Embracing the Darkness: Castlevania Curse of Darkness Remake

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Castlevania: Curse of Darkness is a popular action-adventure game initially released in 2005 for the PlayStation 2 and Xbox consoles. The game was developed and published by Konami and was a direct sequel to Castlevania: Lament of Innocence. **Recently, there have been discussions and rumors about a potential remake version of Castlevania: Curse of Darkness.** Many fans of the series have expressed excitement and anticipation for this remake, hoping for updated graphics, improved gameplay mechanics, and additional content. The original game follows the story of Hector, a former Devil Forgemaster seeking revenge against his former comrade, Isaac. The protagonist must navigate through various levels and defeat enemies using his unique abilities and weapons.


Most people are biased to one school or another, or pve or pvp, its just the way it is. There are very few people who can propose spell ideas while still considering all these other factors.

I supposed HoarFrost would be useful, however I don t know if I like the fact that it is limited to just Tower and Snow Shields and only gives Ice a blade, but idk it too could be useful. As I undestand Metamagic, the spell needs to be a Cold when you prepare it, but you only transforms the spell when you cast it; before is the normal spell and no legal target for Rime.

Pitch black ice spell applier

The protagonist must navigate through various levels and defeat enemies using his unique abilities and weapons. Along the way, Hector can also capture monsters to fight alongside him in battle. **If the remake version of Castlevania: Curse of Darkness becomes a reality, fans can expect enhanced visuals and gameplay mechanics that take advantage of modern technology.

Ice Damage Spells

What are the best cold damage sorcerer/wizard spells for each spell level?

Control spells are ok, but I'm looking more for damage.

Thanks for the help

Are you making a cold specialist? Are you going Sorcerer or Wizard?

blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

While it is a bit of an unfulfilling answer, I'd say shocking grasp and fireball, turned into cold spells is some of the best choices.

You might need the feat that changes the subtype of the spell to a different element to get the most out of this build. Until you can get Cold Ice Strike which is a 6th level spell or cone of cold, which is a 5th level spell there is not much out there.

Ice Storm is pretty good.

3.5 spells from the Spell Compendium, like Ice Dagger (1st), Ice Knife (2nd) and Ice Lance (3rd) might help buff up the short spell list.

Frostburn includes more 3.5 options like Lesser Shivering Touch, Ice Darts, Zone of Glacial Cold, Numbing Sphere, Heat Leech, Blood Snow, Shivering Touch, etc.

For a non-Paizo Pathfinder selection, the Genius Guide to Ice Magic includes spells like Biting Wind and Arctic Air.

Almost any elemental damaging spell could have been researched as a cold/ice spell, by some NPC who was *not* an Admixture wizard, and the GM could allow a PC to find or purchase (or reseach themselves!) a cold / ice version of burning hands (freezing fingers) or acid arrow (ice javelin) or scorching ray (arctic gusts).

Thanks for the answers. I searched a bit and find few spells. Will take a look at that book from SGG, we use their material pretty often.

Alaryth wrote: blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells.

Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

Mercurial wrote:

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

As I read it, yes you can prepare fireballs with Rime Spells.

Rime Spell like other metamagic feats only affect certain types of spells. But the wording doesn't make it illegal use them on spells where they don't have any effect.

As such when you prepare your rimed fireball, you get the drawback of higher level. At the time you cast it, whether or not you get the benefit, depends on whether you admixture it or not.

Have to take a good look at feats, didn't remember that one, is perfect for the idea. but I don't think it works.
As I undestand Metamagic, the spell needs to be a Cold when you prepare it, but you only transforms the spell when you cast it; before is the normal spell and no legal target for Rime.
But I will be happy to be wrong.

cartmanbeck RPG Superstar 2014 Top 16 May 23, 2012, 06:48 am
Mercurial wrote: Alaryth wrote: blackbloodtroll wrote:
Are you making a cold specialist? Are you going Sorcerer or Wizard?

Yes, cold specialist; evocation admixture "19"/ sorcerer crossblooded (white dragon- orc)"1", begining at level 8. But a bit lost with the spells.

So long as you keep in mind that as an Admixture Evoker you can spontaneously change any energy type to another energy type, so fire or lightning spells can be cold spells instead 5-8 times a day. The best spells for admixture to me would be Burning Hands (1st), Burning Arc (2nd), Flaming Sphere (2nd), Fireball (3rd), Ball Lightning (4th), Fire Snake (5th), Chain Lightning (6th) and Stormbolts (8th). Cold actually gets screwed pretty hard as far as damaging spells go - of course, I'd also have a chat with your GM to see if he'd let you 'research' cold versions of the above existing spells.

Here's a question for everyone - can you prepare a Rimed Fireball? Rime Spell states:

Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Since the application of Admixture is spontaneous, is there any way to 'prepare' a Fireball spell with a cold descriptor and the Rime Spell feat?

From what I understand, HeraldKlak is correct, you can prepare a spell with any metamagic, you just might not actually benefit from it.

cartmanbeck wrote:

From what I understand, HeraldKlak is correct, you can prepare a spell with any metamagic, you just might not actually benefit from it.

I apologize in advance if this is bumping a thread that's already well dead.

Here is my custom made Boreal Sorcerer Bloodline.

Hope it helps you out:

Boreal Bloodline:


The fury of a winter storm dwells deep inside you and all the rage and power of a blizzard are yours to command. Your ancient ancestors may have been frost giants, cold hearted fey, or perhaps a distant and remote descendant of one of the dreaded daughters of Baba Yaga (aka the infamous White Witches of Irrisen).

Class Skill: Survival

Bonus Spells: icicle dagger (3rd), frost breath† (5th), ice lance† (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), ice claw† (15th), polar ray (17th), obedient avalanche† (19th)

Bonus Feats: Diehard, Elemental Focus (cold only), Great Fortitude, Endurance, Greater Elemental Focus (cold only), Improved Initiative, Rime Spell, Toughness

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. This bonus stacks with other bonuses to spell’s save DC.

Bloodline Powers: Your connection to the ancient and primeval winters grants you a mastery of cold magic that few can match. You are virtually unmatched when fought against in the frozen lands of the frostfell.

Icewalker (Sp): At 1st level, you ignore the effects of a cold climate as if using [i]endure elements and can move across snow and icy surfaces without penalty and without leaving tracks.

Arctic Adaptation (Ex): At 3rd level, you gain cold resistance 5 and you ignore concealment and Perception penalties in natural or magical snow and ice. At 9th level, your cold resistance increases to 10 and you can climb icy surfaces as if using [i]spider climb. At 15th level, you gain a +2 natural armor bonus.

Primal Cold (Su): At 9th level, any creature immune to cold damage still takes half damage (round down, minimum 1) from any cold damage you deal unless it makes a Fort save (DC 10 + 1/2 your sorcerer level + your Charisma modifier). Resistant creatures’ cold resistance is treated as 10 less than normal.

Blizzard (Sp): At 15th level, as a standard action, you can create a blizzard of snow and ice. This radius burst is centered on you and has a range of 10 ft. and a cylindrical height of 10 ft. per sorcerer level. Any creature caught in the blizzard takes 1d4 points of cold damage per sorcerer level, with a Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DC’s) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day.

Child of the Frostfell (Su): At 20th level, you gain the cold subtype and you become immune to bleed, paralysis, poison, sleep effects, and stunning. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.

†: You can find these spells in the Dungeons and Dragons (3.5 Edition) Spell Compendium. They are easily convertible into Pathfinder RPG spell stat blocks.

Ice has been given major increases in damages over time, if you want to go back to more of a defensive school are you willing to give up all the damage boosts the ice school has gotten? Because really if you could have everything why have 6 schools at all
Castlevania curse of darkness remake version

** The game's level design and enemy encounters could be reimagined to provide a more immersive and challenging experience. Furthermore, the remake may introduce new features, such as additional playable characters, extra areas to explore, and even online multiplayer options. It would serve as a way to reintroduce the game to a new generation of players while also satisfying the nostalgia of long-time fans. **The success of Castlevania: Curse of Darkness remake version would heavily depend on how well the developers balance faithfully recreating the original game while also implementing new and improved features.** It is crucial that the essence and atmosphere of the game are preserved, considering that it was praised for its gothic aesthetic and dark storytelling. The Castlevania series has had various remakes and reimaginings over the years, many of which have been well-received by fans and critics alike. **A remake of Castlevania: Curse of Darkness would give players a chance to relive an underrated gem and experience the game's world in a new and exciting way.**.

Reviews for "From Pixel to Polygons: Castlevania Curse of Darkness Remake"

1. Mary - 2/5
I was really excited to play the "Castlevania curse of darkness remake version" as I had enjoyed the original game, but I was left disappointed. The graphics were underwhelming and did not do justice to the remastered version. Additionally, the controls felt clunky, making it difficult to navigate the game. I also felt that the storyline was lacking and did not captivate me as much as the original game did. Overall, I was disappointed with this remake and would not recommend it to fans of the original.
2. John - 1/5
I can confidently say that the "Castlevania curse of darkness remake version" is a huge letdown. The graphics are dated and pixelated, which is a letdown considering it's supposed to be a remake. The gameplay felt repetitive and lacked creativity. The voice acting was also subpar, with cheesy dialogue that made it difficult to take the story seriously. I was really looking forward to revisiting this game, but unfortunately, it failed to live up to my expectations.
3. Sarah - 3/5
As someone who played the original "Castlevania curse of darkness" game, I was excited to see a remake. However, I was left feeling underwhelmed. The graphics and gameplay improvements were minimal and did not enhance the overall experience. While I appreciate the effort put into the remake, I can't help but feel that it fell short of what it could have been. I would recommend this game to newcomers to the series, but for those familiar with the original, it may not live up to their expectations.

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