Spoiler alert:
In case you want to be surprised by a new spell level when they arrive, then just don't scroll down.
I hope someone who plays Clerics, Mages, etc, might perhaps start another thread with the spells listed for those classes as well. I was certainly curious about each spell level before they arrived, so perhaps future Clerics, Mages, etc may find a similar thread related to their respective class helpful and/or interesting as well.
Also included at each spell level below, the druid spells available for PnP, as per listed at: http://www.d20srd.org, since more often than not, the amazing DMs of ALFA of course allow spellcasters to use those spells as well when needed.
May I be so bold as well to request this be "Stickied" for future reference as well please.
Spells available to level 1-2 Druids:
Spell-Level 0 Spells:

New RP-only-spells added to the in-game Druid level 0 spell list:
NOTE: These spells have no in-game actual effect but can be chosen in the ALFA game engine, and are expected to be chosen by the player if s/he expects or wishes to use them with consenting players and/or only with DM attention

PnP Druid-Spell-Level 0 list:
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.
Spell-Level 1 Spells:

New RP-only-spells added to the in-game Druid level 1 spell list:
NOTE: These spells have no in-game actual effect but can be chosen in the ALFA game engine, and are expected to be chosen by the player if s/he expects or wishes to use them with consenting players and/or only with DM attention

ALFA Summon Nature's Ally I (Wolf)

PnP Druid-Spell-level 1 list:
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.