@Override
  public void stopSkill(final L1Character cha, final int skillId) {

    switch (skillId) {
      case LIGHT: // 法师魔法 (日光术)
        if (cha instanceof L1PcInstance) {
          if (!cha.isInvisble()) {
            final L1PcInstance pc = (L1PcInstance) cha;
            pc.turnOnOffLight();
          }
        }
        break;

      case SHIELD: // 法师魔法 (防护罩)
        cha.addAc(2);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_SkillIconShield(5, 0));
        }
        break;

      case ENCHANT_WEAPON: // 法师魔法 (拟似魔法武器)
        cha.addDmgup(-2);
        break;

      case CURSE_BLIND: // 法师魔法 (暗盲咒术)
      case DARKNESS: // 法师魔法 (黑暗之影)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_CurseBlind(0));
        }
        break;

      case BLESSED_ARMOR: // 法师魔法 (铠甲护持)
        cha.addAc(3);
        break;

      case PHYSICAL_ENCHANT_DEX: // 法师魔法 (通畅气脉术):DEX
        cha.addDex((byte) -5);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_Dexup(pc, 5, 0));
        }
        break;

      case SLOW: // 法师魔法 (缓速)
      case MASS_SLOW: // 法师魔法 (集体缓速术)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_SkillHaste(pc.getId(), 0, 0));
          pc.broadcastPacket(new S_SkillHaste(pc.getId(), 0, 0));
        }
        cha.setMoveSpeed(0);
        break;

      case MEDITATION: // 法师魔法 (冥想术)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.addMpr(-5);
        }
        break;

      case CURSE_PARALYZE: // 法师魔法 (木乃伊的诅咒
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_Poison(pc.getId(), 0));
          pc.broadcastPacket(new S_Poison(pc.getId(), 0));
          pc.sendPackets(new S_Paralysis(S_Paralysis.TYPE_PARALYSIS, false));
        }
        break;

      case PHYSICAL_ENCHANT_STR: // 法师魔法 (体魄强健术):STR
        cha.addStr((byte) -5);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_Strup(pc, 5, 0));
        }
        break;

      case HASTE: // 法师魔法 (加速术)(强力加速术)
      case GREATER_HASTE:
        cha.setMoveSpeed(0);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_SkillHaste(pc.getId(), 0, 0));
          pc.broadcastPacket(new S_SkillHaste(pc.getId(), 0, 0));
        }
        break;

      case WEAKNESS: // 法师魔法 (弱化术)
        cha.addDmgup(5);
        cha.addHitup(1);
        break;

      case BLESS_WEAPON: // 法师魔法 (祝福魔法武器)
        cha.addDmgup(-2);
        cha.addHitup(-2);
        cha.addBowHitup(-2);
        break;

      case ICE_LANCE: // 法师魔法 (冰矛围篱)
      case FREEZING_BLIZZARD: // 法师魔法 (冰雪飓风)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_Poison(pc.getId(), 0));
          pc.broadcastPacket(new S_Poison(pc.getId(), 0));
          pc.sendPackets(new S_Paralysis(S_Paralysis.TYPE_FREEZE, false));
        } else if ((cha instanceof L1MonsterInstance)
            || (cha instanceof L1SummonInstance)
            || (cha instanceof L1PetInstance)) {
          final L1NpcInstance npc = (L1NpcInstance) cha;
          npc.broadcastPacket(new S_Poison(npc.getId(), 0));
          npc.setParalyzed(false);
        }
        break;

      case HOLY_WALK: // 神圣疾走
        cha.setBraveSpeed(0);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_SkillBrave(pc.getId(), 0, 0));
          pc.broadcastPacket(new S_SkillBrave(pc.getId(), 0, 0));
        }
        break;

      case BERSERKERS: // 法师魔法 (狂暴术)
        cha.addAc(-10);
        cha.addDmgup(-5);
        cha.addHitup(-2);
        break;

      case DISEASE: // 法师魔法 (疾病术)
        cha.addDmgup(6);
        cha.addAc(-12);
        break;

      case FOG_OF_SLEEPING: // 法师魔法 (沉睡之雾)
        cha.setSleeped(false);
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.sendPackets(new S_Paralysis(S_Paralysis.TYPE_SLEEP, false));
          pc.sendPackets(new S_OwnCharStatus(pc));
        }
        break;

      case SHAPE_CHANGE: // 法师魔法 (变形术)
        L1PolyMorph.undoPoly(cha);
        break;

      case ABSOLUTE_BARRIER: // 法师魔法 (绝对屏障)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.startHpRegeneration();
          pc.startMpRegeneration();
          pc.startHpRegenerationByDoll();
          pc.startMpRegenerationByDoll();
        }
        break;

      case ADVANCE_SPIRIT: // 法师魔法 (灵魂升华)
        if (cha instanceof L1PcInstance) {
          final L1PcInstance pc = (L1PcInstance) cha;
          pc.addMaxHp(-pc.getAdvenHp());
          pc.addMaxMp(-pc.getAdvenMp());
          pc.setAdvenHp(0);
          pc.setAdvenMp(0);
          pc.sendPackets(new S_HPUpdate(pc.getCurrentHp(), pc.getMaxHp()));
          if (pc.isInParty()) { // 组队中
            pc.getParty().updateMiniHP(pc);
          }
          pc.sendPackets(new S_MPUpdate(pc.getCurrentMp(), pc.getMaxMp()));
        }
        break;
    }
  }