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.
Bond Weapon (bw):
The Bond Weapon spell temporarily enables a weapon or shield to return
to your hand on its own, if dropped or stolen.
Divine Armor (da):
The Divine Armor spell enhances the protective and absorptive
qualities of one's armor for a few minutes.
Clarity:
This spell boosts a Paladin's ability to sense hostile intent from
those around them. Be warned that you must have decent magic skill to
pull this spell off.
Shatter:
The Shatter spell combines elements of the ancient Smite Shield and
Smite Weapon spells. It will damage or destroy an evil person's or
creature's armor and weapons, though it is not quite so effective
against those with no such implements.
Holy Warrior (how):
The Holy Warrior spell will allow you the ability to increase your
defensive capabilities. Knowledge of the Sentinel's Resolve spell is
required and you must have obtained the 20th circle before I will
teach you this spell.
Prerequisites: Sentinel's Resolve, 20th circle.
Smite Foe (sf):
When successful, the Smite Foe spell strikes as would a hammer blow.
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 or otherwise beyond redemption.
Tipping the Scales (tip):
Tipping the Scales is 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.
Alamhif's Gift:
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.
Courage:The Courage spell temporarily
increases the stamina of the caster. If he is alone, the effect is
stronger but brief. If he is within a group, the spell's strength is
divided amongst the members, but it shall last longer.
Anti Stun (as):
The Anti Stun spell can prevent one from being stunned in combat.
Some stuns may still occur, but they should dissipate quickly. It
can be cast on others as well as yourself.
Righteous Wrath (rw):The Righteous Wrath
spell 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.
Prerequisite: Courage.
Divine Guidance (dig):
Our patron Chadatru guides our swords and strengthens our hearts,
and he provides us with the strength to defend those unable to
protect themselves. Yet often 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.
Heroic Strength (hes):
The Heroic Strength spell simply boosts your strength for as long as
you can maintain a localized mana stream. This is also known as
'holding' mana, and the more mana you can hold, the more effective
the spell is.
Sentinel's Resolve (sr):
The Sentinel's Resolve spell 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.
Trothfang's Rally (tr):
While leading a group in combat, the Trothfang's Rally spell helps
you and your allies maintain the advantage.
Banner of Truce (bot):
The Banner of Truce spell forestalls violence in the area for a few
minutes, but is more difficult to cast if there is active combat
going on at the time. Once it forms, however, any Paladin with the
spell can enhance it by casting again while in the same area. This
does require more mana.
Marshal Order (mo):
Marshal Order will provide a temporary boost to one's discipline and
will allow those most righteous the ability to lead with greater
skill!
Soldier's Prayer (sp):
The Soldier's prayer protects the caster from damaging magic.
It works through weakening the spell, allowing the soldier's natural
defenses to protect. The power of the spell is weakened each time it
withstands an attack.


