============================

Warden

============================

20: Bounty of the Virtuous
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: Arcane Purification
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: Bat Form
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: 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: Winter's Bite
Deals instant cold damage to an enemy.

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: Reincarnate
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: 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: Winter's Sting
Deals instant cold damage to an enemy.

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.

------
** Master II Upgrade Choices

