The EverQuest 2 (EQ2) Fury Spell List

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Fury Spell List


Level

Ability

Description

1
Nature's Salve
Instantly heals some of targets ally's health.
1
Death Swarm
Deals divine damage over time to the target and lowers their defense.
2
Thornskin
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker.  This spell does not require any concentration, but can only be maintained on a single ally.
3
Tempest
Deals cold damage over time to an opponent.  Deals extra damage to elementals.
3
Nature's Elixir
Replenishes a large amount of target ally's health.
4
Lucidity
An augmentation that increases the intelligence and power pool of an ally.
5
Armor of Nature
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
5
Divine Providence
Allows a priest to create a heroic opportunity using the spells at his or her disposal.
6
Summon Food and Water
Summons food and drink for the chosen ally.
6
Cure
Cures impairments on the target ally.
7
Intimidation
Impairs the target's agility and wisdom.
7 Karana's Hold Roots the Fury's target in place, preventing them from
movement. Every hostile spell of damage received by the target has a chance
at breaking the effect.
7
Nature's Salve II
Instantly heals some of targets ally's health.
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
Instantly heals some of targets ally's health.
9
Death Swarm II
Deals divine damage over time to the target and lowers their defense.
10
Thornskin II
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker.  This spell does not require any concentration, but can only be maintained on a single ally.
10
Nature's Elixir II
Replenishes a large amount of target ally's health.
10
Snare
Snares the enemy, slowing their movement speed for a limited duration.
11
Favor of the Phoenix
Summons a Crystallized Phoenix Feather for every group member.  The feather can be used to revive a fallen priest.
11
Tempest II
Deals cold damage over time to an opponent.  Deals extra damage to elementals.
12
Regrowth
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
Brambles
Snares and stifles all enemies near the fury and reduces their hate towards the fury.  Any hostile actions taken on them have a chance at breaking this effect.
14
Untamed Regeneration
Heals all allies near the fury.
14
Autumn's Kiss
Replenishes health over time for a short duration to the druid's group.
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.
15
Nature's Salve III
Instantly heals some of targets ally's health.
16
Lucidity II
An augmentation that increases the intelligence and power pool of an ally.
16
Master of the Hunt
A group augmentation that increases the elemental resistance and health pool of the fury's group.  The elemental resistance protects more against heat than cold.
17
Death Swarm III
Deals divine damage over time to the target and lowers their defense.
18
Forest Spirit
A group augmentation that increases the intelligence and wisdom of the fury's group.
18
Nature's Elixir III
Replenishes a large amount of target ally's health.
19
Regrowth II
Heals a large amount of target ally's health over time for a short duration.
19
Armor of Nature II
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
20
Peerless Predator
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
21 Karana's Hold II Roots the Fury's target in place, preventing them from
movement. Every hostile spell of damage received by the target has a chance
at breaking the effect.
21
Intimidation II
Impairs the target's agility and wisdom.
22
Fierce Rousing
Resurrects a fallen ally. This spell can be used in combat and cannot be interrupted.
22
Nature's Salve IV
Instantly heals some of target ally's health.
23
Ferocity of the Eel
Augmentation which grants the fury's group the ability to clearly see and breathe under water.
23
Thunderbolt
Instantly deals a significant amount of magic damage to a target.
24
Thornskin III
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
25
Tempest III
Deals cold damage over time to an opponent.
26
Regrowth III
Heals a large amount of target ally's health over time for a short duration.
26
Primal Fury
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
27
Brambles II
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
28
Untamed Regeneration II
Heals all allies near the fury.
28
Autumn's Kiss II
Replenishes health over time for a short duration to the druid's group.
29
Nature's Salve V
Instantly heals some of target ally's health.
29
Feast
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
30
Master of the Hunt II
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
30
Lucidity III
An augmentation that increases the intelligence and
health of an ally.
31
Death Swarm IV
Deals divine damage over time to the target and lowers their defense.
32
Starnova
Deals instant heat damage to the target and all other nearby encounter members.
32
Forest Spirit II
A group augmentation that increases the intelligence and wisdom of the fury's group.
32
Nature's Elixir IV
Replenishes a large amount of target ally's health.
33
Armor of Nature III
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
34
Peerless Predator II
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures.
35
Intimidation III
Impairs the target's agility and wisdom.
35 Karana's Hold III Roots the Fury's target in place, preventing them from
movement. Every hostile spell of damage received by the target has a chance
at breaking the effect.
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
Fae Fire
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
36
Call of the Hunt
Resurrects all nearby fallen allies. This spell can be used in combat and cannot be interrupted.
37
Thunderbolt II
Instantly deals a significant amount of magic damage to a target.
38
Thornskin IV
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
39
Pact of the Cheetah
An emergency group augmentation that increases the in-combat movement speed of the fury's group for a short duration.
39
Tempest IV
Deals cold damage over time to an opponent.
40
Primal Fury II
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
40
Regrowth IV
Heals a large amount of target ally's health over time for a short duration.
41
Feral Tenacity
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
41
Brambles III
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
42
Untamed Regeneration III
Heals all allies near the fury.
42
Autumn's Kiss III
Replenishes health over time for a short duration to the druid's group.
42
Abolishment
Cures impairments on the fury's group.
43
Nature's Salve VI
Instantly heals some of target ally's health.
43
Feast II
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
44
Master of the Hunt III
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
44
Lucidity IV
An augmentation that increases the intelligence
health of an ally.
45
Death Swarm V
Deals divine damage over time to the target and lowers their defense.
45
Untamed Shroud
Grants invisibility to the fury's group
46
Nature's Elixir V
Replenishes a large amount of target ally's health.
46
Forest Spirit III
A group augmentation that increases the intelligence and wisdom of the fury's group.
46
Starnova II
Deals instant heat damage to the target and all other nearby encounter members.
47
Armor of Nature IV
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
47
Maddening Swarm
Interrupts the target and impairs their focus skill and casting techniques. For the duration of this impairment, power is drained over time from the target and they are interrupted again when the spell expires
48
Feral Pulse
Replenishes health over time for a short duration to the fury's group. This spell does not require any power and does not have a casting time.
48
Peerless Predator III
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
49
Intimidation IV
Impairs the target's agility and wisdom.
49 Karana's Hold Roots the Fury's target in place, preventing them from
movement. Every hostile spell of damage received by the target has a chance
at breaking the effect.
49
Fae Fire II
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
50
Porcupine
An augmentation
cast on the fury's ally that greatly increases the ally's resistances
and causes all attackers of that ally instant divine damage. It costs
power over time to maintain the spell and the fury is stunned, but the
spell can be toggled off early if desired. This spell can expire early
if the porcupine effect triggers 50 times
50
Primeval Awakening
Resurrects a fallen ally and shapechanges them into a treant, granting increased offensive casting techniques, intelligence, focus, and power over time replenishment. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat
51
Thunderbolt III
Instantly deals a significant amount of magic damage to a target.
52
Back into the Fray
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
52
Thornskin V
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
53
Tempest V
Deals cold damage over time to an opponent.
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
Primal Fury III
An augmentation
that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
54
Regrowth V
Heals a large amount of target ally's health over time for a short duration.
55
Feral Tenacity II
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
55
Ring of Fire
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring.
55
Brambles IV
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect.
56
Untamed Regeneration IV
Heals all allies near the fury.
56
Abolishment II
Cures impairments on the fury's group.
56
Autumn's Kiss IV
Replenishes health over time for a short duration to the druid's group.
57
Feast III
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
57
Nature's Salve VII
Instantly heals some of target ally's health.
58
Lucidity V
An augmentation that increases the intelligence and
health of an ally.
58
Hibernation
Replenishes the group's health after a short period of time has passed.
58
Master of the Hunt IV
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold.
59
Death Swarm VI
Deals divine damage over time to the target and lowers their defense.
60
Nature's Elixir VI
Replenishes a large amount of target ally's health.
60
Forest Spirit IV
A group augmentation that increases the intelligence and wisdom of the fury's group.
60
Starnova III
Deals instant heat damage to the target and all other nearby encounter members.
61
Armor of Nature V
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group.
61
Maddening Swarm II
Interrupts the target and impairs their focus skill and casting techniques.  For the duration of this impairment, power is drained over time from the target and they are interrupted again when the spell expires.
62
Peerless Predator IV
The fury takes on the form of a lion, greatly increasing stamina and agility.  While in this form, the fury also gains the ability to see stealthed creatures.
63
Fae Fire III
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks per ally.
64
Intimidation V
Impairs the target's agility and wisdom.
64 Karana's Hold V Roots the Fury's target in place, preventing them from
movement. Every hostile spell of damage received by the target has a chance
at breaking the effect.
65
Thunderbolt IV
Instantly deals a significant amount of magic damage to a target.
65
Call of Storms
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of
effect
66
Thornskin VI
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker.  This spell does not require any concentration, but can only be maintained on a single ally.
67
Tempest VI
Deals cold damage over time to an opponent.  Deals extra damage to elementals.
68
Regrowth VI


Heals a large amount of target ally's health over time for a short duration.
68
Primal Fury IV
An augmentation that increases damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally.  This spell does not require any concentration, but can only be maintained on a single ally.
69
Feral Tenacity III
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased.  This spell cannot be interrupted, does not require any power and has a very fast casting time.
69
Brambles V
Snares and stifles all enemies near the fury and reduces their hate towards the fury.  Any hostile actions taken on them have a chance at breaking this effect.
70
 Untamed Regeneration V
Heals all allies near the fury.
70
Autumn's Kiss V
Replenishes health over time for a short duration to the druid's group.
70
Porcupine II
An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage.  It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired.  This spell can expire early if the porcupine effect triggers
50 times.
70
Abolishment III
Cures elemental and noxious impairments on the fury's group. Deals instant heat damage to the target and all other nearby encounter members.
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
Nature's Salve VIII
Instantly heals some of target ally's health
71
Feast IV
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
72
Death Swarm VII
Deals divine damage over time to the target and lowers their defense
72
Lucidity VI
An augmentation that increases the intelligence and power pool of an ally
72
Master of the Hunt V
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold
72
Back into the Fray II
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
73
Forest Spirit V
A group augmentation that increases the intelligence and wisdom of the fury's group
73
Nature's Elixir VII
Replenishes a large amount of target ally's health
74
Armor of Nature VI
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group
74
Starnova IV
Deals instant heat damage to the target and all other nearby encounter members
74
Ring of Fire II
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring
75
Maddening Swarm III
Interrupts target encounter and reduces their casting and aggression skills
75
Fae Fire IV
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks
76
Hibernation II
Replenishes the group's health after a short period of time has passed
76
Intimidation VI
Impairs the target's agility and wisdom
76
Karana's Hold VI
Roots the fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect
76
Peerless Predator V
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
77
Thunderbolt V
Instantly deals a significant amount of magic damage to target
77
Thornskin VII
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
78
Call of Storms II
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of
effect
78
Regrowth VII
Heals a large amount of target ally's health over time for a short duration
78
Tempest VII
Deals cold damage over time to an opponent. Deals extra damage to elementals
79
Autumn's Kiss VI
Replenishes health over time for a short duration to the druid's group
79
Primal Fury V
An augmentation that increases
damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
79
Brambles VI
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect
80 Cure Curse Cures curse impairments on the target ally.
80
Ball Lightning
Launches a ball of lightning from your hands that travels forward, pulsating lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be cancelled early if needed
80
Feral Tenacity IV
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
80
Porcupine III
An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell and the fury is stunned, but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers
50 times
80
Untamed Regeneration VI
Heals all allies near the fury
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
Nature's Salve IX
Instantly heals some of target ally's health
81
Feast V
An impairment placed on the target, that heals the fury's group over a period of time and increases the group's strength and stamina when that target dies
82
Death Swarm VIII
Deals divine damage over time to the target and lowers their defense
82
Lucidity VII
An augmentation that increases the intelligence and power pool of an ally
82
Master of the Hunt VI
A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold
82
Back into the Fray III
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury
83
Forest Spirit VI
A group augmentation that increases the intelligence and wisdom of the fury's group
83
Nature's Elixir VIII
Replenishes a large amount of target ally's health
84
Armor of Nature VII
A group augmentation that increases the physical damage resistance and in-combat health regeneration of the fury's group
84
Starnova V
Deals instant heat damage to the target and all other nearby encounter members
84
Ring of Fire III
Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring
85
Maddening Swarm IV
Interrupts target encounter and reduces their casting and aggression skills
85
Fae Fire V
A group augmentation that grants the fury's group additional heat damage with every successful melee attack for up to 3 attacks
86
Hibernation III
Replenishes the group's health after a short period of time has passed
86
Intimidation VII
Impairs the target's agility and wisdom
86
Karana's Hold VII
Roots the fury's target in place, preventing them from movement. Every hostile spell of damage received by the target has a chance at breaking the effect
86
Peerless Predator VI
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures
87
Thunderbolt VI
Instantly deals a significant amount of magic damage to target
87
Thornskin VIII
An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally
88
Call of Storms III
Calls upon the
power of thunderstorms to inflict damage to enemies within the area of
effect
88
Regrowth VIII
Heals a large amount of target ally's health over time for a short duration
88
Tempest VIII
Deals cold damage over time to an opponent. Deals extra damage to elementals
89
Autumn's Kiss VII
Replenishes health over time for a short duration to the druid's group
89
Primal Fury VI
An augmentation that increases
damage attributes and grants the chance for increased attack speed and combat attack damage in combat of an ally. This spell does not require any concentration, but can only be maintained on a single ally
89
Brambles VII
Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect
90
Ball Lightning II
Launches a ball of lightning from your hands that travels forward, pulsating lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be cancelled early if needed
90
Feral Tenacity V
If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time
90
Porcupine IV
An augmentation cast on the fury's
ally that greatly increases the ally's resistances and causes all
attackers of that ally instant divine damage. It costs power over time
to maintain the spell and the fury is stunned, but the spell can be
toggled off early if desired. This spell can expire early if the
porcupine effect triggers 50 times
90
Untamed Regeneration VII
Heals all allies near the fury


Training Spells

Grandmaster Options

 

Level 14

  • Thornskin II
  • Tempest II
  • Regrowth
  • Autumn's Kiss

Level 24

  • Regrowth II
  • Peerless Predator
  • Thornskin III
  • Thunderbolt

Level 34

  • Starnova
  • Nature's Elixir IV
  • Armor of Nature III
  • Peerless Predator II

Level 44

  • Tempest IV
  • Regrowth IV
  • Autumn's Kiss III
  • Nature's Salve VI

Level 54

  • Peerless Predator III
  • Thunderbolt III
  • Thornskin V
  • Regrowth V

Level 64

  • Nature's Elixir VI
  • Starnova III
  • Intimidation V
  • Fae Fire III

Level 75

  • Starnova IV
  • Master of the Hunt V
  • Death Swarm VII
  • Feast IV

Level 85

  • Starnova V
  • Nature's Elixir VIII
  • Armor of Nature VII
  • Death Swarm VIII

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Last Updated: Mar 13, 2016

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