The Greenbond from AU is a spontaneous-casting druid. And, that just happens to be the class that was featured in the
Arcana Unearthed Preview.
It's not
quite a normal spontaneous caster, though. Like all AU classes, it "knows" all spells, but must "ready" X number per day, which means they can potentially cast them (but don't
have to, like in D&D).
For instance, let's say you can
ready three 1st level spells per day, and can
cast six 1st level spells per day. You choose three first level spells from your class spells, we'll call them Spell A, Spell B, and Spell C. Now, you can can cast any of them in any amount, six times that day. For instance, you could cast Spell A five times, and Spell B once. Or Spell A, B, and C each twice. Or Spell B three times, Spell A once, and Spell C twice. It's kind of like a normal spontaneous caster being able to re-choose his spells known list every day.
Of course, in AU we have all-new spells, but you could use the Druid spell list if you wanted. The power level of the spells are not really very different. One caveat: Greenbonds are supposed to be channelers of Positive Energy, the force that supplies life to the world. As such, in AU they're the best healers. If I were using the D&D spell list with the Greenbond, I'd: use the Druid spell list, but give them spells like Cure Light Wounds that channel positive energy at the same level clerics get them, but drop the animal affecting spells (Greenbonds are more plant-y than animal-y). Also, Greenbond spells have Spell Failure chances, but they get a spell to make up for it that works like this:
[Name Removed because it's not OGL. I'm sure you can come up with one of your own]
Conjuration (Creation)
[Plant]
Level: 1
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour/level (D)
You cover your body in conjured sheets of bark, shoots of bamboo, thick plant fiber, and leaves. This plant armor grants you a +4 armor bonus to Armor
Class. This armor is formfitting and astoundingly flexible, so it confers no armor check penalty or spell failure chance, and it has a maximum Dexterity of +6. It does not affect speed; Medium characters should treat it as Light armor that weighs 10 lbs. (Those not proficient in Light armor suffer a –2 armor check
penalty and a 5 percent spell failure chance.) If you cast this spell again while it is already in effect, you conjure a special wooden shield that provides a +2 shield bonus to Armor Class while conferring no armor check penalty, spell failure chance, or maximum Dexterity. It weighs 5 lbs. if you are of Medium size.
Diminished Effects: The Armor Class bonus becomes +1 only, and the duration becomes 1 round per level.
Heightened Effects: The armor gains a +5 Armor Class bonus, and the shield a +3 shield bonus.
Like all AU spells, it has a Diminished and Heightened effect, which means that you can cast it has a spell of one level higher if you want (in this case, 2nd level) to get the Heigtened Effect, or one level lower to get the Diminished. You still ready it as a 1st level spell if you do this (you just *cast* it as a higher level spell).