Dark Classes
ShadowHunter:
- Darken Location (0): EC=0; Effect = Darkens location: Conjures a stationary orb that absorbs the light in a location, making it difficult for other non-evil classes to see. Will remain until you leave the location.
- Shadowed Blade (150): EC=40; Effect = Strength + 5 against Light: Slightly increases the power of the ShadowHunter's weapon against light classes.
-> Summon The Decaying (350): EC=0; Effect = Summons one Decaying Skeleton (HP = 50; DP = 5 per attack): Summons a brittle skeleton to fight for you at any time.
- Dismiss Servant (350): EC=0; Effect = Dismiss current summoned undead: Dismisses your summoned undead.
- Creeping Death (500): EC=50; Effect = Prevent target's movement to another location for two turns; can still attack and use abilities: Engulfs the target in conjured sludge, preventing movement to another location for 30 seconds. Can still attack.
- Night Sword (700): EC=110; Effect = Strength + 20 against Light: Increases the power of the ShadowHunter's weapon against light classes.
- Choking of Shadows (800): EC=600; DP=40 Each Turn For Following 3 Turns: The ShadowHunter remotely grips the target's throat and chokes him/her. Does minor damage for three turns (along with additional attacks for the following two).
- Disease (1100): EC=500; Effect = Gives summoned undead 50 HP/ Causes 2 points of damage to enemy for every turn during the battle: Heals your undead servant, though diseases an enemy target (not from the same spell).
- Summon Shadows (1400): EC=350; Effect = Summon Shade (HP = 1; DP = 0 per attack): Summons a Shade (dark ghost-like spirit) which can go to other locations to "spy" on targets. When the time comes, it can shock the mind of the target, preventing action for 30 seconds (consuming the Shade). Only one Shade can be summoned at a time. The shade can only be seen by classes which can see invisible beings.
-> Summon Skeletal Soldier (1500): EC=250; Effect = Summons one Skeletal Soldier (HP = 250; DP = 15 per attack): Summons a sturdy skeleton with a rusty sword to fight for you at any time.
- Shadow Blade (2000): EC=450; Effect = Strength + 40 against Light: Greatly increases the power of the ShadowHunter's weapon against light classes.
- Wave of Blight (2200): EC=1100; Effect = Reduces target's strength by 3 per turn until the end of the battle or the target leaves the region (when it will reset): A heavy wave of death and weakness befalls the target.
- Void of Darkness (3000): EC=900; DP=0: Renders light fiends motionless for a few minutes (cannot move to another place). They can attack though.
- Sword of The DarkBringer (5000): EC=2000; Effect = Strength + 200 against Light: Powers your weapon with the energy of the dark world, causing great damage to light classes.
- DarkForce Explosion (5000): EC=1800; DP=2000 (against Light): Cause great damage to a light target in your location.
- Hate's Stallion (6000): EC=0: Summons a horse that allows region-to-region travel by skipping connection regions.
Necromancer:
- Can only have one summoned undead spell in effect at any time. At no time can you have more than one summoned undead companion with you. All summoned beings can travel with you or independently. -
Summoned undead automatically absorb damage directed at you, and their turns in battle are independent of yours (you can cast a spell and the servant can attack in one turn).
-> Summon The Decaying (0): EC=0; Effect = Summons one Decaying Skeleton (HP = 50; DP = 5 per attack): Summons a brittle skeleton to fight for you at any time.
- Dismiss Servant (0): EC=0; Effect = Dismiss current summoned undead: Dismisses your summoned undead.
- Creeping Death (50): EC=50; Effect = Prevent target's movement to another location for 30 seconds; can still attack and use abilities: Engulfs the target in conjured sludge, preventing movement to another location for 30 seconds. Can still attack.
-> Summon Skeletal Servant (200): EC=50; Effect = Summons one Skeletal Servant (HP = 100; DP = 10 per attack): Summons a skeleton to fight for you at any time.
- Frenzy (400): EC=300; Effect = Summoned undead's DP + 3: Fills your summoned companion's eyes with madness, improving it's strength as long as it is in the same region (no longer in effect once you leave).
-> Summon Skeletal Soldier (800): EC=250; Effect = Summons one Skeletal Soldier (HP = 250; DP = 15 per attack): Summons a sturdy skeleton with a rusty sword to fight for you at any time.
- Disease (1000): EC=500; Effect = Gives summoned undead 50 HP/ Causes 2 points of damage to enemy for every turn during the battle: Heals your undead servant, though diseases an enemy target (not from the same spell).
-> Summon Barbed Skeleton (1400): EC=400; Effect = Summons one Barbed Skeleton (HP = 400; DP = 25 per attack): Summons a skeleton with barbs and a rusty sword to fight for you at any time.
-> Summon Zombie (1400): EC=400; Effect = Summons one Zombie (HP = 600; DP = 15 per attack): Summons a zombie to fight for you at any time. It is more defensive than a skeleton, though is not as strong with attacks.
- Consume Dead (1500): EC=0; Effect = You recover 400 HP from a fallen enemy: You recover health from a nearby corpse.
-> Summon Ghoul (1900): EC=600; Effect = Summons one Ghoul (HP = 800; DP = 20 per attack): Summons a stronger zombie to fight for you at any time.
->> Summon Banshee (2400): EC=0; Effect = Summons one Banshee (HP = 700; DP = 15 per attack; Spell: [Death Sentence: Will automatically defeat the target if he/she does not leave the region in five minutes]): Summons a physically weak spirit to fight for you that can cast Death Sentence on a target once every two minutes (it cannot be dismissed during this two minute period since it's energy is needed to complete the spell).
->> Summoning of the Great Skeleton (2700): EC=1000; Effect = Summons one Great Skeleton (HP = 1000; DP = 35 per attack): Summons a powerful skeletal warrior to fight for you with a dark sword.
->> Summon Dark Hydra (3600): EC=1500; Effect = Summons one Dark Hydra (HP = 2000; DP = 35 per attack): Summons a creature of the same power of the Great Skeleton, though it has much greater defense.
->> Summon Dark Chimaera (4500): EC=0; Effect = Summons one Dark Chimaera (HP = 2000; DP = 55 per attack): Summons a fire-breathing monster from the underworld to fight for you.
Spectre:
- Slip Into Shadows (0): EC=0; Effect = Invisibility: Hides the Spectre as long as he/she doesn't move or take any actions. Can only be seen by classes which can see invisible beings.
- Curse Target (50): EC=50; DP=0; Effect = Decrease DP to Darkness by 15: Target does less damage to Dark classes until the curse is dispelled.
- Cancel Enchantment (100): EC=50; Effect = Remove Personal Enchantment: Removes a target's enchantment.
- Shroud of Darkness (300): EC=200; Effect = Darken Location: The Spectre darkens the location, darkness with which Wraiths can gain their natural power. Is removed upon any other action by the Spectre or the location is lit by another character.
-> Curse Location (650): EC=400; Effect = Decrease DP to Darkness by 15: Decreases damage done to Darkness in a location (as long as the Spectre is there).
- Cancel Enchanted Location (650): EC=400; Effect = Remove Local Enchantment: Removes a location's enchantment.
- Field of Darkness (1000): EC=500; Effect = Prevent Local Enchantments: Prevents enchantments in an location as long as you're there (as long as the one enchanting the location has a lower post count). Actions will not cancel this effect.
- Shadow Shroud (1500): EC=300; Effect = Invisibility: Same effect as Slip Into Shadows, though can target others.
- Cloud of Corruption (2000): EC=1200; Effect = Prevent Following Wizard Spell: Prevents the next wizard spell from taking effect in a location (will not prevent spells which are already in process).
->> Curse Region (2300): EC=2000; Effect = Decrease DP to Darkness by 15: Same as Curse Location, though affects a region.
- Cancel Regional Enchantment (2300): EC=1500; Effect = Cancel Regional Enchantment: Same as Cancel Enchanted Location, though affects a region.
- Evil Haze (3000): EC=2600; Effect = Prevent Enchantments In Region: Same as Field of Darkness, though affects an entire region.
- Possess (3500): EC=3000; Effect = Use One Ability Of The Target: Lets you use one technique that a target in your location has (target must have less than half of your post count).
- Curse of Chaos (4000): EC=2000; Effect = Prevent Next Spell: Prevents the next spell from taking effect in a location (any class).
- Curse of Ta'Rah (13000): EC=13000; Effect = Prevent all characters from harming Dark characters in a region as long as the Spectre remains there and does not move (can only be used once per day/cannot be dispelled unless Spectre falls; Spectre is not under the effect of this spell): An ancient and terrifying shadow falls over a region, preventing all damage to Dark characters.
Sorcerer:
- Dark Grip (0): EC=5; DP=4: Surrounds the target with a dark mist, doing minor damage.
- Choke (0): EC=7; DP=5: The Sorcerer holds out his/her hand and chokes the target, doing minor damage.
- Stun Target (0): EC=7; DP=0; Effect = Stun: Target cannot take any actions or move: Prevents target from taking any actions for 20 seconds. Will not take away the target's next turn in battle.
- Blast of Darkness (150): EC=50; DP=35: A conjured wave of darkness slams the target.
- Dimensional Ripple (200): EC=70; DP= 40; Effect = Stun: Target cannot take any actions or move: Attack spell that also stuns the target for 20 seconds. Will not take away the target's next turn in battle.
- DarkForce (300): EC=120; DP=75: Darkness crushes the target from all directions.
- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.
- Suffocate (450): EC=200; DP=50 Each Turn For Following 3 Turns: The air is removed around the target, suffocating him/her. Does minor damage for three turns (along with additional attacks for the following two).
- Ground Shock (600): EC=250; DP=110: Will not affect levitated targets
- Dimensional Wave (800): EC=400; DP=160: The dimension is warped around the target, causing a large amount of damage.
- Evil Cyclone (1200): EC=500; DP=180: A temporary portal to the dark world opens, consuming the target in a cyclone of shadows, ultimately crushing him/her.
- Death's Warning (1200): EC=100; DP=0: Will cause great fear to the target and cause him/her to leave the location and go back into the general region. Will not affect Wizards.
-> Storm of Darkness (1500): EC=750; DP=260: The powers of the ancient sorcerer are summoned, showering the target in flames and consuming him/her in darkness.
- Summon Familiar (2000): EC=500; Effect = Summon a Familiar to travel/ Can do anything except attack or use abilities: Allows you to summon a familiar and send it to other areas. It cannot attack and will come back to you if attacked.
-> Dimensional Crack (2000): EC=1000; DP=400: A local form of Dimensional Storm targeting one character. The target temporarily experiences the effects of being caught between dimensions in this destructive spell.
- Destroy Light (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any summoned being of light which is under the control of someone of a lesser post count.
- Summoning of Destruction (3000): EC=2300; DP=750: The Sorcerer uses the powers of the ancients to conjure a local cataclysm.
- Dark Gate (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.
-> Force of Evil (3500): EC=3000; DP=1200 to Light; 1000 to any other alignment: The Sorcerer summons a legion of wraiths to destroy the target.
->> Dimensional Fallout (4000): EC=3500; DP=1500: The forces of Dark Energy are concentrated on a single location, doing massive damage to everyone in a location (except of dark alignment)
->>>> Dimensional Storm (15000): EC=15000; DP=3000 to all in entire Region: The ultimate power of Dark Energy is concentrated and amplified on an entire region. |