Paladin's Skills & Spells![]()
Paladin spells and skills focus on combat, religious prayers, healing and protective enchantments. They may learn their spells and skills by seeking out ancient tomes of learning. After you find a tome, read it to learn it's powers, you will then know vaguely how to cast the spell. When you advance in experience levels, your knowledge in the spell or skill will raise automatically. How well and to what extent you know the spells dependent on several things, such has your intelligence, and wisdom.**Max % to know spell is the maximum percent chance that paladins can have to successfully cast a spell (never 100%). Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.
Max % to know spell Max % gain per level Min % gain per level 90 15 10 The chart below shows the spells and it's attributes in order of which level the paladin can learn the spell. This chart is given to allow paladins to compare the statistics of their spells & skills conveniently and with greater ease then reading from the spell compendium. Click on the title of the spell you wish to know more about to see it's long entry in the spell compendium. Click here to quickly move to the Spell Compendium's Glossary, and view the definitions of terms used here.
Spell Level Type Target Duration Effect Mana/Move Bless 1 Spell - Religious Enchantment Self or Friend 7 hours +2 hitroll, -1 saving vs, spell 5-35 (+3) Mount 2 Skill - Ability Mountable Creature until dismount caster mounts target -- Bandage 3 Skill - Healing Ability Friend Instantaneous heals dying target -- Track 5 Skill - Ability Any Creature or Player Instantaneous caster will see target's tracks -- Scan 6 Skill - Ability Area Instantaneous caster will see creatures in adjacent rooms -- Armor 8 Spell - Protective Enchantment Self or Friend 24 hours - AC per level of caster 15-30 (+3) Kick 10 Skill - Offensive Combat Enemy Instantaneous Group Armor 12 Spell - Protective Enchantment Group 24 hours - ACper level of caster 30-50 (+2) Cure Light 13 Spell - Healing Self or Friend Instantaneous cures 1d8 + 4 + (caster's level/2) damage 10-30 (+2) Aid 16 Spell - Enchantment Self or Friend 10 hours +2 hitroll, +2 damroll 9-50 (+1) Bash 18 Skill - Offensive Combat Enemy Instantaneous knocks target to the ground 20 Disarm 18 Skill - Combat Enemy Instantaneous disarms opponent Word of Recall 20 Spell - Summoning Self Instantaneous orders priest to summon caster to Sanctuary 10-20 (+2) Fear 23 Spell - Ability Enemy Instantaneous target flees from caster 30-60 (+2) Protection from Evil 25 Spell - Enchantment Self or Friend 14 hours evil aligned enemy attacking the target will receive +40 to THACO 10-40 (+3) Dodge 27 Skill - Combat Enemy Automatic learn how to dodge attacks -- Protection from Magic 28 Spell - Protective Enchantment Self or Friend 14 hours -3 saving vs. spell 50-80 (+5) Cure Critical 30 Spell - Healing Self or Friend Instantaneous cures 3d8 + 9 + (caster's level/2) damage 10-30 (+2) Group Bless 32 Spell - Religious Enchantment Group 7 hours +2 hitroll, -1 saving vs, spell 60-80 (+5) Create Water 33 Spell - Elemental Conjuring Conjured Water Instantaneous fills empty container with water 5-30 (+4) War Prayer 34 Spell - Religious Enchantment Self 4 + (caster's level) hours +2 str 30-60 (+3) Group Protection 38 Spell - Enchantment Group 14 hours evil aligned enemy attacking the group will receive +40 to THACO 60-80 (+5)
![]()
![]()
Back to the Fantasy Guide's Mainpage
Back to the Paladin's Guild