Théran Codex Théran · Play
Druid

Druid

38Spells
10BalanceFire
10GuardianEarth
10RestorationWater

Common spells are accessible regardless of specialization; each specialization adds its own, starting at level 10. The level indicated is the level to which the spell opens.

Each throw draws its damage in a range of ±15% around the base of the spell: it is it that is indicated under each effect. It does not take into account your characteristics, nor your damage, nor the resistances of the target, which move it whole; critical shots are a second draw, over it.

Common spells

LevelSpellAP RangeElementEffect
1 Wrath 3 1–6 Fire 24 · Solar — grows in Lunar Eclipse (empower the next Lunar spell +30%)Damage 20–28
1 Moonfire 3 1–6 Fire 6 + DoT 7/round 2t · Lunar — grows in Solar Eclipse (empowering the next Solar spell +30%)
1 Scratch 2 1–1 Earth 14Damage 12–16
2 Travel Form 2 0–0 Neutral +2 MP this turn; +3 Dodge
4 Rejuvenation 3 0–5 Water healing 10/turn, 3 turns
6 Swipe 3 0–0 Earth 15 to all adjacent enemiesDamage 13–17
9 Roots 3 1–4 Neutral Rooted (MP=0), 1 round
13 Living Sap 2 0–0 Neutral healing 8% HP max (does not scale Chance)

Balance

LevelSpellAP RangeElementEffect
10 Starfire 5 2–7 Fire 46 · Solar; ×1,5 si cible <25% HPDamage 39–53
10 Starfall 5 1–5 Fire area r2 : 22 + DoT 5/turn, 2 turnsDamage 19–25
20 Solar Eruption 3 1–5 Fire 12 ; your DoTs on target +1 turnDamage 10–14
20 Celestial Alignment 2 0–0 Neutral +25% damage, 2 turns
35 Stellar Wrath 2 1–6 Fire 14 · Solar (empowering the next Lunar spell)Damage 12–16
35 Lunar Rain 4 1–5 Fire area r1 : 18 + DoT 4/turn 2t · Lunar (empower the next Solar spell)Damage 15–21
50 Typhoon 4 1–3 Air area r1 : 14 + pushes all from 2 cellsDamage 12–16
50 Force of Nature 4 1–3 Fire summons Sylvans (Branch Strike 11/turn while they live)Summon · HP 25% of launcher · 4 AP / 3 MPBranch Strike — 3 AP · 11 damage
65 Sunfire 3 1–5 Fire 10 + DoT 6/turn 3t to target AND adjacentDamage 9–12
80 Elune's Fury 5 1–4 Air area r1 persistent 2t : 16 Arcane/turn

Guardian

LevelSpellAP RangeElementEffect
10 Mangle 4 1–1 Earth 2×18 · Ironfur: 40% of damage inflicted → shieldDamage 31–41
10 Challenging Roar 3 0–0 Earth 12 + Caused (all), 1 turnDamage 10–14
20 Barkskin 2 0–0 Neutral +25% res, 1 turn
20 Frenzied Regeneration 3 0–0 Neutral healing 15% HP max (does not scale Chance)
35 Paw Swipe 2 1–1 Earth 12 · Ironfur: 40% of damage inflicted → shieldDamage 10–14
35 Crash 4 0–0 Earth 16 adjacent + removal 1 MP · Ironfur: 40% of damage → shieldDamage 14–18
50 Survival Instinct 2 0–0 Neutral -50% damage sustained, 2 turns
50 Wild Charge 3 2–5 Earth leap to enemy + 18 + Rooted 1tDamage 15–21
65 Incapacitating Roar 3 0–0 Earth removal all MP (root) 1t (all adjacent r2)
80 Ravenous Shred 4 1–1 Earth 2×16 + treats 40% of damageDamage 27–37

Restoration

LevelSpellAP RangeElementEffect
10 Efflorescence 4 1–4 Water area r2 : healing 30 + the area heals 8/turn, 2 turns
10 Budding 4 0–0 Water treats the 3 most injured allies of 26
20 Lifebloom 2 0–5 Water healing 12/round, 3 turns (1/target)
20 Tranquility 6 0–99 Water treats ALL 35 allies (without LdV)
35 Photosynthesis 2 0–0 Neutral healing issued +20%, 2 laps
35 Germination 3 0–5 Water healing 14 + healing 6/turn, 2 turns
50 Incarnation: Tree of Life 3 0–0 Water Tree shape: healing delivered +40%, 3 turns
50 Bloom 3 0–5 Water 30 instant healing ; consumes an active HoT → +15
65 Nature's Healing 2 1–5 Water dissipates 2 malus on an ally + healing 10 (an ally OTHER than you)
80 Entangling Brambles 3 1–5 Earth 16 + removal 2 MP (Land, Scale Chance)Damage 14–18