Paladin Spells
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Paladins are allowed to learn a spell every four circles starting at 5th circle. Current spells are divided between three spellbooks: Justice, Inspiration, and Sacrifice.


Justice

Halt
The Halt spell, if the Paladin's will is strong enough, holds the subject motionless for a brief time. It is useless against dumb beasts and some undead, but effective when battling more intelligent creatures, or when one must intercede to prevent a citizen from attacking another citizen unjustly. Halt is required for all other spells in the Justice book.

Divine Armor (DA)
Enhances the protective abilities of a Paladin's armor for a few roisaen. Requirements: 15th Circle.

Shatter
Will damage or destroy an evil person's or creature's shield, armor, and weapon (or hands, depending on what it is using to attack you). It is especially effective against creatures with their own natural armor. Requirements: Divine Armor.

Smite Foe (SF)
The Smite Foe spell strikes as would a blow from a hammer, yet is unhampered by armor. By Lanival the Redeemer's covenant with Chadatru, it may never be used upon anyone of the Eleven Races, unless they have proven themselves to be truly evil. Requirements: Shatter.

Bond Weapon (BW)
Temporarily enables a bond to form between the Paladin's weapon or shield they are holding. If dropped or stolen, it will return to your hand on its own.

Holy Warrior (HoW)
Allows the Paladin caster to maximize their defensive capabilities. Requirements: 20th Circle and Sentinal's Resolve from the Inspiration book.

Clarity
Available to Paladins above 20th circle, raising a Paladin's ability to "sense" hostile intent from those around them. Requirements: 20th Circle.

Tipping the Scales (TIP)
A spell of contradictions, a tool that will assure you victory even when you are at your most vulnerable. A hybrid spell, it can be fastest prepared in areas with poor holy power, and when cast will attempt to swap your current balance with that of your target. Used wisely, this can bring favor to your allies or turn the tables on your foes. Keep in mind, however, that your adversaries will use all of their will power to avoid any ill effects this spell might bring to them. Requirements: 30th Circle and Trothfang's Rally from the Inspiration book.


Inspiration

Courage
Temporarily increases the Paladin's stamina. If alone, the effect is strong but brief. If the Paladin is within a group, the spell's strength is divided between the members, but it shall last longer. Courage is required for all spells in the Inspiration book.

Righteous Wrath (RW)
Induces a holy rage within the Paladin, so that weapon the blows fall with greater force. However, the Paladin's battle skills may be impaired, and may strike only empty air.

Anti Stun (AS)
While the spell does not exactly prevent the subject from being stunned in combat, it usually makes one recover faster. It can be cast on others as well as yourself.

Divine Guidance (DiG)
Chadatru guides our swords and strengthens our hearts, and provides us with strength to defend those unable to protect themselves. Yet oft times, the brash and young Paladin will overlook those matters where Chadatru's unfailing knowledge might prevail. The Divine Guidance spell, created years ago by a Paladin inspired by Chadatru himself, will provide us with a heightened intelligence. More mana provides a lengthier and more robust boost.

Trothfang's Rally (TR)
While leading a group in combat, Trothfang's Rally helps you and your allies maintain the advantage. Requirements: 10th Circle

Sentinel's Resolve (SR)
Sentinel's Resolve greatly enhances the defensive abilities of the subject, while equally reducing their offensive abilities. This makes it equally suited for subduing an aggressor and for protecting a noncombatant. Requirements: 10th Circle.

Banner of Truce (BoT)
Through the Paladin's will, violence in the area can be forestalled for a few roisaens, though harder to cast in battle, or when a Paladin is called upon to prevent a citizen from attacking another citizen unjustly. Requirements: Sentinal's Resolve.

Heroic Strength (HeS)
Boosts the Paladin's strength while you hold mana for it. The more mana you hold, the more effective it becomes. Requirements: Righteous Wrath.

Marshal Order (MO)
This spell provides a temporary boost to one's discipline and allows those most righteous the ability to lead with greater skill. Requirements: 50th Circle and Trothfang's Rally.


Sacrifice

Alahmif's Gift (AG)
There are those that would squander their god's favor, and those that simply know no better. As protectors and leaders, the path of the Paladin is to lead by shining example, by living true and just, by giving unselfishly to save and honor others. Alamhif's Gift is a magical tool that will allow the caster to give of himself his god's favor to one in need. The transfer of favor to another is a slow process, but more mana will speed this up considerably. You may also find it easier to cast this spell if any Clerics are in your group. Requirements: 20th Circle