Spellcaster: Difference between revisions
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'''Spellcaster''' is a [[special ability]] of some creatures, which enables them to cast a [[spell]] during combat. Creatures can cast the spell on their own turn during combat, and typically they use their chance to act to do so. | '''Spellcaster''' is a [[special ability]] of some creatures, which enables them to cast a [[spell]] during combat. Creatures can cast the spell on their own turn during combat, and typically they use their chance to act to do so. | ||
Exceptions: | Exceptions: | ||
* | * {{hv|Enchanter|Enchanter|text=Enchanters}} only cast mass spells and they do it in the beginning of their turn and do not lose their chance to attack in the process. | ||
* Several creatures cast after an attack. | * Several creatures cast after an attack. | ||
Perhaps the most renowed spellcasters in {{roe}} version, are the {{hv|Genie and master genie|GenieMasterGenie|text=Master Genies}}, who can cast several different spells. The expansion {{ab}} introduced | Perhaps the most renowed spellcasters in {{roe}} version, are the {{hv|Genie and master genie|GenieMasterGenie|text=Master Genies}}, who can cast several different spells. The expansion {{ab}} introduced {{hv|Faerie Dragon|FaerieDragon|text=Faerie Dragons}} and {{hv|Enchanter|Enchanter|text=Enchanters}}, who also can cast several different spells, as well as {{hv|Air Elemental and Storm Elemental|AirElementalStormElemental|text=Storm}}, {{hv|Water Elemental and Ice Elemental|WaterElementalIceElemental|text=Ice}}, {{hv|Fire Elemental and Energy Elemental|FireElementalEnergyElemental|text=Energy}} and {{hv|Earth Elemental and Magma Elemental|EarthElementalMagmaElemental|text=Magma elementals}}, who can each cast protection from their own school of magic. | ||
'''Can cast instead of normal action:''' | '''Can cast instead of normal action:''' | ||
| Line 16: | Line 16: | ||
* {{Cn|Leprechaun}}{{-}}{{withhota}} – can cast {{Sn|Fortune}} at advanced level at 6 power, 3 times | * {{Cn|Leprechaun}}{{-}}{{withhota}} – can cast {{Sn|Fortune}} at advanced level at 6 power, 3 times | ||
* {{Cn|Satyr}}{{-}}{{withhota}} – can cast {{Sn|Mirth}} at advanced level at 6 power, 3 times | * {{Cn|Satyr}}{{-}}{{withhota}} – can cast {{Sn|Mirth}} at advanced level at 6 power, 3 times | ||
* {{Cn|Faerie Dragon|image=Faerie Dragon (HotA)}} – can cast several different spells at advanced level at 5 * N power, which N is the the number of Faerie Dragons in the stack, 5 times, see | * {{Cn|Faerie Dragon|image=Faerie Dragon (HotA)}} – can cast several different spells at advanced level at 5 * N power, which N is the the number of Faerie Dragons in the stack, 5 times, see {{hv|Faerie Dragon|FaerieDragon}} for more information | ||
'''Casts before normal action:''' | '''Casts before normal action:''' | ||
* {{Cn|Enchanter}} – can cast several different spells at expert level every 3 rounds at 3 power, see | * {{Cn|Enchanter}} – can cast several different spells at expert level every 3 rounds at 3 power, see {{hv|Enchanter|Enchanter}} for more information | ||
'''Casts after attack:''' | '''Casts after attack:''' | ||
| Line 29: | Line 29: | ||
* {{Cnu|Sea Witch|Sorceress}}{{-wh}} – casts {{Sn|Weakness}} at 3 power or {{Sn|Disrupting Ray}} at basic/advanced level | * {{Cnu|Sea Witch|Sorceress}}{{-wh}} – casts {{Sn|Weakness}} at 3 power or {{Sn|Disrupting Ray}} at basic/advanced level | ||
* {{Cn|Mummy}} - 25% chance to cast {{Sn|Curse}} at advanced level at 3 power | * {{Cn|Mummy}} - 25% chance to cast {{Sn|Curse}} at advanced level at 3 power | ||
* {{Cn|Fangarm}}{{-wh}} - casts {{Sn|Hypnotize}} at advanced level for 3 rounds, see | * {{Cn|Fangarm}}{{-wh}} - casts {{Sn|Hypnotize}} at advanced level for 3 rounds, see {{hv|Fangarm|Fangarm}} for more information | ||
[[Category: Creature specialties]] | [[Category: Creature specialties]] | ||
__NOTOC__ | __NOTOC__ | ||
<!-- popupables --> | <!-- popupables --> | ||
{{Creatures/Air Elemental and Storm Elemental|popupid=AirElementalStormElemental}}{{Creatures/Angel and Archangel|popupid=AngelArchangel}}{{Creatures/Earth Elemental and Magma Elemental|popupid=EarthElementalMagmaElemental}}{{Creatures/Fire Elemental and Energy Elemental|popupid=FireElementalEnergyElemental}}{{Creatures/Genie and Master Genie|popupid=GenieMasterGenie}}{{Creatures/Roc and Thunderbird|popupid=RocThunderbird}}{{Creatures/Water Elemental and Ice Elemental|popupid=WaterElementalIceElemental}} | {{Creature/Enchanter|popupid=Enchanter}}{{Creature/Faerie Dragon|popupid=FaerieDragon}}{{Creature/Fangarm|popupid=Fangarm}}{{Creatures/Air Elemental and Storm Elemental|popupid=AirElementalStormElemental}}{{Creatures/Angel and Archangel|popupid=AngelArchangel}}{{Creatures/Earth Elemental and Magma Elemental|popupid=EarthElementalMagmaElemental}}{{Creatures/Fire Elemental and Energy Elemental|popupid=FireElementalEnergyElemental}}{{Creatures/Genie and Master Genie|popupid=GenieMasterGenie}}{{Creatures/Roc and Thunderbird|popupid=RocThunderbird}}{{Creatures/Water Elemental and Ice Elemental|popupid=WaterElementalIceElemental}} | ||
Revision as of 03:44, 24 August 2025
Spellcaster is a special ability of some creatures, which enables them to cast a spell during combat. Creatures can cast the spell on their own turn during combat, and typically they use their chance to act to do so. Exceptions:
- Enchanters only cast mass spells and they do it in the beginning of their turn and do not lose their chance to attack in the process.
- Several creatures cast after an attack.
Perhaps the most renowed spellcasters in Restoration of Erathia version, are the Master Genies, who can cast several different spells. The expansion Armageddon's Blade introduced Faerie Dragons and Enchanters, who also can cast several different spells, as well as Storm, Ice, Energy and Magma elementals, who can each cast protection from their own school of magic.
Can cast instead of normal action:

Archangel – can cast
Resurrection once, 100 Health per Archangel in the stack*Technically archangels do not cast Resurrection. See Angel and Archangel for more information.
Master Genie – can cast several different spells at advanced level at 6 power, 3 times, see Master Genie for more information
Ogre Mage – can cast
Bloodlust at advanced level at 6 power, 3 times
Storm Elemental – can cast
Protection from Air at advanced level at 6 power, 3 times
Ice Elemental – can cast
Protection from Water at advanced level at 6 power, 3 times
Energy Elemental – can cast
Protection from Fire at advanced level at 6 power, 3 times
Magma Elemental – can cast
Protection from Earth at advanced level at 6 power, 3 times
Leprechaun
– can cast
Fortune at advanced level at 6 power, 3 times
Satyr
– can cast
Mirth at advanced level at 6 power, 3 times
Faerie Dragon – can cast several different spells at advanced level at 5 * N power, which N is the the number of Faerie Dragons in the stack, 5 times, see Faerie Dragon for more information
Casts before normal action:

Enchanter – can cast several different spells at expert level every 3 rounds at 3 power, see Enchanter for more information
Casts after attack:


Unicorn and War Unicorn - 20% chance to cast
Blind at advanced level at 3 power

Black Knight and Dread Knight - 25% chance to cast
Curse at advanced level at 3 power
Thunderbird - 20% chance to cast
Lightning Bolt, causing 10 * N Damage, which N is the the number of Thunderbirds in the stack*Technically Thunderbirds do not cast Lightning Bolt. See Roc and Thunderbird for more information.
Serpent Fly - casts
Dispel at advanced level *Note: Only dispel beneficial spells 
Dragon Fly - casts
Dispel and
Weakness at advanced level at 3 power *Note: Only dispel beneficial spells 

Sea Witch and Sorceress
– casts
Weakness at 3 power or
Disrupting Ray at basic/advanced level
Mummy - 25% chance to cast
Curse at advanced level at 3 power
Fangarm
- casts
Hypnotize at advanced level for 3 rounds, see Fangarm for more information

Enchanter
17
12
Shots
32
14
30
9
Move
Ground
Size
1
Growth
2
1210
805
Cost
750

Faerie Dragon
20
20
20–30
500
15
Move
Flying
Size
2
Growth
1
16317
Cost
10000
8

Fangarm
12
12
8–12
50
6
Move
Flying
Size
1
Growth
3
929
929
Cost
600

Air Elemental
9
9
2–8
25
7
Move
Ground
Size
1
Growth
6
356
324
Cost
250
Elemental. Immune to Meteor Shower. Vulnerable to Armageddon, Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt. 200% Base Damage to Earth Elementals and Magma Elementals.

Storm Elemental
9
9
Shots
24
2–8
25
8
Move
Ground
Size
1
Growth
6
486
324
Cost
275
Elemental. Shoots. Immune to Meteor Shower. Vulnerable to Armageddon, Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt. 200% Base Damage to Earth Elementals and Magma Elementals. Spellcaster: Protection from Air.

Angel
20
20
50
200
12
Move
Flying
Size
1
Growth
1
5019
3585
Cost
3000
1

Archangel
30
30
50
250
18
Move
Flying
Size
2
Growth
1
8776
6033
Cost
5000
3

Earth Elemental
10
10
4–8
40
4
Move
Ground
Size
1
Growth
4
330
415
Cost
400
Elemental. Immune to Armageddon, Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt. Vulnerable to Meteor Shower. 200% Base Damage to Air Elementals and Storm Elementals.

Magma Elemental
11
11
6–10
40
6
Move
Ground
Size
1
Growth
4
490
490
Cost
500
Elemental. Immune to Armageddon, Lightning Bolt, Chain Lightning, and Titan's Lightning Bolt. Vulnerable to Meteor Shower. 200% Base Damage to Air Elementals and Storm Elementals. Spellcaster: Protection from Earth.

Fire Elemental
10
8
4–6
35
6
Move
Ground
Size
1
Growth
5
345
345
Cost
350
Elemental. Immune to Fire Magic. Vulnerable to Ice Bolt and Frost Ring. 200% Base Damage to Water Elementals and Ice Elementals.

Energy Elemental
12
8
4–6
35
8
Move
Energizing
Size
1
Growth
5
470
360
Cost
400
Elemental. Flies. Immune to Fire Magic. Vulnerable to Ice Bolt and Frost Ring. 200% Base Damage to Water Elementals and Ice Elementals. Spellcaster: Protection from Fire.

Genie
12
12
13–16
40
7
Move
Flying
Size
1
Growth
3
884
680
Cost
550

Master Genie
12
12
13–16
40
11
Move
Flying
Size
1
Growth
3
942
748
Cost
600

Roc
13
11
11–15
60
7
Move
Flying
Size
2
Growth
3
1027
790
Cost
600
Flies.

Water Elemental
8
10
3–7
30
5
Move
Ground
Size
2
Growth
6
315
315
Cost
300
Elemental. Immune to Ice Bolt and Frost Ring. Vulnerable to Armageddon, Fireball, and Inferno. 200% Base Damage to Fire Elementals and Energy Elementals.

Ice Elemental
8
10
Shots
24
3–7
30
6
Move
Ground
Size
2
Growth
6
380
315
Cost
375
Elemental. Shoots. Immune to Ice Bolt and Frost Ring. Vulnerable to Armageddon, Fireball, and Inferno. 200% Base Damage to Fire Elementals and Energy Elementals. Spellcaster: Protection from Water.























