PALADIN SPELLS
You can cast new spells once you obtain the necessary level, obtain the spell scrolls/rune (which are purchased, looted, quested...), then "scribe" them into your spell book (click the scroll on an empty spot in your spell book) and then "mem" (memorize) them to one of your "spell gems" (the spell bar on your screen).
Clicking the spell gem will then cause you to cast the spell (you must be standing up and standing still).
You can only have 8 spells memorized at a time (or more, if you have the AA skills). Your spell book is not an actual item in your inventory. You simply "have" it.
Spells can fizzle or fail due to your level, interruptions (movement, battle blows, being stunned...) and your level of ability in the various forms of magic (alteration, conjuration, etc.). When a spell fizzles/fails -- you can loose the mana. This is also true in some cases, when spells are interrupted. If you sit (or jump) -- or open you spell book -- you can purposely interrupt your own spell and prevent the mana loss.
If you die and loose a level -- it can and will affect your ability to cast certain spells. Example -- if you level and gain new spells -- then you die and fall back to the previous level due to the experience loss -- you will not be able to cast those new spells until you regain your level!
This listing does not include spells that Paladins (or any other class) can cast via AA Skills. It lists only the spells you can scribe into your spell book.
In the below charts, "Merchant" indicates that you can buy this spell from merchants who are normally located in Cleric Guilds, Paladin Guilds and/or the Grand Library in the Plane of Knowledge. LDoN indicates it can be purchased with Adventure Points. "Quest" indicates the spell has to be quested. If a zone is listed, then it can be looted (as a drop) in the noted zone.
Further, a good many of the spells can also be player crafted (via Research -- something a Paladin can't do).
These spells below are listed in by level and then in alphabetical order.
The noted times (cast, recast, etc.) are real-life times, not game time (ticks).
As you may notice -- some spells are actually part of a series of spells that improve ("overwrite" or "override") a previous spell. Also -- some spells will not not work on MOB's of a certain level (they can resist them or are immune). By the same token, some spells (buffs) will not affect players that are too low in level (the spell is too "powerful").
Buff spells (spells that enhance your stats/abilities) can often "stack." This means that several spells can be cast and they will all "buff " you at the same time. Some buffs, however, will not stack with certain other buffs and will either "overwrite" (replace) other buffs, or they fail to take hold (they are blocked).
I have even seen instances where spells would stack, but only if they were cast in a certain sequence (Spell B will not stack with Spell A when cast, but if you cast Spell B first, Spell A will then stack with Spell B).
Be careful with buff's -- as you can click them off. If you click on the buff icon, it will go away and you will loose the benefits of the buff. This, however -- is not true of spells that have a negative effect on you (re: poison, damage over time (DoT) spells, diseases, curses, etc.). Those have to be remedied (via spells/potions) or wear off (you can't click them off).
No matter what you call them, you can only have 25 total Buffs and/or DoT icons showing at the same time (not to necessarily include Bard songs or Aura's) (including AA, Levels and Progression earned buff slots).
NOTE: The below spell prices are rounded up (in Platinum). Unless otherwise noted, all spells are single target spells. Self-only and group spells will be noted.
NOTE: Very often you see Lay on Hands listed as a Level 1 Spell for Paladins. This was formerly an innate class ability, now an AA. It is not a spell and it does not use mana. The same goes for disciplines and other AA related "spells."
NOTE: The duration, cast times, re-cast times, range and affects of spells can all be altered (increased or decreased) by magical effects (DoT's), Alternate Advancement. Leadership, Tribute and/or Items that are worn/carried.
Spells in red are spells that you may want to always keep towards the front of your spell book -- as they will always prove useful -- or will at least be the best you have in that area of spells.
Spells in blue are ones you may want to initially keep towards the front of your spell book, as they will prove useful until they become obsolete (replaced with a better spell). Then you may want to move them to the back of your book.
Spells in black are those you might delegate towards the middle of your book -- as they will prove of little or rare use -- but can be useful to you when they are needed.
Spells in orange are spells that are either not yet confirmed, or spells that do not exist despite listings on other web sites. These are likely spells that either never went live, were removed or are an effect.
The spells in green are spells you may consider not bothering with at all -- as they prove of little or no use and/or no benefit. In short -- they may not be worth the trouble. If you get them you may want to delegate them to the back of your spell book.
Locations or how the spell is obtained does not include possible drop locations if the spell is merchant sold. Prices noted may vary by merchant, fraction and charisma.
Miscellaneous notes includes data on cast time (how long for it to cast), re-cast time (how long before you can cast the spell again), duration (how long the spell will work/last), effect (what the spell does), if there is an upgrade spell (what spell will upgrade the current spell) and miscellaneous information (notes of interest about the spell).
NOTE: I have not included range in my listings. After all, range is impossible to judge in the game, unless you simply to try cast and see if the target is in range or not.
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TOTAL SPELLS: 51 confirmed Level 1 to Level 40 spells -- if my data and count is correct!
CLICK JUMP TO LEVEL: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Level 41 to 80 Spells Level 81 to 85 Spells
SPELL NAME |
LEVEL |
MANA |
SKILL |
FUNCTION |
OBTAINED |
COST |
MISCELLANEOUS NOTES |
|
8 |
Alteration |
Heal |
Mines of Gloomingdeep Crescent Reach |
1P |
CAST: 1.0 RE-CAST: 2.0 DURATION: Instant EFFECT: Heal UPGRADE SPELL?: Minor Healing |
|
|
12 |
Divination |
Blind |
Plane of Knowledge |
1P |
CAST: 1.5 RE-CAST: 3.0 DURATION: Up to 12.0 EFFECT: Blinds Target, Decrease Attack by 5 UPGRADE SPELL?: N/A MISC: This spell is very useful! It is especially effective on other players in duels (their entire screen will go black) -- but it is also useful for taking aggro, when you are tanking -- even up to level 70 -- when a MOB turns on a caster (just be close to the MOB)! In some cases you will see a MOB run off after they are blinded. This is because they have no idea where you are and are blindly running about looking for you (all most like a fear spell). Very useful -- all though it can be dangerous, as they may run off and come back with friends. Also useful to flee with, as they can't chase what they can't see. |
|
|
5 |
Divination |
Self-Only Orientation |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 4.0 DURATION: Instant EFFECT: Turns you around so that you are facing North. UPGRADE SPELL?: N/A MISC: This is a completely useless spell as you have both the now-maxed Sense Heading skill, the on-screen compass and even crafted Compass items. |
|
|
5 |
Divination |
Locate Undead |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Spins you around in the direction of the nearest undead MOB. UPGRADE SPELL?: N/A MISC: This spell will also put the MOB up in your target box. It is sort of like a tracking ability, but only for undead. Best used to practice your Divination skill. |
|
|
20 |
Alteration |
Remedy |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 3.0 DURATION: Instant EFFECT: Decrease Poison Counter by 1 to 4 UPGRADE SPELL?: Counteract Poison MISC: Multiple casts may be necessary in order to cure a disease counter. |
|
|
10 |
Alteration |
Heal |
Plane of Knowledge |
1P |
CAST: 1.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Heal UPGRADE SPELL?: Light Healing MISC: Will heal for up to 20 HP. |
|
|
15 |
Evocation |
Stun |
Plane of Knowledge |
1P |
CAST: 1.5 RE-CAST: 9.0 DURATION: 1.0 EFFECT: Stun, Aggro Gainer UPGRADE SPELL?: Desist MISC: Keep this spell in the front of your spell book. While it won't stun at high levels, it is one of the fastest casting aggro spells you have even at Level 70-plus. Stuns (in general) can also be useful for interrupting spell casting, pulling and maintaining aggro (as tank) or taking aggro away from another (like your healer). Stunned MOB's can be unstunned if bashed -- so don't bash them when they are stunned. Stunned MOB's cannot deal out damage while stunned, either. |
|
|
12 |
Abjuration |
Buff |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 3.0 DURATION: Up to 27 Minutes EFFECT: 3 to 10 AC, 11 to 20 HP, 10 HP Heal UPGRADE SPELL?: Center MISC: This spell will not stack with the Symbol line of spells -- nor the Armor line of spells. |
|
|
10 |
Alteration |
Fear Undead |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 4.0 DURATION: Up to 18.0 EFFECT: Fear Undead (they will run away) UPGRADE SPELL?: Counteract Poison MISC: Affects undead only. A successful cast will cause the undead MOB to turn and run (stop attacking) until the affect wears off. Useful to help you escape or to semi-kite Undead MOB's. The danger is you can't control where they run to and they may bring back friends |
|
SENSE MAGIC |
9 |
450 |
Divination |
NA |
NA |
NA |
This spell is no longer available and has been removed from game all together. This appears to have been a variant of the spell Sense the Dead. It was removed from the game and replaced with another useless spell... Spell: True North. |
|
9 |
1 |
Abjuration |
Self Buff |
Plane of Knowledge |
1P |
CAST: 0.5 RE-CAST: 18.0 DURATION: Up to 24.0 EFFECT: AC, STR and STA Boost UPGRADE SPELL?: Yaulp II MISC: Very useful cheap sell with great side-effect benefits (re: Increased Strength can mean more damage output, increased AC can mean less damage taken, etc.) |
|
10 |
Alteration |
Reduce Aggro Range |
Plane of Knowledge |
1P |
CAST: 1.5 RE-CAST: 3.0 DURATION: Up to 2 Minutes EFFECT: Aggro Range Reduction UPGRADE SPELL?: Soothe MISC: This spell reduces Frenzy Radius 15/30 and Reaction radius 15/30. Very useful for pulling. Also useful in by-passing MOB's. This spell can work on MOB's up to Level 30. If the spell fails to land, aggro can/may result. |
|
|
20 |
Alteration |
Remedy |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 3.0 DURATION: Instant EFFECT: Decrease Disease Counter by 1 to 4 UPGRADE SPELL?: Counteract Disease MISC: Multiple casts may be necessary in order to cure a disease counter. |
|
|
28 |
Alteration |
Heal |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Heal UPGRADE SPELL?: Healing MISC: Will heal for up to 65 HP. |
|
(this spell was originally misspelled as "DISIST" in the game) |
25 |
Evocation |
Stun |
Plane of Knowledge |
2P |
CAST: 1.75 RE-CAST: 2.0 DURATION: Up to 2.5 EFFECT: Stun, Aggro Gainer UPGRADE SPELL?: Stun MISC: Stuns can also be useful for interrupting spell casting. Stunned MOB's can be unstunned if bashed -- so don't bash them when they are stunned. Stunned MOB's cannot deal out damage while stunned, either. |
|
|
50 |
Conjuration |
Self Summon Weapon |
Plane of Knowledge |
1P |
CAST: 4.0 RE-CAST: 12.0 DURATION: Instant EFFECT: Summon a "Hammer of Wrath" UPGRADE SPELL?: Hammer of Striking MISC: Summons a no-rent no-drop hammer that you can wield and fight with. It is a 1-handed blunt weapon with a base damage of 6 and a delay of 32 and a Bane Damage of +3 to undead. This is only useful if you are naked and on a corpse run, as it is a pitiful weapon. The best use for this spell is to work on your Conjuration skill with. |
|
|
14 |
30 |
Evocation |
Direct Damage to Undead |
Plane of Knowledge |
1P |
CAST: 2.1 RE-CAST: 2.25 DURATION: Instant EFFECT: Direct Damage to Undead MOB's only UPGRADE SPELL?: Expulse Undead MISC: Does up to 12 Points of damage to Undead MOB's |
|
20 |
Abjuration |
Buff |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 2.0 DURATION: Up to 27 minutes EFFECT: Increase AC by 6 UPGRADE SPELL?: Spirit Armor MISC: This line of AC spells will stack with the Symbol (Hit Point) line of spells, but not with the "Courage" line of spells (AC and HP). |
|
|
40 |
Conjuration |
Self Summon Armor |
Plane of Knowledge |
2P |
CAST: 5.0 RE-CAST: 10.0 DURATION: Instant EFFECT: Summon Halo of Light (No Rent, 3 AC, Helmet that provides light) UPGRADE SPELL?: N/A MISC: It is primarily useful as a light source -- and is equal to that of a Greater Lightstone. Otherwise, this spell is pretty useless except in practicing your conjuration skill. |
|
|
40 |
Divination |
Invisible to Undead Only |
Plane of Knowledge |
1P |
CAST: 4.0 RE-CAST: 4.0 DURATION: Up to 27 Minutes EFFECT: Renders you invisible to most Undead MOB's UPGRADE SPELL?: Improved Invisibility to Undead MISC: To undead, a Paladin is KOS (Kill On Sight). You will find that even very low level skeletons will attack you (unlike other low-level MOB's that hate you, who will not attack you). This spell is very useful to sneak past undead MOB's on a CR (corpse run) or just to avoid the aggro and having to stop and fight. It can last a long time, but can be deactivated by doing something that reveals your presence, like looting, casting a spell and similar. |
|
|
30 |
Alteration |
Negative Buff |
Plane of Knowledge |
2P |
CAST: 3.0 RE-CAST: 6.0 DURATION: Up to 3 Minutes EFFECT: 20 Strength, initially UPGRADE SPELL?: Frenzied Strength MISC: This is somewhat of a "negative buff." This spell will initially add 20 STR. It will then slowly dwindle away STR (about 1 every 7 seconds) until you drop down to 10 below your base strength (thus the negative part). Once it wears off, you return to normal. In short -- about a third of the duration of this buff has a negative effect on you. Best used late in a battle -- so that you get the benefit of the positive buff to finish off the MOB before you get into the negative part of the buff. |
|
|
|
25 |
Alteration |
Remedy |
LDoN & Player Crafted |
12AP or Purchased |
CAST: 3.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Decrease Curse Counter by 2 UPGRADE SPELL?: Remove Lesser Curse MISC: Multiple casts may be necessary in order to fully remove a curse. |
|
19 |
30 |
Alteration |
Immobilization |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 2.25 DURATION: Up to 48.0 EFFECT: Hold a MoB in place UPGRADE SPELL?: Instill MISC: This spell will "root' a target in place, not allowing it to move until the effect wears off. This spell is very useful in battle and escape. In battle it is best used to root adds so you can back away from the crowd and fight just one of them, rather than being beat on by all of them. It is also useful in rooting a MOB so you can get a head start to run away -- or step back to cast heal, buff and/or use attack spells without being interrupted by the MOBs attacks on you. |
|
40 |
Abjuration |
Buff |
Plane of Knowledge |
1P |
CAST: 4.0 RE-CAST: 8.0 DURATION: Up to 27 Minutes EFFECT: Up to 6 AC, 105 HP and a 105 HP heal UPGRADE SPELL?: Daring MISC: This spell has a pseudo-healing effect as well -- because of the actual HP increase, as opposed to any actual healing. |
|
BLESSING OF XXXXX |
20 |
XXX |
XXXXXXX |
XXXXXXXXX |
XXXXXXXXXXXXXX |
XXXXXX |
NOTE There are about 17 different versions of this spell, all named in reference to a deity (re: "Blessing of Karana"). As far as I can tell, none of these spells actually exist! |
|
20 |
Abjuration |
Resist |
Plane of Knowledge |
1P |
CAST: 2.5 RE-CAST: 2.25 DURATION: Up to 27 Minutes EFFECT: Up to 20 Poison Resist UPGRADE SPELL?: Resist Poison MISC: Especially useful when encountering MOB's that are poisonous or cast poisonous spells. Seems to lessen the chance you will be poisoned -- and if you are -- lessens the duration/effect of that poison. |
|
|
21 |
20 |
Alteration |
Replenishment |
Plane of Knowledge & Player Crafted |
2P or Purchased |
CAST: 3.5 RE-CAST: 3.5 DURATION: 12.0 EFFECT: Decrease Stamina Loss by 35 per tick UPGRADE SPELL?: N/A MISC: Duration is very short and serves only to decrease your stamina. However -- I found no real need for this spell. UPDATE: Stamina was changed when endurance was added to the game. this spell now seems useless! |
|
150 |
Alteration |
Rez |
Abysmal Sea |
3P |
CAST: 6.0 RE-CAST: 20.0 DURATION: Instant EFFECT: Zero Per-cent Resurrection UPGRADE SPELL?: Reconstitution MISC: There is no regaining of experience with this spell (0% Rez). There is a 3-hour window on how long a player can be Rezzed. This spell can save a very long corpse run (a lot of game time) for Players, despite the lack of any experience being earned back, by teleporting them back to their corpse. The best use of all in in PvP arena's or on players who loose a duel to the death. They do not loose XP in PvP deaths and this spell is the cheapest mana cost to resurrect them with. |
|
|
100 |
Conjuration |
Self Summon Weapon |
Plane of Knowledge |
4P |
CAST: 6.0 RE-CAST: 12.0 DURATION: Instant EFFECT: Summon a Hammer UPGRADE SPELL?: N/A MISC: Summons a no rent and no drop hammer that is a 1-hand blunt weapon with a measly damage base of 6 and a delay of 29 and a Bane Undead of +4. Only worth while if you are on a corpse run or working on your Conjuration skill -- and maybe not even then. |
|
|
55 |
Abjuration |
Buff |
Plane of Knowledge |
2P |
CAST: 3.5 RE-CAST: 2.25 DURATION: Up to 27 Minutes EFFECT: Plus 73 HP and 73 HP Heal UPGRADE SPELL?: Symbol of Ryltan MISC: This no longer to requires a Cat's Eye Agate as a spell component. This spell works as a pseudo heal because of the HP increase. This line of spells will stack with the Armor line of spells, but not with the Courage/Virtue line of spells. |
|
|
30 |
Alteration |
Reduce Aggro Range |
Plane of Knowledge |
1P |
CAST: 2.0 RE-CAST: 4.0 DURATION: 2.5 Minutes EFFECT: Aggro Range Reduction UPGRADE SPELL?: Calm MISC: Allows you to pull single targets by reducing a MOB's aggro range (frenzy radius 10/40, reaction radius 10/40 and pacify). It can actually cause aggro if it fails. |
|
|
50 |
Abjuration |
Weapon Proc |
Plane of Knowledge |
6P |
CAST: 3.0 RE-CAST: 6.0 DURATION: Up to 60 Minutes EFFECT: Undead Weapon Process UPGRADE SPELL?: Ward of Nife MISC: Awesome spell! It is the first in a line of Paladin spells that is really worth while. It is a weapon proc (called Condemnation of Nife) that will do up to 243 points of damage to undead MOB's! |
|
|
65 |
Alteration |
Heal |
Plane of Knowledge |
2P |
CAST: 3.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Heal UPGRADE SPELL?: Greater Healing MISC: Will heal for up to 175 HP. |
|
|
35 |
Evocation |
Stun |
Plane of Knowledge |
1P |
CAST: 1.5 RE-CAST: 12.0 DURATION: Up to 4.0 EFFECT: Stun, Aggro Gainer UPGRADE SPELL?: Holy Might MISC: Useful in interrupting MOB spell casting and in taking away a round of two of MOB attacks. |
|
|
40 |
Abjuration |
Resist |
Plane of Knowledge & Player Crafted |
4P or Purchased |
CAST: 2.5 RE-CAST: 2.25 DURATION: Up to 27 Minutes EFFECT: Plus 20 Magic Resistance UPGRADE SPELL?: Resist Magic MISC: Helps you resist magic other than fire, cold or disease type spells (re: debuff, charm, slow...). |
|
|
60 |
Evocation |
Direct Damage to Undead |
Plane of Knowledge |
3P |
CAST: 2.75 RE-CAST: 2.25 DURATION: Instant EFFECT: Direct Damage to Undead UPGRADE SPELL?: Ward Undead MISC: Does up to 94 damage to Undead MOB's only. |
|
(aka Reconstitute) |
30 |
200 |
Alteration |
Rez |
Abysmal Sea |
4P |
CAST: 6.0 RE-CAST: 20.0 DURATION: 20.0 EFFECT: Experience Resurrection UPGRADE SPELL?: Reparation MISC: A Paladin's first rez spell with experience regain -- but only 10%. |
|
30 |
75 |
Abjuration |
Buff |
Plane of Knowledge |
4P |
CAST: 6.0 RE-CAST: 2.25 DURATION: Up to 36 Minutes EFFECT: Plus 13 AC UPGRADE SPELL?: Guard MISC: This line of spells will stack with the Armor line of spells, but not with the Courage/Virtue line of spells. |
|
250 |
Alteration |
Rez |
Abysmal Sea |
5P |
CAST: 6.0 RE-CAST: 20.0 DURATION: Instant EFFECT: Experience Resurrection UPGRADE SPELL?: Revive MISC: This rez spell will also recover 20% of the XP loss from death. |
|
|
30 |
Abjuration |
Debuff |
Plane of Knowledge |
1P |
CAST: Instant RE-CAST: 5.0 DURATION: Instant EFFECT: Debuff UPGRADE SPELL?: Nullify Magic MISC: If successful, this spell will remove one buff. Very good to use on buffed MOB's to lower their magically fortified defenses and abilities. |
|
|
111 |
Abjuration |
Buff |
Plane of Knowledge |
5P |
CAST: 4.0 RE-CAST: 2.25 DURATION: Up to 36 Minutes EFFECT: HP Buff and Heal UPGRADE SPELL?: Symbol of Pinzarn MISC: This used to require a Bloodstone as a component to cast it. This spell adds up to 158 Actual and Maximum HP. Because of the actual HP increase, this spell acts as a pseudo heal, as well. |
|
|
75 |
Alteration |
Remedy |
LDoN or Player Crafted |
36AP or Purchased |
CAST: 5.0 RE-CAST: 2.25 DURATION: Instant EFFECT: Minus 4 to Curse Counter UPGRADE SPELL?: Remove Curse MISC: More than 1 cast may be needed. It is obtained in the Everfrost Wayfarer Camp. |
|
|
34 |
50 |
Alteration |
Remedy |
Plane of Knowledge |
5P |
CAST: 4.0 RE-CAST: Instant DURATION: Instant EFFECT: Minus 8 to Poison Counter UPGRADE SPELL?: N/A MISC: This spell can cure most any poisonous spell (DOT). More than one cast may be necessary. |
|
35 |
Alteration |
Buff |
Plane of Knowledge |
9P |
CAST: 3.0 RE-CAST: 2.25 DURATION: Up to 50 Minutes EFFECT: HP Buff UPGRADE SPELL?: Divine Glory MISC: This spell increases HP by 100. It will not stack with the Brell's line. |
|
|
115 |
Alteration |
Heal |
Plane of Knowledge |
4P |
CAST: 3.75 RE-CAST: 2.25 DURATION: Instant EFFECT: Heal UPGRADE SPELL?: Light of Life MISC: This spell will heal for up to 350 HP. |
|
|
60 |
Abjuration |
Buff |
Plane of Knowledge |
4P |
CAST: 2.5 RE-CAST: 2.25 DURATION: Up to 26 Minutes EFFECT: AC and HP buff UPGRADE SPELL?: Valor MISC: This spell adds up to 9 AC and 130 Actual and Maximum HP. It acts as a pseudo heal because of the actual HP increase. This spell actually improves on up to Level 65, but will be obsolete before then. It will not stack with the Armor and Symbol type buff spells. |
|
|
37 |
1+ |
Alteration |
Hit Points for Mana |
Thurgadin |
20P |
CAST: 4.5 RE-CAST: 6.0 DURATION: Up to 15 Minutes EFFECT: HP for Mana UPGRADE SPELL?: Breathe of Tunare MISC: The 1-mana cost, to cast, is deceptive. It can and will cost you about 451 mana by the time the spell runs it's course. This spell is a health (HP) regenerater. It will slowly regenerate HP by slowly draining your mana, as a trade off. It will regenerate 8 HP for 3 Mana every tick 1200 HP over 15 minutes). If you have KEI and other health regeneration buffs up -- this spell can be useful. However, it is my belief that mana is better used for other spells and that this spell is a negative thing. |
|
20 |
Abjuration |
Resist |
Plane of Knowledge |
2P |
CAST: 2.5 RE-CAST: 2.25 DURATION: Up to 27 Minutes EFFECT: Plus 20 to Disease Resistance UPGRADE SPELL?: Resist Disease MISC: This spells increases your ability to resist disease type spells and/or to shorten/lessen the duration of such spells if they do manage to afflict you. |
|
|
38 |
1 |
Abjuration |
Self Buff |
Plane of Knowledge |
4P |
CAST: 0.5 RE-CAST: 18.0 DURATION: Up to 24 Seconds EFFECT: STR, STA and AC Booster UPGRADE SPELL?: Yaulp III MISC: This spell increases STR by 20, decreases Stamina loss by 1 and increases AC by 9 -- for 24 seconds! It is a cheap-on-mana spell and well worth the trouble. |
|
80 |
Abjuration |
Buff |
Plane of Knowledge |
5P |
CAST: 3.0 RE-CAST: 2.25 DURATION: Up to 45 Minutes EFFECT: AC Buff UPGRADE SPELL?: Armor of Faith MISC: This spell will increase your AC by up to 19. It will not stack with the Virtue type buff spells. |
|
|
39 |
300 |
Alteration |
Rez |
Plane of Knowledge |
6P |
CAST: 6.0 RE-CAST: 20.0 DURATION: Instant EFFECT: Experience Resurrection UPGRADE SPELL?: Renewal MISC: This spell will resurrect and recover 35% of lost experience. |
|
274 |
Alteration |
Group Heal |
Plane of Knowledge |
9P |
CAST: 2.0 RE-CAST: 1 Minute DURATION: Instant EFFECT: Group Heal UPGRADE SPELL?: Wave of Healing MISC: This is a Paladin's first group spell. Until this one, all other spells have been for single targets and/or self-only. This spell can heal 219 HP to each group member, who is in range. |
|
<<NO SPELLS>> |
XXX |
XXXXXX |
XXXXXXXXX |
XXXXXXXXXXXXXXX |
XXX |
XXXXXXXXXXXXXXX |
If you note any errors, misspellings, item name errors, misinformation or anything that needs addressing on this page -- PLEASE let me know! E-Mail me here (click here)!
This Page Last updated May 1, 2008