Enderal:Mentalism

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Mentalism
EN-Combat-Mentalism-icon.png
Memories Thaumaturge
Type Combat FormID -

The school of Mentalism allows you to summon spectral shields from your bare hands, to unlock locks and chests with your power of thought, to make yourself invisible or to make your skin as hard as iron. Mentalism is subject to the memories of the 'Thaumaturge'.

Mentalism Spells

Name Description Rank Level Magnitude Duration Cost
Spell Ward Increasing Armor Rating by X and reduces taken damage by X points. I Novice 35 - 7/s
II Apprentice 53 - 14/s
III Adept 78 - 24/s
IV Expert 110 - 35/s
V Expert 140 - 50/s
VI Master 180 - 70/s
Divine Shield Absorbs X points of Health from the target. Can be only casted on enemies. I Novice 80 240 21
II Apprentice 95 300 35
III Adept 120 300 61
IV Expert 150 300 86
V Master 180 360 105
VI Master 210 360 131
Magelight Creates a magical light for X seconds that follows the caster. I Novice 10 60 13
II Novice 13 90 65
III Novice 15 140 74
IV Novice 20 180 96
Equilibrium Converts X points Health into Mana. You can die due to this effect. I Novice 15 - 0
II Novice 25 - 0
III Novice 38 - 0
Water Breathing Breath water for X seconds. I Adept - 60 43
II Adept - 180 96
Paralyze Target gets paralyzed for X seconds. I Expert - 2 92
II Master - 6 157
Telekinesis Can pull an object to you from a distance. Add it to your inventory or throw it. - Adept 1 - 8/s