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WARDEN -- SPELLS

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PORTAL SPELLS

Druids (furies and wardens) can open portals to druid rings in Antonica, the Commonlands, Greater Faydark, the Butcherblock Mountains and the Steamfont Mountains. In order to gain the ability to open a portal to a specific ring, a druid must travel to that ring and havest a "blessed leaf," and then return to the "portals trainer" in his home city. Portals remain open for approximately a minute, and can be used by any number of characters, so long as they have themselves also already harvested a leaf from within the destination druid ring. Those utilizing a portal do not have to be grouped with the druid who created it.

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1 -- Fire
Delas instant heat damage to an enemy.

1 -- Minor Bloom
Instantly heals some of target ally's health, and replenishes their health over time for a short duration.

2 -- Barbs
An augmentation placed on the warden's ally, that deals instant piercing damage to any attack of that ally.  This spell does not require any concentration, but can only be maintained on a single ally.

3 -- Cold
Deals instant cold damage to an enemy.  Additional damage is done to elemental enemies.

3 -- Minor Florescense
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration.

4 -- Minor Vigor
An augmentation that increases the wishdom and power pool of an ally.

5 -- Divine Providence
Starts an Heroic Opportunity.

5 -- Protection of the Willow
A group augmentation that increase the physical and magical damage resistance of the warden's group.

6 -- Cure Noxious
Cures noxious impairments on the target ally.  This includes poison and disease effect.

6 -- Summon Food and Water
Summons food and drink for the chosen ally.

7 -- Bloom
Instantly heals some of target ally's health, and replenishes their health over time for a short duration.

7 -- Root
Roots the warden's target in place, preventing them from movement.  Every hostile spell or damage received by the target has a chance at breaking the effect.  When the root effect expires, the target's movement speed is reduced for a short duration.

8 -- Revive
Resurrects a fallen ally.  This ally has resurrection sickness for a while.  This spell cannot be used in combat, but can be used on allies that are not part of your group.

9 -- Enduring Breath
An augmentation which grants an ally the ability to breathe under water.

9 -- Greater Fire
Deals instant heat damage to an enemy.

10 -- Florescense
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration.

10 -- Nettlecoat **
An augmentation placed on the warden's ally, that deals instant piercing damage to any attack of that ally.  This spell does not require any concentration, but can only be maintained on a single ally.

10 -- Snare
Snares the enemy, slowing their movement speed for a limited duration.

11 -- Chill **
Deals instant cold damage to an enemy.  Additional damage is done to elemental enemies.

11 -- Favor of the Phoenix
Summons a Crystallized Phoenix Feather for every group member.  The feather can be used to revive a fallen priest.

12 -- Regrowth **
Heals a large amount of target ally's health over time for a short duration.

13 -- Cure Trauma
Cures trauma impairments on the target ally.  This includes slashing, piercing, and crushing effects.

13 -- Spirit of the Wolf
Increases the movement speed of an ally while out of combat.

13 -- Willow
Roots all enemies near the warden and reduces their hate towards the warden.  Any hostile actions taken on them have a chance at breaking the root effect.

14 -- Sylvan Wind
Heals all allies near the warden, and replenishes their health over time for a short duration.

14 -- Winds of Renewal **
Replenishes health over time for a short duration to the druid's group.

15 -- Greater Bloom
Instantly heals some of target ally's health and replenishes their health over time for a short duration.

15 -- Sylvan Touch
Heals a large amount of target ally's health over time for a short duration.  This spell does not require any power and does not have a casting time.

16 -- Verdure
A group augmentation that increases the elemental resistance and health pool of the warden's group.  The elemental resistance protects more against cold than it does heat.

16 -- Vigor
An augmentation that increase the wisdom and power pool of an ally.

17 -- Flame
Deals instant heat damage to an enemy.

18 -- Effloresce
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration.

18 -- Favor of the Wild
A group augmentation that increase the agility and wisdom of the warden's group.

19 -- Cure Elemental
Cures elemental impairments on the target ally.  This includes heat and cold effects.

19 -- Willowskin
A group augmentation that increases the physical and magical damage resistance of the warden's group.

19 -- Greater Regrowth **
Heals a large amount of target ally's health over time for a short duration.

20 -- Bounty of the Virtuous (Splitpaw)
Instantly heals some of target ally's health. This spell has a chance to heal additional health.

20 -- Protector of the Forest **
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures

21 -- Ensnaring Roots
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration

22 -- Nature's Healing
Instantly heals some of target ally's health, and replenishes their health over time for a short duration

22 -- Nature's Touch
Resurrects a fallen ally and replenishes their health over time. This spell can be used in combat.

23 -- Cold Snap **
Deals cold damage over time and decreases the elemental resistance of the target.

23 -- Nereid's Boon
Augmentation which grants the warden's group the ability to clearly see and breathe under water.

24 -- Barbcoat **
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally

25 -- Frost
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.

26 -- Blessing of the Grove
Heals a large amount of target ally's health over time for a short duration.

26 -- Primeval Instinct
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally

27 -- Wisp
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.

28 -- Cure Arcane
Cures arcane impairments on the target ally. This includes magic, mental, and divine effects

28 -- Blessing of Earth
Replenishes health over time for a short duration to the warden's group.

28 -- Healing Breeze
Heals all allies near the warden, and replenishes their health over time for a short duration

29 -- Favor of the Untamed
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration

29 -- Nature's Caress
Instantly heals some of target ally's health, and replenishes their health over time for a short duration

30 -- Oakskin
An augmentation that increases the wisdom and power pool of an ally.

30 -- Perrenial Essence
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.

31 -- Summer's Flame **
Deals instant heat damage to an enemy.

32 -- Blessing of Wild
A group augmentation that increases the agility and wisdom of the warden's group.

32 -- Nature's Embrace **
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration

32 -- Winds of Frost
Deals instant cold damage to an enemy and nearby encounter members.

33 -- Protection of the Seasons **
A group augmentation that increases the physical and magical damage resistance of the warden's group.

34 -- Warden of the Forest **
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures.

35 -- Grasping Roots
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration.

35 -- Spirit of the Bat
Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally.

35 -- Numbing Spores
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally.

36 -- Equinox
Resurrects nearby fallen allies and replenishes their health over time. This spell can be used in combat.

37 -- Frostbite
Deals cold damage over time and decreases the elemental resistance of the target.

38 -- Bramblecoat
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally

39 -- Bitter Frost **
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.

39 -- Verdurous Journey
Teleports the warden and all nearby group members to the nearest designated safe spot in the current adventuring area.

40 -- Chloroplast **
Heals a large amount of target ally's health over time for a short duration.

40 -- Primal Instinct
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally

41 -- Nature's Reprieve
If target ally receives damage that would be fatal, that ally is healed instead over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time

41 -- Sylph
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.

42 -- Chlorostorm **
Replenishes health over time for a short duration to the warden's group.

42 -- Gale of Healing
Heals all allies near the warden, and replenishes their health over time for a short duration

42 -- Cure: Verdant Sigh
Cures elemental and trauma impairments on the warden's group.

43 -- Praise of the Untamed
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration

43 -- Sylvan Waters **
Instantly heals some of target ally's health, and replenishes their health over time for a short duration

44 -- Aspect of the Owl
An augmentation that increases the wisdom and power pool of an ally.

44 -- Essence of the Kodiak
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.

45 -- Duststorm
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place

45 -- Solar Burn

46 -- Benison of the Wild
A group augmentation that increases the agility and wisdom of the warden's group.

46 -- Verdant Rapture
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration

46 -- Winds of Winter
Deals instant cold damage to an enemy and nearby encounter members.

47 -- Spirit of the Oak
A group augmentation that increases the physical and magical damage resistance of the warden's group.

47 -- Undergrowth
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect

48 -- Steward of the Forest **
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures

48 -- Sylvan Embrace
Replenishes health over time for a short duration to the warden's group. This spell does not require any power and does not have a casting time.

49 -- Seizing Vines
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration

49 -- Tranquilizing Spores
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. This spell does not require any concentration, but can only be maintained on a single ally

50 -- Hierophantic Genesis
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired

50 -- Reincarnation
Resurrects a fallen ally and shapechanges them into a wolf, granting increased attributes, attack speed, combat attack damage, offensive melee skills, and health regeneration. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat

51 -- Wintry Cold
Deals cold damage over time and decreases the elemental resistance of the target.

52 -- Thorncoat **
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally

52 -- Tunare's Watch
If any group member receives damage that would be fatal, that ally is healed instead and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time

53 -- Hoarfrost **
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.

54 -- Natural Instinct
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally

54 -- Wild Growth **
Heals a large amount of target ally's health over time for a short duration.

55 -- Nature's Ally
Summons a pack of wolves on the warden's target.

55 -- Nature's Respite
If target ally receives damage that would be fatal, that ally is healed instead over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time

55 -- Silver Sylph
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect.

56 -- Cure: Verdant Whisper
Cures elemental and trauma impairments on the warden's group.

56 -- Wild Chlorostorm
Replenishes health over time for a short duration to the warden's group.

56 -- Winds of Healing
Heals all allies near the warden, and replenishes their health over time for a short duration

57 -- Exhaltation of the Untamed
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration

57 -- Sylvan Streams
Instantly heals some of target ally's health, and replenishes their health over time for a short duration

58 -- Aspect of the Hawk
An augmentation that increases the wisdom and power pool of an ally.

58 -- Essence of the Great Bear
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.

58 -- Protecting Grove
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost.

59 -- Sandstorm
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place

59 -- Solar Flame

60 -- Benediction of the Wild
A group augmentation that increases the agility and wisdom of the warden's group.

60 -- Verdant Bliss **
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration

60 -- Winds of Arctic Cold **
Deals instant cold damage to an enemy and nearby encounter members.

61 -- Bracken **
Roots the target and surrounding encounter enemies and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell or damage received by the target has a chance at breaking the effect. 

61 -- Protection of the Oak 
A group augmentation that increases the physical and magical damage resistance of the warden's group. 

62 -- Patron of the Forest 
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures. 

63 -- Regenerative Spores ** 
An augmentation that grants an ally the chance to replenish health over time whenever they receive damage. If that ally is below 50%, the amount of healing is doubled. 

64 -- Trapping Vines
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration.

65 -- Glacial Cold  
Deals cold damage over time and decreases the elemental resistance of the target. 

65 -- Tranquility  
Removes hostile effects from an ally. That ally is healed for each hostile effect that was removed. 

66 -- Spikecoat  
An augmentation placed on the warden's ally that deals instant piercing damage to any attacker of that ally. 

67 -- Subzero  
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies. 

68 -- Greater Chloroplast  
Heals a large amount of target ally's health over time for a short duration. 

68 -- Primitive Instinct   
Augmentation cast by the warden that greatly increases all offensive skills of an ally. 

69 -- Ancient Sylph  
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect. 

69 -- Nature's Regrowth  
If target ally receives damage that would be fatal, instead that ally is healed over time and their wisdom is increased. This spell cannot be interrupted. 

70 -- Fierce Chlorostorm

70 -- Hierophantic Advent 
Replenishes large amounts of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired. 

70 -- Verdant Grasp 
Cures elemental and trauma impairments on the warden's group. 

70 -- Wave of Healing  
Heals all allies near the warden, and replenishes their health over time for a short duration. 

71 -- Aspect of the Bat 
Grants an ally increased power regeneration, increased power pool, and agility. This spell does not require any concentration, but can only be maintained on a single ally 

71 -- Sylvan Bloom 
Instantly heals some of target ally's health, and replenishes their health over time for a short duration 

71 -- Ward of the Untamed **
A group augmentation that places a protective barrier over the warden's group, that increases elemental resistance and wards elemental sources of damage for a limited duration 

72 -- Aspect of the Forest 
An augmentation that increases the wisdom and power pool of an ally 

72 -- Dawnstrike **
Deals instant heat damage to an enemy 

72 -- Essence of Polar Bear **
A group augmentation that increases the elemental resistance and health pool of the warden's group. The elemental resistance protects more against cold than it does heat 

73 -- Gale
A group augmentation which increases defense and grants a chance that any enemy attacking an ally in melee will be stunned for a short duration. To maintain this spell, the warden must continually pay a power upkeep and remain stationary in place 

73 -- Grand Florescence 
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration 

73 -- Master of the Wild 
A group augmentation that increases the agility and wisdom of the warden's group 

74 -- Armor of Seasons 
A group augmentation that increases the physical and magical damage resistance of the warden's group 

74 -- Nature's Pack
Summons a pack of wolves on the warden's target 

74 -- Winds of Permafrost **
Deals instant cold damage to an enemy and nearby encounter members 

75 -- Regenerating Spores 
An augmentation which grants an ally the chance to replenish health over time whenever they receive damage. If that ally is below 50%, the amount healed is doubled. This spell does not require any concentration, but can only be maintained on a single ally 

75 -- Underbrush
Roots the target and the surrounding encounter members and decreases their agility. When the root effect wears off, it slows their movement for a short duration. Every hostile spell of damage received by the target has a chance at breaking the effect. Upgrades to this spell reduce the target's resistance to the full duration of the effect 

76 -- Defender of the Forest 
The warden takes on the form of a wolf, increasing physical resistances against slashing, piercing, and crushing attacks, as well as increased focus. While in this form, the warden also gains the ability to see invisible creatures 

76 -- Healing Grove 
Summons a protective grove around the warden. Any allies within the grove gain health replenishment over time. This spell has a small recurrent power cost 

76 -- Holding Vines 
Roots the warden's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. When the root effect expires, the target's movement speed is reduced for a short duration 

77 -- Razorcoat
An augmentation placed on the warden's ally, that deals instant piercing damage to any attacker of that ally. This spell does not require any concentration, but can only be maintained on a single ally 

77 -- Velium Frost 
Deals cold damage over time and decreases the elemental resistance of the target 

78 -- Icefall
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies 

78 -- Photosynthesis
Heals a large amount of target ally's health over time for a short duration 

78 -- Purity
Removes hostile effects from an ally and provides a heal. That ally is additionally healed for each hostile effect that was removed 

79 -- Healstorm
Replenishes health over time for a short duration to the warden's group 

79 -- Instinct
Augmentation cast by the warden that greatly increases all offensive skills of an ally. This spell does not require any concentration, but can only be maintained on a single ally 

79 -- Willow Wisp 
Roots all enemies near the warden and reduces their hate towards the warden. Any hostile actions taken on them have a chance at breaking the root effect 

80 -- Faerie Ally 
Summons a Faerie Ally that works quickly to heal your most wounded allies. If the Faerie dies before the duration expires, all allies near the Faerie are healed 

80 -- Hierophantic Provenance 
Replenishes a large amount of health over time. The warden is stunned as long as the spell is maintained, but the spell can be toggled off early if desired 

80 -- Nature's Renewal 
If target ally receives damage that would be fatal, instead that ally is healed over time and their wisdom is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time 

80 -- Tide of Healing 
Heals all allies near the warden, and replenishes their health over time for a short duration


** Master II Upgrade Choices

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