Spells And Abilities
Psionic Storm
Cost: 75 
Range: 9

The Protoss are such powerful psychics that they can inadvertently send out psychic "ripples" that are disruptive to other life forms. With careful training, High Templar learn to focus these ripples into a Storm of raw psychic energy that is capable of literally tearing apart the minds of lesser species.



Hallucination
Cost: 100 
Range: 7

It is rumored that some High Templar have learned to create illusionary duplicates of other beings. While these phantasms have no physical substance, they can be used to draw fire away from friendly units or sow confusion amongst enemy forces.



Recall
Cost: 150 


Shuttles serve as the primary transport vehicle for Protoss ground troops, but recently the Protoss have found that the ability to rapidly bring more fighting forces to war zones is invaluable. The Recall ability creates a tear in the fabric of space-time, and any friendly units that enter the swirling vortex will instantaneously appear next to the Arbiter that initiated the effect.







Feedback
Cost: 50 
Range: 10

All Dark Archon power stems from manipulation of psychic energies. So great is their mastery of these techniques that they can affect the energies of other beings. Creating a forceful whiplash effect, the Dark Archon turns the power of its enemies against themselves.

Targeted spell that when cast on a unit, that unit lose all of its mana and will take an amount of damage equal to the mana lost.

Mind Control
Cost: 150 
Range: 8

The ability to control the minds of others has long been thought to be impossible. This is the ultimate weapon in the Dark Archon's arsenal. Through a huge effort of will and energy, the Dark Archon dominates the mind of another being. This unit and its powers and knowledge now become the property of the Dark Archon.

The Dark Archon may take control of any unit when this spell is cast. The spell costs 150 mana and it will drain all the shields from the Dark Archon when it is cast.

Maelstrom
Cost: 100 
Range: 10

All living things have minds for the Dark Archon to shape and mold. With a powerful surge of mental energy the Dark Archon can stun a group of erstwhile attackers.

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Blue-protoss

Red-Terran

Orange-Zerg
Ok when you join you start out with 50 gp you can by weapons spells and abilites.you can get money by wining battles and such.Note:zerg have no spells.
Stim Pack
Cost: 10

Used by Marines and Firebats. Stim Packs are a concentrated dose of synthetic adrenalin and painkillers that allow Firebats and Marines to move faster and fire at a faster rate. The drawback is that using a Stim Pack causes an immediate 10 points of damage to the unit that cannot be prevented. Using multiple Stim Packs does not give any additional bonus, but will cause the unit to take more damage. Stim Packs are not a permanent effect. They last for a few seconds, then the Marine or Firebat reverts back to its normal state. Wait until the first one wears off before using another. Once the Marine or Firebat's hit points are 10 or below, they cannot use another Stim Pack as it would kill them.


Lockdown
Cost: 100 
Range: 8

Used by Ghosts. Targets mechanical unit within 5 matrices and shorts out the target's circuitry, rendering it immobile for about 60 seconds. During this time the unit can be attacked and destroyed, but it cannot return fire, move, or respond to any orders.

Lockdown does not work on any biological units, including all Zerg.

Cloaking
Cost: 25 


Used by Ghosts. Cloaked units disappear to a faint shimmer, and cannot be targeted by enemy attacks or single-unit special abilities like Lockdown. Splash damage and area-affect abilities like Ensnare and Psionic Storm will still affect cloaked units and abilities with visible effects (Defensive Matrix, Irradiate, Plague, etc.) will reveal the cloaked unit. To target a cloaked unit, your opponent must have a unit or tower with cloak detection ability. Parasited units are revealed to the owner of the parasite. Once a cloaked unit is detected any units belonging to or sharing vision with that opponent can target it normally.







              Weapons for Zerg
Arm Blade

Cost:23

Dmg:20-29
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Viper Claw

Cost:89

Dmg:56-78
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Acid Spit:

Cost:45

Dmg:5-6

X Dmg-10 Each Round
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Death Blade

Cost:24

Dmg:23-24
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             Weapons For Terran
Hyper Gun

Cost:23

Dmg:34-36
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Delta Shooter

Cost:45

Dmg:34-56
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Bullets

Cost:2
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                 Protoss Weapons
Doom Blade

Cost:23

Dmg:20-34
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Adun Beam

Cost:45

Dmg:23-46
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Telos Sword

Cost:33

Dmg:34-37