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Paladin Spells
Justice
Inspiration
legend · spell lists · paladin guild · magic guide
Justice
 

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.

 
[SF]
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.
  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.
  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.
 
[DA]
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.
  Clarity
Boosts a Paladin's ability to "sense" hostile intent from those around them.
 
[BW]
Bond Weapon
Temporarily enables a weapon or shield to return to your hand on its own, if dropped or stolen. Requires SF.
  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.
 
[HOJ]
Hands of Justice
Allows the casting paladin to protect themselves against unwanted thievery and can severely injure the person stealing from you. Requires Clarity.
top
Inspiration
  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.
 
[RW]
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.
  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.
 
[SR]
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.
 
[BOT]
Banner of Truce
Forestalls violence in the area for a few minutes. Requires Courage.
  Anti Stun
Does not exactly prevent one from being stunned in combat, but usually makes one recover faster. Requires Courage.
held mana Heroic Strength
Boosts your strength while you hold mana for it. The more mana you hold, the more effective it is. Requires SR.
  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

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