Conjurer

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Revision as of 18:19, 20 February 2010 by 77.97.166.99 (talk)
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[[image:Conjure

Life

Allows the healing and regenerating of wounds, as well as bringing the dead back to life.

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  Name Pos. Type Casting Cooldown Duration Range Area
Heal Ally 1 Direct 0.5 5 25
Heals an ally.
Heal Self 2 Direct 1 15
Heals the caster.
Resurrect 3 Constant 6 120 0,0,30 8
Brings an ally back to life. In higher levels it also gives improved hit chance, armor bonus and invulnerability.
Regenerate Ally 4 Constant 0.5 20 30 25
Heals an ally over time.
Regenerate Self 5 Constant 1 30 30
Heals the caster over time.
Divine Intervention 6 Constant 1 110 10,20,35,50,70 25
Makes the ally immune to non-damaging powers.
Life Savior 7 Direct 1.5 60 20
Heals an ally to a large extent.
Greater Regeneration 8 Constant 1.5 180 30 10
Power that heals all allies near the caster over time.
Greater Healing 9 Direct 1.5 120 6
Power that heals all allies in an area.
Mass Resurrection 10 Direct 5 300 6
Revives the allies near the conjurer.

Summon

Allows the summoning of different types of creatures and spirits to fight for the caster.

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  Name Pos. Type Casting Cooldown Duration Range Area
Summon Imps 1 Constant 1.5 60 13
Summons imps that attack the selected target.
Extraplanar Bond 2 Constant 0.5 60 60
The conjurer magically bonds to its summoning. Part of the received damage is redirected to it.
Summon Demon 3 Constant 3 50 30
Summons a demon that fights for the conjurer.
Material Bond 4 Passive
Passive. Increases the summon's hp.
Summon Zombies 5 Constant 2 60 18
Summons zombies that attack the selected target.
Demonic Rage 6 Constant 1.5 60 15
Summoned creatures become aggressive, causing additional damage but losing all their armor.
Summon Golem 7 Constant 10 120 240
Summons a stone golem that fights for the conjurer.
Magical Armor 8 Passive
Passive Increases the summon's armor.
Blood Drinker 9 Constant 4 180 60
Summoning earns life draining attacks. Part of the inflicted damage is taken as health for the current creature.
Summon Lich 10 Constant 3 60 40
Summons a lich that fights for the conjurer.

Sorcery

Allows the use of magical energies for providing different forms of protection.

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  Name Pos. Type Casting Cooldown Duration Range Area
Force Armor 1 Constant 2 70 60
A force field is created that grants the conjurer extra protection.
Shifting Silhouette 2 Constant 3 50 40 20
Increases the target's evade chance.
Friendly Shielding 3 Constant 1.5 25 60 25
Gives an ally additional protection.
Mind Blank 4 Activable 1 60
The conjurer gets resistance to crowd control effects.
Karma Mirror 5 Constant 1 60 30
Reflects part of the damage received while the spell is active.
Magic Barrier 6 Constant 2 120 120 25
Gives magic resistance to the target.
Material Wall 7 Constant 2 120 120 25
Gives physical resistance to the target.
Sanctuary 8 Constant 1.5 70 10,12,14,16,20
Makes the conjurer invulnerable, but unable to attack.
Insightful 9 Passive
The caster gains a duration bonus to all powers received from allies or himself.
Steel Skin 10 Constant 1 180 20,25,30,35,40
The conjurer creates a magic mantle that significantly reduces slashing, piercing and blunt damage.