The EverQuest 2 (EQ2) Warden Spell List

 

Contents:

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=214">Intro
& Credits

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=215">The
Basics

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=188">Spell
List

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=216">Spell
Discussion: Breakdowns & Upgrades

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=217">Equipment
(Weapons, Armor, and Accessories)

    href="http://eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=371">Important
Quests

    href="http://eq2.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=5792#5792">Where
to Solo




Warden Spell List

Level

Ability

Description

1
Dawnstrike
Deals instant heat damage to an enemy
1
Sylvan Bloom
Instantly heals some of target ally's health, and replenishes their health over time for a short duration.
2
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
3
Icefall
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
3
Nature's Embrace
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
4
Aspect of the Forest
An augmentation that increase the wisdom and health of an ally
5
Armor of Seasons
A group augmentation that increases the physical and magical damage resistance of the warden's group.
6
Cure
Cures impairments on the target ally. This includes poison and disease effects.
6
Summon Food and Water
Summons food and drink for the chosen ally.
7
Sylvan Bloom II
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. That 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 breath under water.
9
Dawnstrike II
Deals instant heat damage to an enemy
10
Nature's Embrace II
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
10
Thorncoat II
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
10
Snare
Snares the enemy, slowing their movement speed for a limited duration.
11
Icefall II
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
Photosynthesis
Heals a large amount of target ally's health over time for a short duration.
13
Spirit of the Wolf
Increases the movement speed of an ally while out of combat.
13
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.
14
Winds of Healing
Heals all allies near the warden
14
Healstorm
Replenishes health over time for a short duration to the druid's group.
15
Sylvan Bloom III
Instantly heals some of target ally's health
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
Essence of the Great Bear
A group augmentation that increases the resistances
and health pool of the warden's group.
16
Aspect of the Forest II
An augmentation that increase the
wisdom and health of an ally
17
Dawnstrike III
Deals instant heat damage to an enemy
18
Nature's Embrace III
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 increases the agility and wisdom of the warden's group
19
Photosynthesis II
Heals a large amount of target ally's health over time for a short duration
19
Armor of the Seasons II
A group augmentation that increases the physical and magical damage resistance of the warden's group
20
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
21
Root II
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
Sylvan Bloom IV
Instantly heals some of target ally's health
22
Nature's Touch
Resurrects a fallen ally and replenishes their health over time. This spell can be used in combat.
23
Frostbite
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
Thorncoat III
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
Icefall III
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
26
Photosynthesis III
Heals a large amount of target ally's health over time for a short duration.
26
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
Willow Wisp II
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
Healstorm II
Replenishes health over time for a short duration to the warden's group.
28
Winds of Healing II
Heals all allies near the warden, and replenishes their health over time for a short duration
29
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
29
Sylvan Bloom V
Instantly heals some of target
ally's health
30
Aspect of the Forest
An augmentation that increases the wisdom and health pool of an ally.
30
Essence of the Great Bear II
A group augmentation that increases the resistances and health pool of the warden's group. The elemental resistance protects more against cold than it does heat.
31
Dawnstrike IV
Deals instant heat damage to an enemy.
32
Favor of Wild II
A group augmentation that increases the agility and wisdom of the warden's group.
32
Nature's Embrace IV
Replenishes a large amount of target ally's health, and replenishes their health over time for a short duration
32
Winds of Permafrost
Deals instant cold damage to an enemy and nearby encounter members.
33
Armor of the Seasons III
A group augmentation that increases the physical and magical damage resistance of the warden's group.
34
Warden of the Forest II
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
Root III
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
Regenerating 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 II
Deals cold damage over time and decreases the elemental resistance of the target.
38
Thorncoat IV
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
Icefall IV
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
Photosynthesis IV
Heals a large amount of target ally's health over time for a short duration.
40
 Instinct II
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 Renewal
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
Willow Wisp III
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
Healstorm III
Replenishes health over time for a short duration to the warden's group.
42
Winds of Healing III
Heals all allies near the warden, and replenishes their health over time for a short duration
42
Verdant Whisper
Cures impairments on the warden's group.
43
Ward of the Untamed II
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 Bloom VI
Instantly heals some of target
ally's health
44
Aspect of the Forest IV
An augmentation that increases the wisdom and power pool of an ally.
44
Essence of the Great Bear III
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
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
45
Dawnstrike V
Deals instant heat damage to an enemy.
46
Favor of the Wild III
A group augmentation that increases the agility and wisdom of the warden's group.
46
Nature's Embrace V
Replenishes a large amount of
target ally's health
46
Winds of Permafrost II
Deals instant cold damage to an enemy and nearby encounter members.
47
Armor of the Seasons IV
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
Warden of the Forest III
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
Root IV
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
Regenerating Spores II
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
Frostbite III
Deals cold damage over time and decreases the elemental resistance of the target.
52
Thorncoat V
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
Icefall V
Deals instant cold damage to an enemy. Additional damage is done to Elemental enemies.
53 Spirit of the Bat II 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.
54
Instinct III
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
Photosynthesis V
Heals a large amount of target ally's health over time for a short duration.
55
Nature's Pack
Summons a pack of wolves on the warden's target.
55
Nature's Renewal II
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
Willow Wisp IV
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 II
Cures elemental and trauma impairments on the warden's group.
56
Healstorm IV
Replenishes health over time for a short duration to the warden's group.
56
Winds of Healing IV
Heals all allies near the warden, and replenishes their health over time for a short duration
57
Ward of the Untamed III
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 Bloom VII
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
58
Aspect of the Forest V
An augmentation that increases the wisdom and power pool of an ally.
58
Essence of the Great Bear IV
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
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.
59
Sandstorm II
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
Dawnstrike VI
Deals instant heat damage to an enemy.
60
Favor of the Wild IV
A group augmentation that increases the agility and wisdom of the warden's group.
60
Nature's Embrace VI
Replenishes a large amount of
target ally's health
60
Winds of Permafrost III
Deals instant cold damage to an enemy and nearby encounter members.
61
Armor of the Seasons V
A group augmentation that increases the physical and magical damage resistance of the warden's group
61
Undergrowth II
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
62
Warden of the Forest IV
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 III
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
64
Root V
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
Frostbite IV
Deals cold damage over time and decreases the elemental
resistance of the target.
65
Tranquility
Removes all hostile effects from an ally. That ally is healed for each hostile effect that was removed.
66
Thorncoat VI
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.
67
Icefall VI
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
68
Photosynthesis VI
Heals a large amount of target ally's health over time for a short duration
68
Instinct IV
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.
69
Willow Wisp V
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 Renewal III
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
70
Winds of Healing V
Heals all allies near the warden
70
Healstorm V
Replenishes health over time for a short duration to the warden's group
70
Verdant Whisper III
Cures impairments on the warden's group
70
Hierophantic Genesis II
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.
71
Spirit of the Bat III
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 VIII
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
71
Ward of the Untamed IV
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 VI
An augmentation that increases the wisdom and power pool of an ally
72
Dawnstrike VII
Deals instant heat damage to an enemy
72
Essence of the Great Bear V
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
Sandstorm III
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
Nature's Embrace VII
Replenishes a large amount of
target ally's health
73
Favor of the Wild V
A group augmentation that increases the agility and wisdom of the warden's group
74
Armor of Seasons VI
A group augmentation that increases the physical and magical damage resistance of the warden's group
74
Nature's Pack II
Summons a pack of wolves on the warden's target
74
Winds of Permafrost IV
Deals instant cold damage to an enemy and nearby encounter members
75
Regenerating Spores IV
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
Undergrowth III
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
Warden of the Forest V
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 II
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
Root VI
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
Thorncoat VII
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
Frostbite V
Deals cold damage over time and decreases the elemental resistance of the target
78
Icefall VII
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
78
Photosynthesis VII
Heals a large amount of target ally's health over time for a short duration
78
Tranquility II
Removes hostile effects from an ally and provides a heal. That ally is additionally healed for each hostile effect that was removed
79
Healstorm VI
Replenishes health over time for a short duration to the warden's group
79
Instinct V
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  VI
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 Genesis III
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 IV
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
Winds of Healing VI
Heals all allies near the warden, and replenishes their health over time for a short duration
81
Spirit of the Bat IV
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
81
Sylvan Bloom IX
Instantly heals some of target ally's health, and replenishes their health over time for a short duration
81
Ward of the Untamed V
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
82
Aspect of the Forest VII
An augmentation that increases the wisdom and power pool of an ally
82
Dawnstrike VIII
Deals instant heat damage to an enemy
82
Essence of the Great Bear VI
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
83
Sandstorm IV
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
83
Nature's Embrace VIII
Replenishes a large amount of
target ally's health
83
Favor of the Wild VI
A group augmentation that increases the agility and wisdom of the warden's group
84
Armor of Seasons VII
A group augmentation that increases the physical and magical damage resistance of the warden's group
84
Nature's Pack III
Summons a pack of wolves on the warden's target
84
Winds of Permafrost V
Deals instant cold damage to an enemy and nearby encounter members
85
Regenerating Spores V
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
85
Undergrowth IV
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
86
Warden of the Forest VI
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
86
Healing Grove III
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
86
Root VII
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
87
Thorncoat VIII
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
87
Frostbite VI
Deals cold damage over time and decreases the elemental resistance of the target
88
Icefall VIII
Deals instant cold damage to an enemy. Additional damage is done to elemental enemies
88
Photosynthesis VIII
Heals a large amount of target ally's health over time for a short duration
88
Tranquility III
Removes hostile effects from an ally and provides a heal. That ally is additionally healed for each hostile effect that was removed
89
Healstorm VII
Replenishes health over time for a short duration to the warden's group
89
Instinct VI
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
89
Willow Wisp  VII
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
90
Faerie Ally II
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
90
Hierophantic Genesis IV
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
90
Nature's Renewal V
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
90
Winds of Healing VII
Heals all allies near the warden, and replenishes their health over time for a short duration

 

Training Spells

Grandmaster Choices

    Level 14:
  • Thorncoat II
  • Icefall II
  • Photosynthesis
  • Healstorm
    Level 24:
  • Warden of the Forest
  • Thorncoat III
  • Frostbite
  • Photosynthesis II
    Level 34:
  • Dawnstrike IV
  • Nature's Embrace IV
  • Armor of Seasons III
  • Warden of the Forest II
    Level 44:
  • Icefall IV
  • Photosynthesis IV
  • Healstorm III
  • Sylvan Bloom VI
    Level 54:
  • Warden of the Forest III
  • Thorncoat V
  • Icefall V
  • Photosynthesis V
    Level 64:
  • Nature's Embrace VI
  • Winds of Permafrost III
  • Undergrowth II
  • Regenerative Spores III
    Level 75:
  • Ward of the Untamed IV
  • Dawnstrike VII
  • Essence of the Great Bear V
  • Winds of Permafrost IV
    Level 85:
  • Nature's Embrace VIII
  • Dawnstrike VIII
  • Winds of Permafrost V
  • Armor of Seasons VII

 


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Last Updated: Mar 13, 2016

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