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PALADIN

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(Proficient in unarmed, blunt & bladed weapons

(See [Combat Rules] for weapon info)

Combat abilities:

Spells: All Paladins have access to the Paladin Spell book (Divine Magic). Paladins require a holy symbol to cast their magic. The spellbook is the spells your class can use. You decide the flavor of casting and whether to learn each spell over time or know them all as an expert spellcaster from the start.

See the Combat Rules page for how casting works!

 

Smite Evil: Once per day a Paladin can attempt to smite Evil. If a successful roll is achieved they will do double the damage for one round.

 

Lay on Hands: Once a day A paladin has the ability to heal the wounds of another person. (3 HP if in combat) They cannot use this on themselves.

Spellbook:

Offense

Searing Light: Ray deals damage. (2DMG)

 

Spiritual Weapon: Summon a magic weapon. Can use as melee next turn.  (Weapon does 2DMG)

Support Spells

Virtue: Grants temporary 1HP for encounter.

Shield Other: You take half of the subject's damage. (If 1DMG, you take all damage)

Blood of the Martyr: You heal a target at range (10m) and take the same amount of damage. (1-3HP)

Heal

Cure Light Wounds: Cures 1HP.

Cure Moderate Wounds: (2 post) Cures 2HP.*

Cure Serious Wounds: (2 Post) Cures 3HP.*

Soothe

Remove Blindness/Deafness: Cures normal or magical conditions.

Detect Poison: Detects poison in one creature or small object.

Delay Poison: Stops poison from harming the subject for 1 IC hour.

​Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Endure Elements: Exist comfortably in hot or cold environments.

Water Breathing: Subjects can breathe underwater.

Story Based Spells (OOC Consent Check-in)

​Bestow Curse: Bestows a curse of the caster’s choosing on subject (Non Combative).

Mark of Justice: Designates action that will trigger curse on subject.

Banishment (3-post): Force taint out of your home plane. See [The Taint]

Manipulation/Daze

Binding Snow: Snow freezes the target, impending movement for a turn.

Holy Word: (2 post) Paralyzes, blinds, or deafens subject until dispelled.*

Cause Fear: (2 post) One creature flees for 1 round.*​

Lionheart: Subject gains immunity to fear.

Peacebond: You and your opponent may not draw weapons or cast offensive spells. Spell is broken if someone is hit with an unarmed attack, takes outside damage, or the scene ends. (Can only be used before combat starts.)

Communication

Zone of Truth: Subjects within 20m cannot lie. Lasts 1 scene.

Discern Lies: Reveals deliberate falsehoods.

Commune: Deity answers one yes-or-no question.

Utility

Contingency: Sets trigger conditions for another spell.

Purify Food and Drink: Purifies food or water.​

Daylight: 20m radius of bright light.

Create Water: Creates 2 gallons of pure water.

Movement

Mount: Summons mount for 1 scene.

Holy/Undead

Detect Undead: Reveals NPC Undead, and Tainted within 20M.

Bless Water: Makes holy water, repels Risen and Tainted within 10m.

Charms - May only hold passive spells (spell cannot be cast in rp) (i.e. use Endure Elements like undead magic sunscreen, or Locate Creature like a compass), but these have a much longer battery life and may last up to 3 months (We won’t keep track of these, but use this to promote your own rp!). Charms need to be recharged by any magic user capable of the charm’s function.

Potions - May come in liquid, cream, gel or powder form and may be applied topically or ingested. Potions are single-use spells and may be made in batches up to 3. Spell must be something within the creator’s spellbook that can be cast on a person, single target. First post use it, next post they take effect.

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