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Light Abilities

- "DarkStorm Classic" Reference -

 

Light Classes

 


Paladin:

- Light Source (0): EC=0; DP=0: Lights dark locations so anyone can enter. This will "stick" to the location until you leave.

- Glowing Blade (150): EC=40; Effect = Strength + 5 against Darkness: Slightly increases the power of the paladin's weapon against dark classes. Loses effect once the character leaves the region.

- Cure (250): EC=0; DP=0: Heals poison and disease.

- Heal (400): EC=60; Effect = Recovers 100 HP: Recovers a target's (or self's) HP.

- Light Sword (700): EC=110; Effect = Strength + 20 against Darkness: Increases the power of the paladin's weapon against dark classes. Loses effect once the character leaves the region.

- Aranel's Hammer (800): EC=500; DP=65: A giant hammer is conjured which strikes the target.

- Reanimate (1000): EC=150; Effect = Bring a fallen character back to the battle: Revives a fallen character, though the character remains motionless for three minutes (cannot move to another location/region).

- Banish Dead (1400): EC=350; DP=0: Sends necromancers' raised dead back to the underworld.

- Holy Sword (2000): EC=450; Effect = Strength + 40 against Darkness: Greatly increases the power of the paladin's weapon against dark classes. Loses effect once the character leaves the region.

- Aranel's Sword (2500): EC=1000; DP=300: A giant sword is conjured which strikes the target.

- Beam of Light (3000): EC=900; DP=0: Renders dark fiends motionless for a few minutes (cannot move to another place). They can attack though.

- Aranel's Axe (4000): EC=2000; DP=450: A giant axe is conjured which strikes the target.

- Sword of The Destined Hero (5000): EC=2000; Effect = Strength + 200 against Darkness: Places fear in the eyes of even the strongest dark fiends. Loses effect once the character leaves the region.

- Aura Blast (5000): EC=1800; DP=2000 (against Darkness): Cause great damage to a dark target in your location.

- Holy Steed (6000): EC=0: Summons a horse that allows region-to-region travel by skipping connection regions.

 

Templar:

- Cure (0): EC=0; DP=0: Heals poison and disease.

- Heal (0): EC=60; Effect = Recovers 100 HP: Recovers a target's (or self's) HP.

- Reanimate (200): EC=150; Effect = Bring a fallen character back to the battle: Revives a fallen character, though the character remains motionless for three minutes (cannot move to another location/region).

- Lay on Hands (600): EC=100; Effect = Recovers as many HP as your post count divided by three (rounded up): Heals wounds.

- Damage Undead (1000): EC=200; DP=70: Does damage to undead fiends.

-> Revive (1500): EC=700; Effect = Bring a fallen character back to the battle: Revives a fallen character with no delay afterward.

- Healing Aura (2000): EC=850; Effect = Recovers as many HP as your post count divided by two (rounded up): Heals wounds.

- Protect (2500): EC=700; Effect = Physical Damage Shield: Prevents physical damage as long as the target remains in the location and does not move or attack. Can be used on yourself.

- Embodiment of Light (3000): EC=2000; Effect = Gives a target (of any class) the ability to cast Lay on Hands three times in the same region (cannot stack, lasts until character leaves region): Provides a character with a benign healing aura.

- Shielding (3500): EC=1400; Effect = Physical Damage Shield: Prevents physical damage as long as the target remains in the region (can move around within) and does not cast anything or attack anyone. If an attack is used, only the following turn will be blocked. Can be used on yourself.

- Stellar Healing (4000): EC=2500; Effect = Heals a target completely: Heals wounds.

->> Prevent Death (4500): EC=3000; Effect = Instantly revives fallen target automatically: The Templar uses his/her power to eliminate the threat of death. Once used on a target (or self), he/she will be brought back to life in the case of defeat. Will remain in effect until the target falls once (and is brought back) or the target leaves the region. Cannot stack.



Enchanter:

- Illusion (0): EC=0; Effect = Invisibility: Turns the enchanter into a nearby object; will be removed if you move or take another action. Cannot be casted on another character.

- Enchant Target (50): EC=50; Effect = Target can attack a target twice in the beginning of battles in the region (against Darkness): Allows the target to have two turns in a row at the beginning of a battle with a dark target. Loses effect if the target leaves the region.

- Magic Wall (100): EC=60; DP=0: Prevents the entrance of a dark being into your location (not region) as long as the Enchanter remains there and does not move.

- Enchant Location (500): EC=300; DP=0: Dark magic of a lower level than the Enchanter's post count is absorbed by an aura created in the Enchanter's location (as long as the enchanter is there and does not attack).

-> Remove Local Curse (500): EC=150; DP=0: Removes the curse on a location if your post count is higher than the one who casted it.

- Remove Personal Curse (500): EC=150; DP=0: Removes the curse from someone else or self (regardless of post count).

- Field of Light (1000): EC=500; DP=0: Prevents curses in an location as long as you're there. Will not remove currently existent curses.

- Remote Illusion (1500): EC=400; Effect = Invisibility: Turns someone else into a nearby object. The spell is removed when he/she moves or takes an action.

- Feedback (2000): EC=800; DP=0: Prevents the next sorcerer spell from taking effect in a location.

- Personal Projection (2000): EC=500; Effect = Summons a copy of yourself who cannot attack or use abilities, though can travel to other regions: Conjures an illusion which is a copy of the Enchanter who can travel to other regions. The illusion cannot use any abilities, and the Enchanter cannot move until the projection is dismissed. It can be treated as the Enchanter and not an illusion to confuse a target (usually a player, but possibly in a quest as well).

->> Regional Enchantment (2300): EC=2300; DP=0: Same as Enchant Location, though affects a region.

- Remove Regional Curse (2300): EC=700; DP=0: Same as Remove Local Curse, though affects a region.

- Field of Runes (3000): EC=2700; DP=0: Same as Field of Light, though affects an entire region.

- Charm (3500): EC=1800; DP=0: Lets you use one technique that a target in your location has (target must have less than half of your post count).

- Neural Disruption (4000): EC=4000; DP=0: Prevents spells casted by anyone in a region from taking effect as long as the Enchanter is there. This includes those aligned with Light as well (including yourself until you cancel the spell or leave).

- Fortification of Aranel (13000): EC=13000; Effect = Prevent all characters from harming Light characters in a region as long as the Enchanter remains there and does not move (can only be used once per day/cannot be dispelled unless Enchanter falls/ Enchanter is not under the effect of the spell): An ancient field of runes is conjured, protecting all allies with the protection of the "Great Paladin".



Wizard:

- Flame (0): EC=5; DP=4: A small flame burns the target.

- Bolt (0): EC=7; DP=5: The target is shocked by a jolt of electricity.

- Freeze (0): EC=7; DP=5: The target is covered by frost.

- Firestrike (150): EC=50; DP=35: An upward burst of fire engulfs the target.

- Cyclone (200): EC=70; DP= 50: A whirlwind surrounds the target.

- Lightning Strike (300): EC=100; DP=65: A bolt of lightning strikes the target.

- Levitate (350): EC=200; Effect = Levitate: Prevents damage from ground based attacks as long as the target (anyone) is in the region.

- Blizzard (450): EC=200; DP=80: A gust of cold, icy wind freezes the target.

- Tremor (600): EC=250; DP=110: Will not affect levitated targets

- Explode (800): EC=350; DP=70 (to multiple targets in a location: An unstable orb is conjured which explodes, harming everyone in a location (though only the target in the regional forum).

-> Solar Wave (1200): EC=500; DP=180: A wave of plasma engulfs the target.

- Booming Voice (1200): EC=100; DP=0: Will cause great fear in the target's mind and cause him/her to leave the location and go back into the general region. Will not affect Sorcerers.

- Absolute Zero (1500): EC=750; DP=260: The air around the target suddenly drops to the minimum possible temperature of our world, freezing the target completely.

- 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.

-> Solar Flare (2000): EC=1000; DP=400: Summons the incredible heat of the sun, striking the target from above with a rain of fire and plasma.

- Destroy Undead (2500): EC=2000; DP=HP of the summoned target (if the summoner is below your post count): Will defeat any undead being which is under the control of someone of a lesser post count.

- Upheaval (3000): EC=2000; DP=700: Levitate will not protect anyone from this.

- Teleport (3200): EC=800; DP=0: Will send a friendly target back to his/her hometown as an evacuation.

- Black Hole (3500): EC=3000; DP=0: Sends the target back to his/her hometown.

-> Cosmic Fallout (4000): EC=3000; DP=1300: The power of the stars slams the target from the heavens.

->> Tectonic Break (4000): EC=3400; DP=1500: Will not affect levitated characters.

->> Quasar (5500): EC=5200; DP=0: Sends all enemies in a location back to their hometowns.

->>>> Ancient Aura Of Truth (15000): EC=15000; Effect = Prevent damage taken by all who are not Dark in entire Region: Harnessing the protection of the ancients, the Wizard creates a regional aura, protecting all who are not Dark from harm. This will prevent a Dimensional Storm conjured by a Sorcerer, and remains in effect as long as the Wizard does not move or use an ability.




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