2: Elemental Spells, Crystalline Touch
6: Spoils of the Earth
10: Mana Rock
14: Entomb within Lutum
20: Transcendence
The following spells are always considered prepared for you, provided you have spell slots of a high enough level to cast them.
1st level:
2nd level:
3rd level:
4th level:
5th level:
At 2nd level, you’ve learned to transform energy from the Shaitan-dao's crystals into a healing force. You may expend a use of primordial surge to cast cure wounds at a spell level equal to 1/2 your druid level.
In addition, when you restore a creature’s hit points, you may choose to restore twice as many hit points as normal. Once you restore hit points in this way you cannot do so again until you finish a long rest.
At 6th level, you learn to absorb the Earth's energies slowly but constantly. Whenever you take a short rest, you regain an expended spell slot of level no greater than 1/3 of your druid level.
At 10th level, you've managed to transfer some of the crystaline energy to facilitate your own healing magics. Whenever you cast a spell from the healing school of magic, you regain an expended spell slot of at least one level under the one used to cast the spell. Once you use this ability, you can't do so again until you finish a short rest.
At 14th level, you've understood the ground upon which every being strides is a gateway to Lutum. As an action, you may expend a use of primordial surge to cast the spell banishment, but any target is banished to Lutum, and stay there if the spell reaches its full duration. Furthermore, when activating this ability, you are able to expend further uses of primordial surge to cast the spell on that number of additional target, using the same instance of concentration.
At 20th level, you rock. The doubling effect of your Crystalline Touch ability is now permanent. Furthermore, as a bonus action, you can make clumps of dirt and stone appear and explode outward. Choose a point within 100 feet. Creatures within 10 feet of the target point take 4d8 bludgeoning damage and are knocked prone. A creature that makes a Strength saving throw against your spell save DC takes half damage is not knocked prone