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Spell/ability List With requirements

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Posted 08 August 2003 - 03:52 AM

The following are the skills and abilities of all the classes in Earthia. The number requirement refers to your post count.

'>' Symbols signify each turn which must be lost in order to cast a spell. If one exists, the caster must use an extra turn to use the ability (two turns total). If more exist, the number is added onto the number lost.

Important Note About Invisibility: In order to truly be invisible (ability of certain classes) one can post the "Exits Region" post and not officially enter anywhere. Upon entering (losing invisibility), it must be stated that the spell was used, and the EP will be taken off upon entrance into another (or the same) region, depending on the spell/ability. Classes that can reveal invisible characters must make a thread requesting the present characters to post. This way invisibility does not need to be roleplayed.

Last update: October 10th

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.

- 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.

- 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.

- 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.

- 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.


Healer:
- 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 two (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.

- 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.

- Shielding (3500): EC=1400; Effect = Physical Damage Shield: Prevents physical damage as long as the target remains in the region 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.

->> Prevent Death (4500): EC=3000; Effect = Instantly revives fallen target automatically: The Healer 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. Can not be used twice for double the effect.


Enchanter:
- Illusion (0): EC=0; Effect = Invisibility to all who enter the region after the spell's use: 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 for one minute.

- Enchant Location (500): EC=300; DP=0: Dark beings will need to wait one minute between actions in the location (as long as the enchanter is there).

-> 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 (regardless of post count).

- Field of Light (1000): EC=500; DP=0: Prevents curses in an location as long as you're there (as long as the one cursing the location has a lower post count).

- Remote Illusion (1500): EC=400; DP=0: 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.

->> 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. This includes those aligned with Light as well (including yourself until you cancel the spell).


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.


Trader:
- No abilities yet -


Rogue:
- Hide (0): EC=0; Effect = Invisibility, though must make entrance post in the same exact location: Renders the Rogue invisible to all who cannot see invisible beings (will remain up until the rogue moves or takes an action).

- Pickpocket (0): EC=0; Effect = None officially: This is purely a roleplay ability at this time.

- Stab (100): EC=100; DP=5: The Rogue quickly stabs the target, doing minor damage. Due to its quickness though, it can be used along with another attack or ability (except Backstab).

- Sneak (500): EC=0; Effect = Always have the first turn in battle unless against another Rogue: Using the Rogue's ability to move silently, he/she provides himself/herself with the necessary time to plan an attack without notice. This allows a Rogue to always have the first turn in organized battle (always in effect) unless against another Rogue, in which case the normal rules apply. This does not affect the case of being attacked without notice (along with being hit by arrows).

- Silence Enemy (1000): EC=400; Effect = No others can join the battle with the target: The Rogue silences the enemy, preventing others from knowing of any trouble.

- Pick Lock (1000): EC=0; Effect = Escape Jail; Enter Secure Locations: The Rogue picks a lock, opening doors which otherwise could not be opened.

- Blade Dance (1500): EC=800; DP=25; Effect = Damages all targets within location: The Rogue spins his/her weapon(s) around quickly, damaging all targets in the location.

- Poison Weapon (2000): EC=1400; DP=15 per target's turn in current battle: The Rogue stabs a target with a poisoned weapon, causing suffering throughout the battle. Can only be used once on the same target.

- Backstab (3000): EC=500; DP=30: The Rogue quickly jumps around the target, stabbing him/her suddenly and with force. Due to its quickness, it can be used along with another attack or ability within the same turn (except Stab).

- Lawless Fury (3000): EC=1400; DP=600 to Guards; Restriction = Target must not be a Guard from the Rogue's hometown: The Rogue unleashes his/her abilities in a furious attack toward an opposing Guard.


Entertainer:
Completely a roleplay class at the moment (must come up with own abilities).


Ranger:
Note: Rangers DO NOT require bows to use any abilities listed here. They, by default, have a bow without effects.

- Use Bow (0): EC=0; DP=4: Fires a projectile that can do minor damage to anyone in your region (must post in location for the arrow to hit the target).

- Detect Disturbance (200): EC=0; Effect = Make a post requesting all invisible characters in region to reveal themselves as long as you're there.: Will allow you to see all hidden characters.

- Poisoned Arrow (200): EC=150; Effect = Cannot attack for one minute from the initial hit, though can move: Renders target unable to attack for one minute (can still move). - Credit to Amazonqueen

- Night Vision (500): EC=0; DP=0: Will allow you to see in the dark (always in use after the required post count).

- Hide (700): EC=0; Effect = Invisibility, but must make entrance post in the exact same location as you left: Makes you invisible in your region. Remains active until the next action, you enter a location, or you leave the region.

- Forage (700): EC=100; Effect = Heal poison: You find a nearby herb that can heal poison.

- Ambidexterity (1100): EC=0; DP=0: You can hold two weapons (weapons that don't require both hands).

- Bow Mastery (1400): EC=0; DP=20: Can launch two arrows at the same time (as long as they are normal arrows). - Credit to Amazonqueen

- Silence (2000): EC=0; Effect = Invisibility until attack/ability is used: Can use for travel; You will remain invisible to all who cannot see invisible characters, and can move with this in effect. This will lose its effect when an ability is used or a target is attacked.

- Light Arrow (2500): EC=500; DP=100 against Darkness: Does more damage to Dark targets.

- Dark Arrow (2500): EC=500; DP=100 against Light: Does more damage to Light targets.


Guard:
- Summon More Guards (0): EC=0; Effect = Summons five guards for use in hometown (HP = 100; DP = 20 per attack): Will bring five NPC guards to aid you (in hometown). This is only effective in your hometown and as long as you are there.

- Guard Companion (500): EC=0; Effect = Summons one guard for use anywhere (HP = 100; DP = 20 per attack): Brings a loyal guard with you to aid you outside your hometown. Will remain active until the other guard is defeated. To summon another guard, you must be in your hometown.

- Handcuff Criminal (800): EC=600; Effect = Prevent physical attacks for one minute: Binds a target's hands together, preventing a non-caster from attacking anything for one minute. This effect automatically deactivates if you do anything during this period of time (another guard or companion can attack though).

- Jail Criminal (1200): EC=0; DP=0: Locks an enemy up in your hometown's jail if he/she is caught in your hometown. The target may escape after five minutes, or may be broken out by anyone. The target cannot attack anyone while in jail.

- Call To Arms (2000): EC=0; Effect = Summons five guards for use in hometown (HP = 150; DP = 25 per attack) and two archers for use in hometown (HP = 30; DP = 35): Same as Summon More Guards, though two archers will also assist you which cannot be attacked until the other five guards are defeated. The other five guards are slightly stronger.

- Form Team (2800): EC=0; Effect = Summons two guards which can travel with you (HP = 150; DP = 20 per attack): Summons two guards to travel with you. They will remain active until they are defeated, and can only be summoned in your hometown.

- Keeper of the Law (3500): EC=0; Effect = Summons three guards which can travel with you (HP = 150; DP = 20 per attack): EC=0; DP=0: Summons three guards to travel with you, and guards will remain active until they are defeated. They must be summoned in your hometown.


Warrior:
- Block (0): EC=0; DP=0: Will prevent the warrior from taking damage from the next physical attack used against him/her. Not effective against magic, and will remain in effect as long as the warrior does not move and does not use any abilities (or attack).

- Ambidexterity (0): EC=0; DP=0: Can hold two weapons at the same time (as long as the weapon does not require both hands).

- Fire Bow (150): EC=0; DP=5: Fires an arrow which can do damage to anyone in your region (must post in targeted location if applicable). Must have a bow in your possession.

- Shield Bash (400): EC=0; DP=20; Effect = Prevents a physical attack from the target in the next turn: The Warrior bashes the target with his/her shield (if he/she has one), stunning the target and doing a little damage.

- Crushing Blow (600): EC=0; DP=160; Effect = Prevents the Warrior's next turn; Requirement = Warrior must be holding one weapon: The Warrior uses his/her strength and slams the target with his/her weapon, doing a good amount of damage.

- Jump Attack (1000): EC=400; DP=160: The Warrior jumps into the air and hits the target with his/her weapon(s) from above.

- Feign Crushing Blow (1000): EC=0; DP=0; Effect = Prevents the target from using magic in the next turn; Requirement = Warrior must be holding one weapon: The Warrior fakes a Crushing Blow, disrupting a spellcaster's concentration.

- Cyclone (1200): EC=0; DP=17 to every target in location: The Warrior furiously spins his/her weapon around, damaging all within reach.

- Throw Enemy (1600): EC=0; DP=80 (two targets): The Warrior picks up a target and throws him/her at another, doing damage to both.

- Feign Jump Attack (2500): EC=0; DP=0; Effect = Prevents the target from using magic in the next turn: The Warrior fakes a jump attack, disrupting the concentration of a spellcaster.

- Fire Double Heavy Arrows (3000): EC=0; DP=60: The Warrior fires two arrows at the same time, doing damage to any target within the same region (must post in target location).

- Dragon Strength (3000): EC=0; DP=0: The Warrior can use two weapons, even if they are two-handed weapons.

- Titan Slash (4000): EC=0; DP=600; Requirement = Warrior loses next turn: The Warrior applies all of his/her strength toward a devastating blow.


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.

- Night Sword (700): EC=110; Effect = Strength + 20 against Light: Increases the power of the ShadowHunter's weapon against light classes.

- 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.

- Shadow Blade (2000): EC=450; Effect = Strength + 40 against Light: Greatly increases the power of the ShadowHunter's weapon against light classes.

- 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.


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 attack though.

-> 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 at the same time).

-> 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: Disables all non-evil targets' views of characters in a location for 30 seconds from initial post. Wraiths can gain power during this short process.

-> 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).


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=2500 to all in entire Region: The ultimate power of Dark Energy is concentrated and amplified on an entire region.
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