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Erupt SP-icon-Erupt
Associated God James
Level 4
Type of Spell AoE
Casting Mode Mobile
Mana Cost 800
Damage 500-600 + Fall
Area of Effect Medium
Spell Duration None
Casting Time 4 s
Cooldown Time 35 s
"Sometimes, the direct approach ain’t the best way to win a fight. When the odds are stacked against you, a well-placed earthquake can be just the thing to shake things up. Erupt builds up pressure under the ground and releases it in a sudden blast, sending big old shockwaves radiating out. If you want to maim, stun, displace and otherwise distress a cluster of enemy troops, it’s not a bad way to go. Not a bad way to go at all." – The Manual, The Book of James


Erupt is James' level 4 spell.

Spell SummaryEdit

"Ground rises up, then smashes back down, sending out a shockwave that temporarily stuns foes." – The Manual, The Book of Charnel

The spell causes an eruption centred at the target. Any creature close enough when the eruption happens is sent flying, with its actions interrupted. Even further away from the epicenter of the eruption, one may stumble and fall from the shockwave.

The spell is obtained along with Flummox and in campaign is received in James's 4th mission.

TargetsEdit

Possible Targets for the spell Erupt
Enemy Creatures Neutral Creatures Friendly Creatures Your own Creatures
Enemy Wizards Neutral Wizards Friendly Wizards Yourself
Enemy Structures Neutral Structures Friendly Structures Your own Structures
Ground Flying Creatures Blue Souls Red Souls

Tactical UsesEdit

One of the most powerful area effect spells.

It can be combined with many other James's spells to maximalize it's usefulness.

Aswell it can be used to send your opponets flying, while ordering your Gargoyles to attack them.

Perhaps its most important use is to interrupt wizards while they cast spells. In competitive play, it may be worth hotkeying this spell if you play James often, as interrupting lengthy enemy spells quickly can be crucial.

Related SpellsEdit

Wizard Spells in Sacrifice
Spells 1 2 3 4 5 6 7 8 U
Mysticism PE-1 PE-2 PE-3 PE-4 PE-5 PE-6 PE-7 PE-8 PE-U
Geomancy JA-1 JA-2 JA-3 JA-4 JA-5 JA-6 JA-7 JA-8 JA-U
Elementalism ST-1 ST-2 ST-3 ST-4 ST-5 ST-6 ST-7 ST-8 ST-U
Sorcery PY-1 PY-2 PY-3 PY-4 PY-5 PY-6 PY-7 PY-8 PY-U
Necromancy CH-1 CH-2 CH-3 CH-4 CH-5 CH-6 CH-7 CH-8 CH-U

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