All tagged Conjuration
This bard subclass began with a vision of teleporting bards, and evolved from there until the aspect of travel became the main aesthetic. What's more bardic than serenading your friends to march (or sneak) through the forest more effectively? Bards of this college believe that the best stories are found upon the open road, and thus they specialize in travel-based magic, even in planar travel, and especially in teleportation.
Today's spells are Hydromancy spells, which means that they appear on the spell list for the new Hydromancer feat in the compendium, and they thus activate the feat's special abilities. These feats are designed, among other things, to unify thematic concepts that can stretch across multiple damage types, making other forms of conventional specialization (such as damage type synergies) less resonant for these things. Steam spells are a great example, as they deal fire damage but they appear on the Hydromancy spell list (which also contains spells that deal bludgeoning damage, cold damage, and more) and not on the Pyromancy spell list (also new in the compendium), which doesn't necessarily contain every spell that deals the fire damage type.
Stockade Sprouts is an environmental spell that creates temporary trees out of nothing to trap your foes in. Since it lasts up to an hour and only deals damage to targets who struggle, you can use it as the name implies -- a prison. The trees can also be used for cover to hide behind or higher vantages to climb to. Meanwhile, Sun Flower offers a stationary but long-lasting and versatile magical cannon in the form of a spectral flower blasting sunlight.
Drown does exactly what it says, and is designed to be especially dangerous for enemy mages since it targets Strength and prevents most spellcasting by locking off verbal components and sight. Dive is one of many new travel-themed spells in the compendium, along with others such as glide, swoop, burrow, and soar.