As far as druid spells go, since the topics have been brought up, a lot of discussion has been made on them in the past. One thing that has been neglected though is necromancy. Druids have 4 necromancy spells in third circle, but two of them do not benefit from GSF necromancy. Of the two that do work (both touch aspells however, so already more dangerous to use) only Infestation of Maggots has any real viable application. Then they have a necromancy spell at 5th circle, but require level 9 and can only cast it once. Rot, death, decay and evil are hard aspects of nature to represent but are an integral half of the cycle. It would be nice if other spells were changed to be corrupted.
1st circle Entangle can become Bloodthorn Patch which has half the duration, but does 1d4 neg energy damage/round and heals the druid for that much (maybe potential Wounding effect with GSF necro also).
2nd circle Lesser Restoration become Lesser Affliction, where if the druid has GSF necromancy instead of removing negative effects it can apply them, like a single target Evil Blight.
4th circle Flame Strike could be changed to no longer do fire/divine damage, but instead be pure negative and apply a random disease check like Contagion if the druid has GSF necromancy.
5th circle Vine Mine can become Blighted Terrain. The camoflauge effect is like the first circle Bloodthorn Patch, but with the same very long duration. The Entangle effect could be a Greater Bloodthorn Patch, with a nonreduced duration and perhaps temporary con drain. Hamper Movement can become Death and Decay which may be a necro druids version of Cloudkill.
Second/Fourth circle dispels might have the effect of creating some kind of persistent negative effect on the ground instead of dispelling an area, perhaps even creating some kind of blighted mushroom in a manner similar to how whispering wind reacts to a certain exotic object. Or second/fourth circle Hold Animal/Monster might also trigger a +4 dc reflex save with GSF necromancy to avoid contracting some kind of parasite.
Although they face the same touch spell problems, a more generalized thing could be to remove Cure spells from druids with GSF necromancy. Instead of healing, their Cure spells perform an effect. This gives the ability to create specific effects for first, second, fourth, and fifth circle spell slots for druids. They could be reflex saves vs the necro druid actually implanting a carnivorous parasite if they make the touch attack, will saves vs a hex or sheer damage like inflict spells, or fort save vs a horrible bodily malaise- like Cure Serious Wounds becoming Atrophy, making the targets legs shrivel and wither into mummified stalks dramatically crippling dexterity and movement.
Cure Minor Wounds could be something which when cast upon a plant seed turns the seed into a rotten bomb, making it like a holy water but with some kind of negative effect on the living instead. Maybe all the Cure spells can do that- each one blighting a plants seed causing them to be able to grow something similar to how jumping beans work. This would mean a blighting druid harvests the seeds of life from their gardens, but instead of using them to grow life, they blight them and use them to grow fungal death instead. Each level of Cure spell creating a different rot seed out of a healthy seed. This method is shamelessly suggested for you, Granny. We might not be able to brew curses in our cauldrons, but maybe we can sicken seeds!
Contagion is fun, but for such a thematic spell it is incredibly difficult to actually use because it is so random and difficult to get lucky enough for a shot at it having a DC that is reasonably contractable. I remember being an 18 wis necro druid loaded up on Contagion with 4/day Contation from an item and struggling through multiple rests just to affict a bat or rothe, which might then make the often lower secondary DC and end up completely negating it anyway. Druids already have few spell slots per day to randomly roll with. Poison in its original state was good because it used wisdom modifier and GSF necromancy, but now it suffers the same fate where the more iconic necromancy spells don't require GSF necromancy or witchery power at all. If these perhaps had an extra roll for each necromancy spell focus it might help make them more usable and increase the distinction between a druid that has invested two feats into necromantic focus and other random druids as their afflictions are more potent and more likely to work. Similar to how GSF transmutation works by rerolling the buff spells when cast and using the highest roll, these spells might reroll once per feat and pick whichever (if any) fail a save first.
There's my bombshell of ideas and methods of implementation which I hope might spark some brainstorming. All glory to Witches!
1st circle Entangle can become Bloodthorn Patch which has half the duration, but does 1d4 neg energy damage/round and heals the druid for that much (maybe potential Wounding effect with GSF necro also).
2nd circle Lesser Restoration become Lesser Affliction, where if the druid has GSF necromancy instead of removing negative effects it can apply them, like a single target Evil Blight.
4th circle Flame Strike could be changed to no longer do fire/divine damage, but instead be pure negative and apply a random disease check like Contagion if the druid has GSF necromancy.
5th circle Vine Mine can become Blighted Terrain. The camoflauge effect is like the first circle Bloodthorn Patch, but with the same very long duration. The Entangle effect could be a Greater Bloodthorn Patch, with a nonreduced duration and perhaps temporary con drain. Hamper Movement can become Death and Decay which may be a necro druids version of Cloudkill.
Second/Fourth circle dispels might have the effect of creating some kind of persistent negative effect on the ground instead of dispelling an area, perhaps even creating some kind of blighted mushroom in a manner similar to how whispering wind reacts to a certain exotic object. Or second/fourth circle Hold Animal/Monster might also trigger a +4 dc reflex save with GSF necromancy to avoid contracting some kind of parasite.
Although they face the same touch spell problems, a more generalized thing could be to remove Cure spells from druids with GSF necromancy. Instead of healing, their Cure spells perform an effect. This gives the ability to create specific effects for first, second, fourth, and fifth circle spell slots for druids. They could be reflex saves vs the necro druid actually implanting a carnivorous parasite if they make the touch attack, will saves vs a hex or sheer damage like inflict spells, or fort save vs a horrible bodily malaise- like Cure Serious Wounds becoming Atrophy, making the targets legs shrivel and wither into mummified stalks dramatically crippling dexterity and movement.
Cure Minor Wounds could be something which when cast upon a plant seed turns the seed into a rotten bomb, making it like a holy water but with some kind of negative effect on the living instead. Maybe all the Cure spells can do that- each one blighting a plants seed causing them to be able to grow something similar to how jumping beans work. This would mean a blighting druid harvests the seeds of life from their gardens, but instead of using them to grow life, they blight them and use them to grow fungal death instead. Each level of Cure spell creating a different rot seed out of a healthy seed. This method is shamelessly suggested for you, Granny. We might not be able to brew curses in our cauldrons, but maybe we can sicken seeds!
Contagion is fun, but for such a thematic spell it is incredibly difficult to actually use because it is so random and difficult to get lucky enough for a shot at it having a DC that is reasonably contractable. I remember being an 18 wis necro druid loaded up on Contagion with 4/day Contation from an item and struggling through multiple rests just to affict a bat or rothe, which might then make the often lower secondary DC and end up completely negating it anyway. Druids already have few spell slots per day to randomly roll with. Poison in its original state was good because it used wisdom modifier and GSF necromancy, but now it suffers the same fate where the more iconic necromancy spells don't require GSF necromancy or witchery power at all. If these perhaps had an extra roll for each necromancy spell focus it might help make them more usable and increase the distinction between a druid that has invested two feats into necromantic focus and other random druids as their afflictions are more potent and more likely to work. Similar to how GSF transmutation works by rerolling the buff spells when cast and using the highest roll, these spells might reroll once per feat and pick whichever (if any) fail a save first.
There's my bombshell of ideas and methods of implementation which I hope might spark some brainstorming. All glory to Witches!