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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.
Druid
Vocation
Type

39 cards

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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

Spells & Cards · Ameroth