|
Cleanse by Fire
With this power, the Paladin raises his sword or gauntleted fist
to the sky and summons flames to engulf his body, cleansing himself of all
poison and disease. This fire is not without consequence, however, as it
does a fair amount of damage to the Paladin. When used on someone else, it
will first absorb the poison into the Paladin's body before cleansing it by
fire.
Close Wounds
This ability allows a Paladin to heal a medium amount of damage done to
himself or his allies.
Holy Light
Upon invoking this ability, a shaft of holy light surrounds the
Paladin, damaging all enemies around him with divine energy.
Consecrate Weapon
The Paladin can take a weapon and sanctify it for a short duration.
The consecrated weapon is temporarily imbued with a power that specifically
targets an enemy's weakest resistance.
Enemy of One
This enchantment allows a Paladin to declare the next creature he
strikes as his mortal enemy for a period of time, which gives him the
ability to inflict massive melee damage to all creatures of the same type.
However, by using this ability, the Paladin's defenses against all other
creatures will become lessened.
Dispel Evil
Through an act of pure will, the Paladin can summon the power of good to
disrupt all evil in the area. This ability attempts to dispel all summoned
creatures of an evil nature, as well as causes all other evil creatures to
flee from combat. The disrupting nature of this holy ability can also drain
a transformed Necromancer of mana and stamina!
Remove Curse
This ability allows the Paladin to transfer some of his divine
power into another, cleansing the person of any curses laid upon them.
Curses include Necromancer curses, Clumsy, Weaken, Feeblemind, Paralyze, and
the Curse spell used by mages (which is Clumsy, Weaken, and Feeblemind in
one effect).
Divine Fury
Invoking this power is normally only done by zealots of the
Paladin faith, as it is as dangerous to the Paladin as it is to his enemies.
The Paladin will immediately enter a berserk frenzy, with an unquenchable
desire to destroy evil, causing him to swing faster and with more accuracy,
while lowering his defenses to attacks against him.
Sacred Journey
The Paladin can tap into magical pathways of a divine nature that riddle
the spectral realm. Using these passages, he can travel instantaneously to a
marked location, as per the Recall spell. However, in order to use this
ability the Paladin must not be in combat, as he cannot summon the divine
power needed if his purpose is of a cowardly or unchivalrous nature.
Noble Sacrifice
As a sign of his utmost devotion to the preservation of life, a
Paladin may sacrifice himself for the good of others. The Paladin loses all
but the most tenuous hold on his mana, stamina, and hit points in order to
resurrect all valid targets in a radius around him. Each target is also
cleansed of poison, healed by Close Wounds, and receives the benefits of
Remove Curse.
|