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Eldari Spells List

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Eldari Spells List

Post by Jun on Thu Sep 15, 2016 8:05 am

As stated in the title, this is the Eldari spells list. These spells can range from elemental to defensive to offensive to auxiliary in nature. Choose wisely, as even the leader of them can't know all of the spells, or had forgotten some in favor of others. Also know that when an Elite uses an apprentice spell, it will dish out more damage than if an apprentice uses that same spell.

Apprentice Spells

Name: Shockwave
Type: Attack/Support
Damage Category: Weak
Description: The castor unleashes a shockwave that explodes ten feet from them, doing low damage. However, the opponent will likely be knocked away, or at least stumble away, if they're caught in it.
Cooldown: 2 post cooldown.

Name: Mana Bolt
Type: Attack
Damage Category: Very Weak
Description: The castor fires 5 energy bolts from their hands. As a barrage style attack, most times only very large opponents will be hit by all five. Each bolt deals very weak damage on impact.
Cooldown: N/A

Name: Fire Enchantment
Type: Support
Damage Category: N/A
Description: The castor can enchant pretty much anything without harm to the item or body part. Each enchantment is mutually excusive, they do not stack and cannot be on the same item. Fire adds burning damage.
Cooldown: Lasts 3 posts, 2 post cooldown.

Name: Ice Enchantment
Type: Support
Damage Category: N/A
Description: The castor can enchant pretty much anything without harm to the item or body part. Each enchantment is mutually excusive, they do not stack and cannot be on the same item. Ice adds freezing damage/adds to it's damaging capability with ice shards on the weapon
Cooldown: Lasts 3 posts, 2 post cooldown.

Name: Lightning Enchantment
Type: Support
Damage Category: N/A
Description: The castor can enchant pretty much anything without harm to the item or body part. Each enchantment is mutually excusive, they do not stack and cannot be on the same item. Lightning adds shock/minor electrocution damage (I hope you don't wear metal...).
Cooldown: Lasts 3 posts, 2 post cooldown.

Name: Air Enchantment
Type: Support
Damage Category: N/A
Description: The castor can enchant pretty much anything without harm to the item or body part. Each enchantment is mutually excusive, they do not stack and cannot be on the same item. Air adds two cuts with every strike and syphons some more blood than normal.
Cooldown: Lasts 3 posts, 2 post cooldown.

Name: Grapnel
Type: Support
Damage Category: N/A
Description: The castor lashes out five energy whips at their opponent, in an attempt to catch them. They have a range of 20 feet. Most people could escape from it if they're strong enough or their weapon arm isn't tangled up. After being caught, the user can decide to toss them, pull them towards them, etc. But they must think fast on what to do, as it doesn't last very long. As in that post and at the end of it that's it.
Cooldown: 1 post

Name: Energy Barrier
Type: Defensive
Damage Category: N/A
Description: The castor puts up an energy barrier in front of them. It can block one weak magical or physical attack before vanishing.
Cooldown: 1 post cd.

Name: Seeker bolt
Type: Attack
Damage Category: Very Weak
Description: Fires a single mana bolt that homes in on the target. While very weak, the homing capabilities are rather good, being able to make the average corner turn in a building, even if it is only barely.
Cooldown: 1 post cd.

Name: Fire Ball
Type: Attack
Damage Category: Weak 
Description: Fires a single ball of fire from the hands.
Cooldown: 1

Name: Fire Bolt
Type: Attack
Damage Category: Average 
Description: Fires a single ball of fire from the hands.
Cooldown: 2  

Name: Lightning Ball
Type: Attack
Damage Category: Very Weak
Description: Same as above, but very difficult to dodge due to their speed, and is slightly weaker, doing very weak damage 
Cooldown: 1  (due to how fast they are.)

Name: Lightning Bolt
Type: Attack
Damage Category: Weak
Description: Same as above, but very difficult to dodge due to their speed, and is slightly weaker, doing weak damage 
Cooldown: 2  (due to how fast they are.)

Name: Dagger summon
Type: Support
Damage Category: N/A
Description: The castor summons a normal, steel dagger. As such, weapons made with special materials can break it, even if it might take a few tries.
Cooldown: 1 post?

Name: Earth Wall
Type: Defensive
Damage Category: Average
Description: The castor summons a wall of dirt and rock in front of them. Best used against explosive attacks or attacks with single direction area of effects.
Cooldown: 3 post CD

Name: Wood Splinter
Type: Offensive
Damage Category: Weak
Description: The castor summons a block of wood that then splinters into dozens of wood splinters. The attack is short ranged, only about 10 feet, but lighter armor types are practically useless, while medium and heavier will block them almost entirely.
Cooldown: 2

Name: Wisp Summon
Type: support
Damage Category: N/A
Description: Summons a 5 inch tall, humanoid, insect winged, creature. These vary on appearance from very attractive to as grotesque as a Keavna. They do have fairly decent magic, able to use Energy Barrier and Mana Bolt. Plus single firing version of Mana Bolt. They are weak and easily taken care of, but their role is supporting the castor.
Cooldown: 2 post cd


Regular Spells

Name: Deflector
Type: Defensive
Damage Category: Average
Description: The castor puts up a shield that deflects average powered magic. Sometimes right back at the person, but rarely.
Cooldown: 3 posts

Name: Payback
Type: Defensive
Damage Category: Average
Description: If an item is thrown, or fired, like a ballista bolt or arrow, it is absorbed and then fired back at them.
Cooldown: 3 posts

Name: Teleport
Type: Support
Damage Category: N/A
Description: The castor teleports to a place a dozen yards in the direction they're staring at. They cannot teleport through walls.
Cooldown: 2

Name: Wind Vortex
Type: Support
Damage Category: N/A
Description: The castor creates a wind vortex that will suck in the target and keep them there. They can  still move and defend and the like, but it is extremely difficult to get out.
Cooldown: 3

Name: Seism
Type: Attack
Damage Category: Strong
Description: The earth in the surrounding area shakes harshly and explodes upwards. 100 yard area of effect. You gotta deal with the shaking, the random explosions flinging boulders everywhere, and the boulders falling down. This is very consuming on the magical energy.
Cooldown: 4

Name: Gicil
Type: Attack
Damage Category: Strong
Description: From the castor, 3 large spikes of ice grow out towards the target at a decent speed. Heavy Armor tends to do well in defending against this spell.
Cooldown: 3 posts.


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Elite Spells

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