play.net SIGN UP FOR FREE! | MEMBER LOGIN · LOGIN HELP 
HOME MY ACCOUNT GAMES STORE WIKI HELP

, News
, Forums
, Platinum
, Premium
, Shattered
, Box Office
, Downloads
Policies
Paladin Base Spell Circle

 

1601 Mantle of Faith
1602 Pious Trial
1603 Faith's Clarity
1604 Consecrate
1605 Arm of the Arkati
1606 Dauntless
1607 Rejuvenation
1608 Beacon of Courage
1609 Divine Shield
1610 Higher Vision
1611 Patron's Blessing
1612 Champion's Might
1613 Guard the Meek
1614 Aura of the Arkati
1615 Divine Strike
1616 Vigor
1617 Zealot
1618 Crusade
1619 Faith Shield
1620 Aid the Fallen
1625 Sanctify
1630 Judgment
1635 Divine Intervention
1640 Divine Word
1650 Unnamed

spell policy · spell circles

 

1601 · Mantle of Faith [MANTLEFAITH]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Defense

While beseeching her chosen Patron Arkati, the Paladin attempts to call a mantle down upon her, providing a protective, cloaking barrier. This dully illuminated mantle adds +5 to generic Defense Strength (DS), as well as enhances the Paladin's ability to ward off spiritual magic by increasing the spiritual Target Defense (TD) +5.

Training in Spiritual Lore, Blessings increases this bonus by +1 at two ranks, with a maximum additional bonus of +18 at 189 ranks. This bonus results in increased mana cost: +1 Mana Point (MP) for every +1 DS/TD above +5 DS/TD. This lore bonus is only applied when self-cast by a Paladin.

The Paladin can also call upon her Patron Arkati to cloak another person in the mantle of her faith. The target will receive the base +5 DS/TD bonus and the duration is not cumulative.
Spiritual Lore, Blessings bonus thresholds: 2, 5, 9, 14, 20, 27, 35, 44, 54, 65, 77, 90, 104, 119, 135, 152, 170, and 189 ranks
top
1602 · Pious Trial [PIOUSTRIAL]
Duration: 60 seconds +1 second for every 2 Paladin spell ranks over 2

Type: Attack

Throughout a Paladin's life in the service of his patron Arkati, he will see a great turmoil and strife among the average citizens of the world. When Pious Trial is cast, the Paladin calls upon his patron Arkati to use memories of conflicts in order to instill a great burden on the target, causing arduous tribulation. This burden adds a 2 second slow effect to the target for 60 seconds. This spell is not stackable or refreshable.

Training in Spiritual Lore, Spirit Summoning increases the slow effect +1 RT at 10 ranks and another +1 at 25 ranks.

Every 10 ranks of Spiritual Lore, Blessings allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).
top
1603 · Faith's Clarity [CLARITY]
Duration: 30 seconds

Type: Utility

The Paladin's faith is said to have the power to lift the burden from her shoulders. When cast, this spell calls upon divine influence to improve the center of focus for spell casting, effectively reducing the potential hindrance any armor she wears might impose. Five percent hindrance is removed from the base hindrance for the armor type when casting spells of the spiritual sphere (Minor Spirit, Major Spirit, Cleric, Paladin, Ranger).

Training in Spiritual Lore, Summoning further reduces the armor type's base hindrance by an additional 1% per 3 ranks, to a maximum of an additional 5% at 15 ranks. This lore bonus is only applied when the spell is self-cast by a Paladin.

Armor Magical Hindrance Table
top
1604 · Consecrate [CONSECRATE]
Duration: Special

Type: Utility

When cast upon a non-holy item:
Calling on the favor of his patron, the Paladin can consecrate weapons as a preparatory measure, as well as to enhance their effectiveness against the undead. The spell will also allow the Paladin to reduce or eliminate the amount of spoil in certain food and drink items.

Consecrate will increase the duration (number of swings) of a blessed weapon by 50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it can be cast upon weapons that are normally unblessable to make them blessed for one swing or one minute, whichever is expended first.

Training in Spiritual Lore, Blessings increases the duration upon the next cast of Bless Item, as well as the Order of Voln's Symbol of Blessing and Symbol of Holiness by providing a +5% duration increase per rank, with a maximum of 100% duration increase at 10 ranks. Spiritual Lore, Blessings training also keeps food/drink fresh for a longer period of time.

Consecrate will have diminished returns when reducing the spoilage of Manna bread, determined by the Paladin's skill. The mana regeneration rate will be set to 3 + seed 2 summation of Spiritual Lore, Blessings. The maximum mana lore bonus will be set to 10 + (5 * seed 5 summation of Spiritual Lore, Blessings). If the existing effectiveness is less than the Paladin's skill set, then the stats are not affected, but the food is no longer spoiled.

When cast upon holy weapons:
A Paladin may channel her spiritual energy into a holy weapon (sanctified) adding plasma criticals, to cause it to flare up to two times against a foe. Consecrate may even be cast upon magical sanctified weapons if the caster's Paladin Spell ranks + Spiritual Lore, Blessing ranks = 15 or greater. The plasma criticals will flare on any type of creature, but only for Paladins and Clerics who wield the holy weapon.

Each time the weapon fails to flare, the base percent chance it will flare increases each successful hit until a flare occurs. For the second flare, the base chance is increased with training in the Spiritual Lore, Blessings skill, providing an additional 4% at 3 ranks, with the maximum bonus of 68% at 187 ranks.

A dedication to Paladin spell training will increase the number of swings +1 for every Paladin spell rank over 8 to a maximum of 25 additional swings (75 total swings).

Training in Spiritual Lore, Blessings increases the bonus further, adding a +1 for every rank.

Training in Spiritual Lore, Spirit Summoning increases the potency of the secondary lore flares.
Consecrate will open the Graveyard Gate!
top
1605 · Arm of the Arkati [ARMARKATI]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Offense

Arm of the Arkati summons the spirits of past champions of his patron deity to guide and intensify the strikes of the Paladin's group in battle. The Paladin and everyone in his group gains an increase in damage to their physical attacks (melee and thrown only), based on a 10% boost of their weapon's Damage Factor.

Training in Spiritual Lore, Summoning increases this bonus by +1% at 5 lore ranks, and has a maximum bonus of +16% at 200 lore ranks.

With the increased bonus comes an increased Mana Point (MP) cost. The base MP cost is 5 +1 for every additional percentage above 10 +1 for each member of the group.
Spiritual Lore, Summoning bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180, and 200 ranks
top
1606 · Dauntless [DAUNTLESS]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Offense

Paladins are often revered for their courage and conviction in the face of troubling times. By casting this spell, the Paladin is infused with a sense of confidence and fearlessness to face any challenge she may find. Dauntless fills the Paladin with renewed courage and conviction, providing her +10 Attack Strength (AS) as well as resistance to fear-based attacks. This spell is self-cast only.
top
1607 · Rejuvenation [REJUV]
Duration: Immediate

Type: Utility

By focusing his spiritual magic, the Paladin is able to restore his health and stamina. Initially, the Mana Point (MP) cost for Rejuvenation is 7 MPs for a gain of 15 Health & Stamina Points. Training in Spiritual Lore, Blessings increases the rejuvenation gain by +3 at 1 rank to a maximum of +57 at 190 ranks.

The base mana cost is 50% of the maximum health or stamina points restored. Training in Spirit Mana Control reduces the cost by 1% for every 3 ranks, though the spell will never cost less than 7 MPs.

The spell will also impart a health and stamina regeneration bonus to the caster, equal to 10% of his maximum stamina, with a minimum of 1. This bonus is reduced by 1% of his maximum stamina every 30 seconds, until it reaches 0% after five minutes.

Rejuvenation in its most effective form may only be cast once every 5 minutes. Subsequent casts within the same 5-minute period will only return health and no stamina.

This spell is self-cast only.
top
1608 · Beacon of Courage [BEACON]
Duration: 60 seconds

Type: Offense

The Paladin glows brightly as he becomes the sanctioned target of his foes. All creatures and non-grouped characters in the area are subject to a warding roll and if they fail, will only target the Paladin and not other characters when attacking. The Paladin also will ignore Force on Force mechanics for 1 additional target + additional targets for every seed 10 summation of their Spiritual Lore, Blessings while under this effect.
top
1609 · Divine Shield [DSHIELD]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Defense

Divine Shield provides a protective celestial barrier around the Paladin and his group, increasing the chance to Block incoming blows. The chance to Block has a base of 10%. Training in Spiritual Lore, Blessings increases this chance to 11% at 3 ranks, to a maximum of 27% at 187 ranks.

Block chance is modified by the attacker's level. Any group member that leaves the Paladin's group will lose the effect of the spell.

When Divine Shield is active, Zealot cannot be cast.
Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25, 33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks

Blocking requires a shield.
top
1610 · Higher Vision [HIVISION]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Defense

The Paladin's patron gives her a glimpse of future battles, providing her an increase to her defense against both physical attacks and spells.

This higher vision provides a base of +10 to generic Defense Strength (DS) +1 for every 2 Paladin spells known above 10, from a maximum of +20 bonus at 30 spell ranks. This spell is self-cast only.

With the increase in DS, there is also an increase in Mana Point (MP) cost. The base MP cost is 10, +1 for every bonus above +10, for a max of 20 MPs.

Training in Spiritual Lore, Religion provides an additional bonus of +1 DS cost at 5 ranks with the maximum of +16 DS at 200 ranks. This bonus has no additional MP cost.
Spiritual Lore, Religion bonus thresholds: 5, 11, 18, 26, 35, 45, 56, 68, 81, 95, 110, 126, 143, 161, 180, and 200 ranks
top
1611 · Patron's Blessing [PATBLESS]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Defense

The Paladin's patron Arkati bestows a refined combat knowledge upon him, allowing him to better attack with and defend against CML maneuvers. Patron's Blessing increases the caster's effective Combat Maneuvers ranks for purposes of the Combat Maneuver List (CML) and Attack Strength (AS). The base is 10 Combat Maneuver ranks +0.75 for every Paladin spell rank beyond 11. This spell is self-cast only.

With the increase in effective Combat Maneuver ranks, there is also an increase in Mana Point (MP) cost. The base MP cost is 11, +1 for every 3 Combat Maneuver ranks above the initial 10.

Training Spiritual Lore, Blessings provides an additional bonus of +1 Combat Maneuver rank at 3 Blessings Lore ranks, to a maximum of +17 Combat Maneuver ranks at 187 Blessings Lore ranks.

The total Combat Maneuver bonus received between Patron's Blessing and the Paladin's training can not surpass what the Paladin would receive were he fully trained in Combat Maneuvers. The AS bonus, however, is uncapped.
Spiritual Lore, Blessings bonus thresholds: 3, 7, 12, 18, 25
33, 42, 52, 63, 75, 88, 102, 117, 133, 150, 168, and 187 ranks
top
1612 · Champion's Might [CMIGHT]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Offense

Through a simple prayer, the Paladin calls upon her Patron to bestow the might of champions of old, increasing her strength in harnessing spiritual energy. A dim celadon light envelops the caster's hands and provides her +15 spiritual Casting Strength (CS) boost, +1 for every Paladin spell known above 12, to a maximum bonus of +25 CS. This spell is self-cast only.
top
1613 · Guard the Meek [GUARDMEEK]
Duration: 1200 seconds +60 seconds for every Paladin spell rank known; cumulative

Type: Defense

A Paladin will often guard those less fortunate. Using Guard The Meek, he is able to focus his concern for his allies by raising their defenses, while slightly raising his own. The Paladin provides a base bonus of +15 to physical (melee) Defense Strength (DS) to his group members, +1 for every 5 spell ranks known above 18 to a maximum of +20 bonus at 43 ranks. The total possible bonus for the Paladin's group is +20 DS.

In order for the Paladin to raise his defenses in addition to the base +15 DS granted by the spell, he must train in Spiritual Lore, Blessings. Dedication to this skill provides an additional +1 DS bonus (physical only) at 6 ranks, with the maximum additional bonus of +5 at 40 ranks. The total possible bonus for the Paladin is +20.
top
1614 · Aura of the Arkati [AURAARKATI]
Duration: 60 seconds

Type: Attack

Upon casting Aura Of The Arkati, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear. Those not involved in a cooperative effort with the Paladin must attempt to ward the presence or rebuke in awe.

This spell causes 10% generic Defense Strength (DS) decrease calculated from the target's current stance. Training in Spiritual Lore, Religion increases the DS reduction by 1% at 4 ranks to a maximum of 5% at 30 ranks. In addition, affected targets will suffer a 5% penalty to their Evade, Block, and Parry chances, with the penalty increasing by 1% per seed 4 summation of Spiritual Lore, Religion.
top
1615 · Divine Strike [DSTRIKE]
Duration: Immediate

Type: Attack

The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging sacred force, and may additionally be forced to kneel. Divine Strike also forces the target into Roundtime (RT).

Training in Spiritual Lore, Religion increases the overall chance of forcing the target to kneel by 2% per rank, with a maximum bonus of 50% gained at 25 ranks.
top
1616 · Vigor [VIGOR]
Duration: 1200 seconds + 60 seconds for every Paladin spell rank known; cumulative

Type: Utility

Vigor endows the Paladin with great vitality, allowing him to last longer in battle by increasing his Constitution +4. Training in additional Paladin spell ranks yields an additional +1 bonus for every 4 Paladin spells known above 16, to a maximum of +10 at 40 spell ranks. This spell also provides a bonus to Maximum Health Points (HP) equal to twice the Constitution bonus beginning at +8, with a maximum of +20 at 40 spell ranks. Vigor is self-cast only.

Training in Spiritual Lore, Blessings provides a bonus an HP bonus of +1 at 1 rank to a maximum of +19 at 190 ranks.
Spiritual Lore, Blessings bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks
top
1617 · Zealot [ZEALOT]
Duration: 120 seconds + 10 seconds for every spell rank known above 17; refreshable

Type: Offense

Focusing entirely on the offensive, Zealot enables the Paladin to bolster her resolve and that of her party. The Paladin and everyone in her group gain a +30 bonus to melee Attack Strength (AS). To make up for this offensive ability, the paladin and everyone in her group experiences a -30 Defense Strength (DS) reduction. When Zealot is active, Divine Shield may not be cast. Additionally, if anyone leaves the Paladin's current area, they will lose the effect of the spell.

Training in Spiritual Lore, Religion increases the +AS/-DS effect by +1 at one lore rank, with the maximum additional bonus of +19 at 190 ranks. At 190 ranks of Spiritual Lore, Religion, the Paladin would have +49 AS and -11 DS.
Spiritual Lore, Religion bonus thresholds: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, 66, 78, 91, 105, 120, 136, 153, 171, and 190 ranks
top
1618 · Crusade [CRUSADE]
Duration: 60 seconds

Type: Offense

You embolden yourself and your allies with the fervor of your righteous cause! The damage from your group's physical and magical bolt attacks is increased (heavy damage weighting). Training in Spiritual Lore, Blessings increases the damage weighting effect. In addition, successful attacks have 10% chance that a deity specific flare will occur after the attack. Training in Spiritual Lore, Religion increases the odds of the flare triggering at the rate of 2 * a seed 2 summation of lore ranks. Group members who share the same deity alignment with the Paladin will gain an additional 5% bonus to their flare chance.

This spell is taxing on the Paladin. Attempts to recast it more often than every 3 minutes will cause subsequent casts to cost 9 additional mana than the previous cost. i.e. If a Paladin casts this spell 4 times, once every minute, the scaling mana cost is 18, 27, 36, and 45 mana. The 3 minute cooldown resets with every cast of Crusade.
top
1619 · Faith Shield [FSHIELD]
Duration: 30 seconds + 1 second for every 2 Paladin spell ranks known above 19, max 70 seconds

Type: Defense

A stalwart faith in her patron grants the Paladin a powerful spiritual defense, aiding in warding off spells by providing a base benefit of +50 to spiritual Target Defense (sTD) for 30 seconds.

Training in Spiritual Lore, Religion provides and addition bonus of +3 sTD at 5 ranks, with the maximum of +24 sTD bonus at 68 ranks, totaling +74 sTD (base bonus + lore bonus).
top
1620 · Aid the Fallen [AIDFALLEN]
Duration: Immediate

Type: Utility

When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. For a Paladin to set an anchor, they must seek out a shrine. Once there, they should kneel, prepare the Aid the Fallen spell, then recite a short PRAYer. The prayer should include specific keywords to denote their faith and belief. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different areas of the world.

Once a Paladin has learned 40 ranks of Spiritual Lore, Spirit Summoning, they may use this ability when dead to return their corpse to their anchored location. 20 mana is still required to use the ability via BESEECH when dead.
The corpse must be grouped with the Paladin for this spell to work.
top
1625 · Sanctify [SANCTIFY]
Duration: Immediate

Type: Utility

Sanctify allows a Paladin to call upon their patron to bond them to their favored weapon. To bond, the Paladin must seek out a holy shrine, purify their weapon of impurities (through spell 1604, if it is not already holy), and then cast Sanctify upon their chosen weapon. Once bonded, the weapon will become sanctified in the hands of the Paladin it is bonded to. This bond is so strong that the weapon will resist use by anyone other than the Paladin who is bonded to it. The bond can then be further strengthened through use in combat.

There are five bonding levels that the bonded weapon can reach, beyond its starting level (rank 0). At Rank 1, if the weapon has no other special abilities (flares, weighting, etc.) it will gain permanent Consecrate flares. At Rank 3, the Paladin can begin to infuse offensive spells into the weapon that can then flare during combat. At Rank 5, the weapon will gain the ability to return to the Paladin's hand, should it be disarmed or hurled. At each rank, the Paladin will receive a +2 bonus to their CML attack/defensive strength when using the bonded weapon. The Paladin will also be able to draw strength and clarity of thought from their patron merely by holding the bonded weapon in their hand (+1 to Strength and Wisdom Bonus per rank).

In order to achieve and maintain each rank, the Paladin must have sufficient spell training in the Paladin spell list. In order to reach bonded rank 1 (or, indeed, maintain the bond at all), the Paladin must have 25 ranks in the Paladin spells. Rank 2 requires 26 ranks, Rank 3 requires 27 ranks, Rank 4 requires 28 ranks, and Rank 5 requires 29 ranks. If a Paladin achieves a certain bonded rank and then unlearns the prerequisite spell rank, their bond with their weapon will either weaken to the appropriate level or dissolve altogether if the spell is completely unlearned.

To infuse a spell into the weapon, the Paladin will need to either PREPARE or INVOKE a spell and then attempt to INFUSE it into their weapon. Only targeted, non-bolt/ball offensive spells may be infused into the weapon (no mass spells). The maximum effective spell level that can be infused into the weapon is the weapon's bonded rank -2, multiplied by 4 [(Bonded Rank - 2) * 4]. Training in Spiritual Lore, Spirit Summoning can raise this maximum level (Seed 2). Spells that the Paladin can learn (Minor Spiritual and Paladin circles) are treated as having an effective level equal to their base level (i.e. 1602 = level 2). Spells that are fully spiritual in nature that are non-native to the Paladin are treated as having an effective level equal to 1.25x their base level (i.e. 214 = level 17), spells that are semi-spiritual are treated as 1.5x their base level (i.e. 708 = level 12), and spells that are non-spiritual are treated as 2x their base level (i.e. 512 = level 24).

Once infused, the spell will be stored in the weapon until it is activated via BESEECH <weapon>. Upon activation in combat, the weapon will transfer knowledge of the spell back to the Paladin and compel them to cast it at the next target they attack.

Should the Paladin decide to bond to another weapon, they may CHANNEL Sanctify at their bonded weapon to break their current bond and then repeat the bonding ritual with another weapon. The CHANNEL step is optional, but failure to sever the old link before bonding to a new weapon will render the formerly bonded weapon unusable by anyone, should it never touch its former master's hands again.
top
1630 · Judgment [JUDGMENT]
Duration: Immediate

Type: Attack

A paladin is faced with many trials throughout her life which may force her to judge the condemned. Casting this spell, the paladin calls out to her patron for aid in assisting with the punishment of the unworthy, which results in the manifestation of the deity's influence. This focus serves as a conduit through the paladin, temporarily giving her the ability to punish as she sees fit.

Judgment, a powerful spell based on Casting Strength (CS), has the ability to strike multiple enemies with damage appropriate for the patron deity, and the spell will potentially force them to kneel. A base 3 targets will be struck, with additional targets based on lore knowledge (see below). The spell is group-friendly, but not otherwise player-friendly.

Training in Spiritual Lore, Summoning increases the number of targets by one for every 50 additional skill (not ranks). For example, a paladin with 120 skill can hit 5 targets.

Training in Spiritual Lore, Religion increases the 35% base chance that the target will be forced to kneel, if applicable, by 2% per rank, to a maximum of a 85% chance. The higher the level of the target versus the caster, the more difficult it is to force them to kneel.
top
1635 · Divine Intervention [DINTERV]
Duration: Immediate

Type: Utility/Defense

Divine Intervention calls the patron to the Paladin's aid, assisting in freeing her from her plight. The patron Arkati removes one status effect from the Paladin when she uses the BESEECH command, at a cost of 35 Mana Points (MP), to call for assistance. Such effects include, but are not limited to web, stun, bind, poison, disease, and curse. Because the deity is removing the effect and not the Paladin, there is no spell hindrance. The Paladin cannot be asleep when using this ability.

Note: Using the BESEECH command at any other time will not cost the paladin 35 MPs.
top
1640 · Divine Word [DWORD]
Duration: Immediate

Type: Utility

Those Paladins that truly dedicate themselves to their patron Arkati are granted the ability to battle resurrect the dead while in combat. When cast, the corpse will be brought back to life with a single cast of all of their known defensive spells, plus up to 20 levels of outside spells that were active upon death. They will no longer lose health due to bleeding, and their actions will not be hindered by wounds. Their health, stamina, mana, and spirit will be returned to full. Finally, they will be jolted into a prone position in defensive stance, and be stunned for 5 seconds with 5 seconds of roundtime. After 10 minutes, all active spells will fall, and they will begin to bleed again. Their health will be reduced to 25 hit points, and stamina, mana, and spirit will be reduced to 1.

The Paladin will lose 75% of the target's maximum spirit points. This is not to be confused with actual spirit points; this means that if the Paladin has less than or equal to 75% of the dead character's spirit points, the resurrection attempt will kill him/her. For example, if the dead character has 10 spirit points, a Paladin would need 8 actual spirit points to complete the resurrection (and survive). A Paladin may APPRAISE the corpse to determine its maximum spirit points.

The Paladin does not pay the spirit cost until the 10-minute effect has expired. The newly resurrected character may end the effect prematurely and the Paladin can independently end the effect on themselves to pay the spirit cost via UNLINK. The Paladin may not perform another resurrection until they've paid for any pending spirit costs.

There is a percentage chance equal to 100% minus the caster's Spiritual Mana Control (SMC) skill that the resurrection attempt will severely injure the caster, possibly resulting in the caster's death. It is recommended that the caster have 102 skill in SMC before attempting to raise the dead.

This rare gift can be used once per day. Training in Spiritual Lore, Religion increases the number of times the Paladin is able to raise the dead in a given day; 2 times per day at 20 ranks and 3 times per day at 40 ranks.
The corpse must be grouped with the Paladin for this spell to work.
top
1650 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
top


Simutronics Corporation

Go Play!