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Spells & Cards

Combat in Ameroth is fought with cards. Each vocation unlocks its own signature kit from level 1 to 30 — search by name or effect, or filter by vocation and type, drawn here exactly as they look at the table.
Vocation
Type

154 cards

ui_377

Knight

37 cards

Stun and deal 5 damage

Block 4 incoming damage

+6 melee damage

+2 to all dice this turn

Pull aggro: +12 threat on you

Reduces incoming damage 40% for 2 turns

Counter-stance: parry the next hit, reflect 50%

Heal 25% of max-HP (once per battle)

10 dmg + halve healing on target (2 turns)

Wide arc — 7 melee dmg

+10 dmg, lower guard

+6 shield

Lunge in — 9 melee dmg

12 dmg, ignores 40% armor

+8 shield, hold the line

+9 shield, and the next blow is caught whole

Massive melee strike

11 melee dmg, ignores 40% armor

+8 shield, and the next blow is parried

12 dmg; a good chance to stun, and their next swing lands soft

+10 shield and you take 20% less damage for 2 turns

10 dmg, blunts their next swing, and steadies your next roll (+1/die)

Your damage +20% for 3 turns

Open a wound: 11 dmg, bleeds 4/turn, blunts their next swing

+14 shield

17 raging dmg

+16 shield

19 reaping dmg

+11 shield, refuse to fall

21 sweeping dmg

+18 shield

24 commanding dmg

+20 shield

26 champion dmg

+22 shield

28 mastered dmg

No retreat — 32 dmg

ui_378

Paladin

37 cards

+5 ranged, ignores 40% armor

Restore 12 HP

Heal 6 HP

+2 to all dice this turn

Holy light — burn damage over time (radiant)

Counter-stance: parry the next hit, reflect 50%

The whole party deals +25% damage for 3 turns

+6 shield/turn to the party for 3 turns

Holy smite — 7 dmg

Enemy misses next attack

8 blessed dmg

+11 rune damage

+6 holy shield

Restore 10 HP

13 holy dmg

+8 shield

16 holy dmg, ignores 40% armor

11 light dmg

Heal 6, then +5 HP/turn (3 turns)

Sanctify — heal 8 + grant 8 shield

14 searing dmg

+10 holy shield

14 holy dmg, and their healing is halved for 2 turns

Restore 16 HP to the whole party

12 holy dmg, and the light keeps burning 4/turn (3 turns)

+12 holy shield and you take 20% less damage for 3 turns

22 zealous dmg

Restore 20 HP

Heal the party 16 and raise a 6 shield on yourself

+14 shield

Heal the party 25 + clear burn/debuffs from all

24 righteous dmg

26 holy dmg from above

Restore 30 HP

28 divine dmg

+18 holy shield

32 wrathful holy dmg

ui_379

Sorcerer

41 cards

+14 fire damage

+8 lightning damage

+11 rune damage

+2 to all dice this turn

Set ablaze (burn); on an oiled foe: INFERNO

Coat in oil — ignite it for an INFERNO

Fully absorbs the next hit + grants 2 Focus

Counter-stance: parry the next hit, reflect 50%

Your damage +30% for 2 turns

The whole party gains +1 AP next round

6 arcane dmg

Enemy misses next attack

8 frost dmg, weakens next attack

Ultimate fire burst

10 lightning dmg

+5 mage shield

14 fire dmg

7 fire dmg, then burns 4/turn (3 turns)

12 fire dmg, then burns 7/turn (3 turns)

13 lightning dmg

+1 to all dice this turn

24 cataclysmic dmg

11 arcane dmg: drains their next swing, and their power is yours (+20%, 2 turns)

+8 arcane shield and you take 25% less damage for 2 turns

16 chained dmg

15 fire dmg

18 arcane dmg

12 frost dmg, weakens next attack

17 magma dmg

14 thunder dmg

16 psychic dmg; a good chance to stun, and it blunts them

26 fire dmg

15 dmg, sweeps the pack, sets it alight and blunts it

19 psychic dmg, ignores 40% armor

21 fire dmg

24 eldritch dmg

30 apocalyptic dmg

+2 to all dice this turn

28 infernal dmg

36 ruinous dmg

42 cosmic dmg

ui_380

Druid

39 cards

+7 ice, weakens next attack

Restore 8 HP

+6 DEF, reflect 2 dmg

+2 to all dice this turn

Freeze the target — it skips its turn; shatter ×1.6

Nature's venom — burn damage over time (poison)

Counter-stance: parry the next hit, reflect 50%

Cleanse burn / debuffs from an ally

8 frost dmg, weakens next attack

Block 7 damage

Restore 12 HP

Massive ice explosion

+5 natural shield

11 frost dmg

Heal 10 + cleanse a burn/debuff

9 ice dmg

Restore 18 HP to the whole party

14 frost dmg, weakens next attack

+10 thorn shield; the next blow is turned back on them

Heal 6, then +6 HP/turn (3 turns)

13 frost dmg, blunts their next swing, and you take 20% less for 2 turns

The grove shields the party: +5 shield each turn for 3 turns

Heal 8, then +5 HP/turn (3 turns)

Heal 12, then +8 HP/turn (3 turns)

17 ice dmg

+10 shield; every blow that lands takes 4 back

Heal the party 10, then +4 HP/turn (3 turns)

18 hail dmg

20 nature dmg, then poisons 6/turn (3 turns)

Heal the party 24 + clear burn/debuffs from all

16 frost dmg, weakens next attack

Heal 12, then 6/turn, and bark hardens into an 8 shield

Restore 30 HP to the whole party

26 frost dmg

+16 ancient shield

28 nature dmg

Restore 36 HP

30 frost dmg

38 ice age dmg