly.
Sleet Storm or Conjure Animals Both spells ask for concentration, so this is a tactical fork rather than a stack. Pick Sleet Storm when enemy movement, ranged attacks, or enemy concentration are the problem. Pick Conjure Animals when you need bodies, blocking, Help actions, and sustained offense.
Call Lightning + Mobile Combat Positioning Call Lightning rewards fights where you can keep the storm relevant for multiple rounds. Confirm the exact repeat-action wording with your GM, then plan your movement so the cloud keeps covering the important enemies. The spell's value is sustained pressure, not one flashy lightning receipt.
Plant Growth + Party Push/Pull Plant Growth (instantaneous version) covers a 100-foot radius in difficult terrain permanently — no concentration, no save, instantaneous effect. Then any push or pull effect (Thunderwave, gust, Gust of Wind cantrip) moves enemies into the affected area. Creatures moving through enchanted plants spend movement at 4× cost. A 5-foot push drops their effective movement to near-zero for the round.
Pass Without Trace + Any Stealth Approach +10 to every party member's Stealth is not a buff, it is a guarantee. A group that normally averages Stealth +2 becomes Stealth +12. At that level, passive Perception checks from enemy patrols rarely detect the group, enabling ambush setups that grant surprise. Surprise means the enemy doesn't act in the first round — effectively giving your party two full rounds of action against a flat-footed opponent.
Killing Fields (The Old Margreve) + Ambush Party Cast killing fields before the fight in natural terrain, mark the party as helped, and force enemies to cross your chosen ground. The advantage, extra weapon damage, and Stealth/Survival benefits reward parties that scout, bait, and fight like hunters instead of walking into fair fights.
Storm of Wings (The Old Margreve) + Target Reading Open with birds against weapon attackers, insects against enemy casters, and bats against mobile skirmishers. The spell is strongest when you choose the swarm type for the enemy in front of you rather than treating it as a generic 4d6 damage zone.
Primal Infusion (The Old Margreve) + Shifter Druid If your Druid build actually makes weapon attacks, primal infusion turns you into a durable striker: temporary HP, AC, CON save proficiency, advantage setup, and bonus weapon damage. Leaf Druids can usually skip it. Shifter-style Druids should read it twice.
Misdirect (Labyrinth Worldbook) + Spike Growth Any spell that forces bad movement gets better when Spike Growth is already on the floor. Misdirect is strongest when the enemy's "wrong" movement is not just inconvenient, but actively expensive.
Magnetize (Labyrinth Worldbook) + Heat Metal Against armored enemies or metal-weapon bruisers, the Labyrinth metal package lets Druids attack positioning and equipment at the same time. Heat Metal punishes the gear; Magnetize turns the battlefield's metal into leverage.
Empty Rain (Labyrinth Worldbook) + Anti-Caster Planning If the enemy plan depends on spellcasting, cursed weather is not flavor text. Empty Rain gives Druids a Labyrinth-flavored way to make casting in the wrong place miserable while the party controls sight lines and exits.
Lesser Conjure Animals (Player's Guide 2) + Faerie Fire Early summons get much better when every attack against outlined enemies has advantage. If another party member can supply Faerie Fire, your 1st-circle summon slot suddenly looks much less "lesser" and much more "we brought interns with teeth."
Sucking Mud Pit (Player's Guide 2) + Push Effects Forced movement turns a mud pit from a problem into a sentence. Thunderwave, Thunderburst (Player's Guide 2), shove tactics, and allied control all get nastier when the destination is "wet ground with malicious intent."
Hot Takes
Hot Take: Wild Shape is overrated as a combat tool for non-Shifter Druids. Beast Form stops you from casting new spells, but it does not break concentration or prevent the repeat action for an ongoing spell such as Call Lightning. That makes timing the real decision: establish a powerful spell first, then transform only when the Beast form offers a better answer than your next cast. Leaf Druids should treat Wild Shape primarily as scouting and a situational defensive tool.
Hot Take: Plant Growth (instantaneous version) is one of the most underrated spells in ToV. Zero concentration, no save, instantaneous, 100-foot radius, permanent for the encounter. Druids routinely overlook this spell because it doesn't do damage and doesn't have obvious combat text — it just turns an entire battlefield into near-impassable terrain for enemies with normal movement speeds. Combine it with any push effect and melee enemies simply cannot close. It is the best "cast it before the fight starts" spell on the Primordial list.
Hot Take: Conjure Animals is secretly the strongest 3rd-circle spell in the game — and also the most abusable. The CR spread at the four-option tier creates asymmetric outcomes depending on which beast you summon. Coordinate with your GM before the session about what beasts are available at each CR and what their stat blocks look like. An uninformed Conjure Animals summon is mediocre. A Druid who shows up knowing exactly which beasts are in the biome and has their stat blocks ready is playing a completely different spell.
Hot Take: Storm of Wings (The Old Margreve) is the best Druid control spell in the book if your GM likes mixed enemy groups. One spell can punish movement, weapon attacks, or spellcasting. That flexibility matters more than the damage number.
Hot Take: Primal Infusion (The Old Margreve) is not for every Druid, and that is fine. Leaf Druids should usually keep casting from the back. Shifter and weapon Druids finally get a 5th-circle spell that says, "yes, you can stand in the fight and matter."
Hot Take: Killing Fields (The Old Margreve) is what Druid players think Plant Growth is when they imagine a perfect ambush. It is not better in every fight, but when you choose the ground, it makes the party feel like predators instead of adventurers waiting for initiative.
Hot Take: Doorbind (Labyrinth Worldbook) is better than it looks because doors are actions. Locking a door behind the party, splitting a patrol, or buying one round in a chase can matter more than another 1d8 cantrip attack. It is not flashy. It is practical dungeon magic.
Hot Take: Misdirect (Labyrinth Worldbook) is secretly a Druid spell wearing enchantment clothes. Druids already win by making the map hostile. Any effect that makes an enemy move incorrectly is a damage spell when Spike Growth, Plant Growth, Moonbeam, or Wall of Fire is waiting.
Hot Take: Empty Rain (Labyrinth Worldbook) is the Labyrinth spell Druids should actually brag about. Flash Freeze is easier to understand, but Empty Rain gives the Primordial list a nasty anti-caster weather tool, and that is a rarer niche than more cold damage.
Hot Take: Lesser Conjure Animals (Player's Guide 2) is not lesser at the level you get it. A 1st-circle slot that adds bodies, Help actions, scouting, and blocking is a big deal. The only real danger is the table spending longer running the summoned animals than fighting the villain.
Hot Take: Sucking Mud Pit (Player's Guide 2) is peak Druid design. The spell does not ask, "How much damage do I roll?" It asks, "What if the battlefield became legally hostile?"
Hot Take: Hostile Environment (Player's Guide 2) is not just a 9th-circle spell. It is a thesis statement. The Druid did not defeat you; the local ecosystem reached consensus.
Final Notes
The Druid's unique position in ToV is as the party's environmental intelligence — the character who looks at a battlefield and sees terrain as a weapon, who understands that a 100-foot radius of difficult terrain won the fight before it started. The Primordial list rewards players who think spatially and who prepare for specific encounter conditions rather than general-purpose loadouts.
Prepare your list around the upcoming session. Spike Growth and Entangle for dungeon crawls. Call Lightning and Insect Plague for outdoor boss fights. Pass Without Trace for infiltration. Heal and Mass Cure Wounds when the party needs a healer. The Druid's prepared system is its greatest strength — use it.
The Labyrinth Worldbook additions are best when the adventure is constrained, metallic, vertical, or maze-like. Prepare Doorbind, Magnetize, Misdirect, Empty Rain, and Flash Freeze when the dungeon architecture matters as much as the monsters inside it.
Player's Guide 2 is the best expansion for Druids who want more terrain verbs. Lesser Conjure Animals, Inter, Earthen Tomb, Animal Aspect, Sucking Mud Pit, Overgrowth, and Hostile Environment all reinforce the same core identity: you do not merely cast at enemies, you change the room they are trying to survive in.
For more on the Druid's class mechanics, Wild Shape features, and subclass breakdowns, see the full Druid class guide.
For the class and circle index, return to the Tales of the Valiant Spell Guides.
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