| legend
· spell lists · paladin
guild · magic guide |
| Justice |
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Halt
The Halt spell, if the caster's will
is strong enough, holds the subject motionless for a brief
time. It is useless against dumb beasts, but effective when
battling more intelligent creatures, or when one must intercede
to prevent a citizen from attacking another citizen unjustly.
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Smite Foe
The Smite Foe spell strikes as would
a hammer blow, 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 themself
to be truly evil. Requires Halt. |
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Smite
Shield
Will damage or destroy an evil person's
or creature's shield or armor. It is especially effective
against creatures with their own natural armor. Requires
Halt. |
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Smite Weapon
Will damage or destroy an evil person's
or creature's weapon or hands, depending on what it is using
to attack you. Requires SF,
Smite Shield. |
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Divine Armor
Enhances the protective abilities of
one's armor for a few minutes. Unfortunately the armor is
also more cumbersome while the spell is in effect. Requires
Halt. |
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Clarity
Boosts a Paladin's ability to "sense"
hostile intent from those around them. |
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Bond Weapon
Temporarily enables a weapon or shield
to return to your hand on its own, if dropped or stolen. Requires
SF. |
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Holy Warrior
Allow you the ability to maximize your
defensive capabilities. Beware, however, this spell will draw
from your spiritual health. Should you lapse below a critical
point, death can ensue. Requires SR. |
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Hands
of Justice
Allows the casting paladin to protect
themselves against unwanted thievery and can severely injure
the person stealing from you. Requires
Clarity. |
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| Inspiration |
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Courage
Temporarily increases the stamina of
the caster. If he is alone, the effect is strong but brief.
If he is within a group, the spell's strength is divided between
the members, but it shall last longer.
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Righteous Wrath
Induces a holy rage within the caster,
so that the blows of his sword fall with greater force. However,
his battle skills may be impaired, and his blade may strike
only empty air. Requires Courage. |
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Trothfang's
Rally
While leading a group in combat, the
Trothfang's Rally spell helps you and your allies maintain
the advantage. However, if you are bleeding while you cast
it, your blood will flow more freely. Requires
Courage. |
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Sentinel's Resolve
Greatly enhances the defensive abilities
of the subject, while equally reducing the offensive abilities.
This makes it equally suited for subduing an agressor and
for protecting a noncombatant. Requires
Courage. |
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Banner of Truce
Forestalls violence in the area for a
few minutes. Requires Courage. |
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Anti Stun
Does not exactly prevent one from being
stunned in combat, but usually makes one recover faster. Requires
Courage. |
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Heroic Strength
Boosts your strength while you hold mana
for it. The more mana you hold, the more effective it is.
Requires SR. |
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Marshal Order
Provides a temporary boost to one's discipline
and allows those most righteous the ability to lead with greater
skill. Requires Trothfang's
Rally. |
| legend
· spellbooks · paladin
guild · magic guide |