A while back I talked about culling the megadungeon wreckers from the DF druid.
I've been looking at spells to add to the PI6 list to bulk it out, since I stripped it all the way down to nothing except Earthquake, and that comes with a warning to PCs that trashing the dungeon where they get their loot isn't a good way to get loot.
Here are the two additions I'm considering, and some notes on them.
Spark Storm - added. I see no reason why druids shouldn't be able to cast Spark Storm.
(Air) Elemental Possession - This is a new spell I'm trying out. I may modify it based on experience in play. But I think being able to directly control and ride an elemental makes the druid a potentially much more powerful template. This is expensive, but it does all that Control Elemental does but allows a direct ride.
And that new spell writeup:
(Air) Elemental Possession (VH)
Resisted by ST or Will.
As Beast Possession (Magic, p. 32), but only works on a specific type of elemental.
Duration: 1 minute.
Cost: 1 point per 5 character points used to build the elemental. Half that (round up) to maintain.
Time to cast: 5 seconds.
I briefly considered the lethal weather and plant spells from Death Spells, but I have reservations about handing those out and I know the weather ones would mess with our Air-college specialized wizard. Even if they are off-limits to him in any case - weather magic is druid magic in Dungeon Fantasy. I may add them later if the PCs ever get access to death spells (well, find the access to them that exists somewhere in Felltower.)
I'll consider Plant spells on a case-by-case basis, and they mostly would not be PI6.