This is just going over some of the known new spells that druids will be getting (as opposed to the spells already in DDO that we know are on the druid spell list. Many of these details were caught in mouseovers on some of the PAX videos. I've included notes on availability to other classes based on PnP.
Level 1:
Faerie Fire (curse video shows blue, green, or purple choices)
Purple Faerie Fire
Spell Point Cost: 15
Target: Foe, Directional, Breakable
Save: 17 (Reflex)
Duration: 30 seconds
Spell Point Cost: 15 (Base: 5)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: Yes
Arcs a flare of faerie fire through the air, bursting outward to affect all enemies near it. Targets are dazzled and take a -1 penalty to attack, spot, and search. Targets that fail a reflex save are illuminated by faerie fire, dispelling stealth, invisibility, blur, and displacement, for 30 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
Magic Stone (Cleric 1)
Spell Point Cost: 60
Target: Foe, Directional, Breakable
Spell Point Cost: 60 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: No
Flings magic stones at the target, dealing 4 to 5 bludgeoning damage. For every two caster levels beyond first level you gain an additional stone, up to a maximum of five stones.
D&D Dice: Deals 1d2+3 bludgeoning damage per stone (max 5 stones).
Produce Flame
Spell Point Cost: 56
Target: Foe, Directional, Breakable
Spell Point Cost: 56 (Base: 6)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.
Level 2:
Body of the Sun (also Sorc/Wiz 2)
Flame Blade (no DDO details yet, seems like it augments a weapon rather than creating one though)
Level 3:
Call Lightning
Quench
Spell Point Cost: 60
Target: Friend, Self, Foe, Positional, Breakable.
Save: 20 (fortitude)
Duration: 1 minute
Spell Point Cost: 60 (Base:10)
School: Transmutation
Components: Somatic, Verbal
Spell Resistance: Yes
A burst of water quenches flames. Lingering fire spells, such 'Wall of Fire', are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +20 enhancement bonus to fire resistance.
Your enemies receive a -20 penalty to cold and electricty resistance. The resistance bonus and penalties increase to 35 at caster level 8, and 50 at caster level 12. They last one minute.
Fiery enemies, such as fire elementals, take 27to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.
D&D Dice: Deals 2d4 + 25 cold damage per 4 caster levels.
Level 4:
Level 5:
Call Lightning Storm
Duration: 24 seconds plus 3 seconds per caster level
School: Evocation
Creates a stormcloud in a large radius that persists for 24 seconds plus 3 seconds per caster level, and every few seconds randomly strikes nearby enemies with bolts of lightning from the sky for 5d6 electrical damage, or 5d10 electrical damage outdoors. A successful Reflex save reduces the damage by half.
Ice Flowers (cleric 6)
Spell Point Cost: 10
Target: Foe, Positional, Breakable
Save: 23 (Reflex)
Duration: 8 seconds
Spell Point Cost: 10
School: Transmutation
Components: Somatic, Verbal
Spell Resistance: No
Lances of ice burst from the ground where you point, dealing 1d3 piercing damage and 1d3 cold damage per caster level, to a maximum of 15d3 cold and 15d3 piercing.
Mantle of the Icy Soul (also cleric 6)
Level 6:
Level 7:
Word of Balance
Spell Point Cost: 60
Target: Foe
Duration: 5 seconds
Spell Point Cost: 60 (Base: 10)
School: Evocation
Components: Verbal
Spell Resistance: Yes
You utter elder words of balance, judging those who stray to far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 7 to 12 bane damage for every two caster levels. Targets that are two steps away, just as Chaotic Evil, take 9 to 19 damage for every two caster levels, and are stunned for 5 seconds. True Neutral targets are immune to the effects of this spell.
D&D Dice: Deals 1d8+6 bane damage per 2 caster levels to creatures one step away from True Neutral. Deals 1d10+8 bane damage per 2 caster levels to creatures two steps away from True Neutral. ***The max damage rolls don't seem to match up the between the two notations.***
Level 8:
Earthquake (Also a cleric 8 spell)
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Evocation
Components: Somatic, Verbal
Spell Resistance: No
Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 plus caster level damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds, flying creatures are immune.
D&D Dice: Deals 2d8 plus 1 caster level bludgeoning damage.
Level 9:
Regenerate (also cleric 7)
Spell Point Cost: 20
Target: Friend, Self, Undead Foe
Save: 25 (Will)
Duration: 30 seconds
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Somatic, Verbal
Spell Resistance: Yes
A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.
Storm of Vengeance (also cleric 9)
Spell Point Cost: 20
Target: Foe, Positional, Breakable
Duration: 1 minute
Spell Point Cost: 20 (Base: 10)
School: Conjuration
Components: Material, Somatic, Verbal
Material Component(s): *I couldn't make out what it said here*
Spell Resistance: No
Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy in the storm takes 5d10 electricity damage. The storm lasts 3 seconds per caster level.
Unknown (possibly not actual spell):
Snowslide (seen used in human form and winter wolf)
Spell Point Cost: 10
Target: Foe, Directional, Breakable
Duration: 50 seconds
Spell Point Cost: 10
School: Evocation
Components: Somatic
Spell Resistance: No
You leap forward with the speed and ferocity of a sudden avalanche. You attack enemies in your path, and targets caught in your wake are frozen solid for 20 seconds. A successful reflex save negates the effect, and creatures caught in the ice can attempt fortitude saves to escape every 3 seconds. Creatures frozen are considered helpless, but they also gain DR/adamantine 5.
Freezing Spray
Spell Point Cost: 10
Target: Foe
Spell Point Cost: 10
School: Evocation
Components: Somatic
Spell Resistance: No
Douses an opponent in freezing spray, giving the target 50% cold vulnerability.
(used in humanoid form, probably used in water elemental form)