PALADIN SPELLS & DISCIPLINES
Paladin Spells & Tomes Part One: Level 1 to level 40






































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- You can cast new spells / disciplines once you obtain the necessary level, obtain the spell / discipline scroll/rune/book/tome (which are purchased, looted, quested...) and then "scribe" them, by clicking on them to "mem" (memorize... learn).
- To use / cast a spell / discipline, you need to then add a spell to one of the spell gems on your spell bar; or with disciplines, add a hot button to you Combat Skills window, or a hot bar, and click the button.
- Spells and Disciplines also work on categorized timers, thus some spells / disciplines can not be cast / activated until such timers have run their course. This is especially true of Disciplines.
- Clicking the buttons in your 'Combat Ability Window,- or on a Hot Bar will activate the discipline that applies.
- You can also activate disciplines via /alt act XXXX commands (with 'XXXX' being the number noted in the Discipline discription window).
- Clicking the spell gem (on your spell bar) will cause you to cast the related spell (you must be standing up and standing still). This can also be accomplished via a commnad, /cast XX (with 'XX' being the number, in sequence, of the related gem on your spell bar.
- You can only have eight (8) spells memorized (to your spell bar) at a time. You can increase this count via AA's and such.
- Your 'spell book' is not an actual item in your inventory. You simply "have" it.
- Spells use your "mana" when cast. If you run out of mana, you can not cast any spells and will have to regenerate mana.
- Disciplines use Endurance... if you run out of Endurance, you can not use disciplines and will have to regenerate Endurance.
- Cast spells / activated discplines can fail due movement, timers, fizzles and interruptions by MOB attacks or similar.
- You can interrupt or stop your spells on purpose by sitting down, moving, jumping or using the /stop command.
- You can only cast spells for levels for which your character has attained. If you lose a level, you also lose the ability to cast spells of that level (you will have to earn the level back).
- Some spells may become available via AA's (Alternate Advancement), which will allow you to make a hot button to cast them with... instead of having to put them on your spell bar. You will also be able to cast them via the /alt act XXXX command (where 'XXXX' is the activation number noted in the AA window).
- Tomes are also known as Combat Abilities and are also known as "Discs" (Disciplines). They are basically offense and defensive abilities.
- Discs do not become available until Level 51.
- Discs use your Endurance. Unlike spells, Discs will use a certain about of Endurance to initiate, and then keep using a certain amount of endurance while they last. If you run out of endurance, you will not be able to use a Disc... and any active Disc will end. In most cases, for a Paladin, you can only use one Disc at a time.
- Discs can be activated via Hot Key, the Combat Abilities Window (Alt C) or via /alt act XXXX (where 'XXXX' is the activation number, which you can look up).
- Base spells / tomes (aka Rank I spells / tomes) are generally obtained from vendors in one location or another. Most spells to Level 90 are sold in Plane of Knowledge. Many base spells / tomes can also be crafted.
- Rank II spells / tomes come into play at Level 71. They are simply a slightly better version of the base (Rank I) spells / tomes and will replace the base spells / tomes, when you "mem" or "scribe" them. You do NOT have to obtain the base spell / tome first! Generally, these are obtained as a drop (as an actual spell; as a click item that will allow you to claim a spell; as a quest reward for an dropped item turn-in and similar). Many Rank II spells / tomes -- to a certain level -- can also be crafted. Other Rank II spells are vendor sold on group faction / progression based vendors for platinum or specialized coin types.
- Rank III spells also come into play at Level 71. They are simply a slightly better versions of the Rank II spells / tomes and will replace the lesser (Rabk I or Rank II) base spells / tomes, when you "mem" or "scribe" them. You do NOT have to obtain the base or Rank II spell / tome first! Generally, these are obtained as a raid drop item (click to claim; or a quest reward for turning in the drop...). They are sometimes sold on raid faction / progression vendors as well, using specialized coin types. Rank III spells / tomes can not be crafted.
- There are a few Rank III spells, added in later expansions, that apply to Levels lower than Level 71. Example, the Paladin Spell 'Absolve,' was added with The Serpents Spine expansion (a Level 75 Expansion), but has a Level 61 requirement.
- There are also progressive (or 'Dichotomic') Spells, that are made up to five (5) Levels better via Progression / Achievements.
- Spells can overwrite, or block, other spells. For instance, another players Rank II Brells will overwrites and replace your Rank 1 Brells. Another players Rank III spell can overwrite your Rank I or Rank II spells, refreshing the buff timer. Your Brells can be blocked by a Ranger buff (and vice versa), as they will not "stack" with one another (a player must choose which one they prefer, as they can't have both).
- Additionally, players can literally block buffs from landing on themselves and their pets, using the Blocked Spell Windows.
- Detrimental spells can NOT be blocked by players.
- Spells have level restrictions. High level buffs may not land on lower level players.
- Spells also have a 'range' limit, meaning the target must be within that range (aka distance) for the spell to to 'land.'
- Some spells are "combined spells" (they cast multiple things in one cast).
- Some spells can be partially effective, by not landing for the full effect, or certain components of the spell being be resisted. Such as with a Stun & Damage spell, where the Stun may be resisted, but the damage will land.
- Some MOB's are "immune" to certain spells, such as Stun (meaning Stun will not work on them at all).
- Some spells / disciplines can eb sued by more than one class, but they may not be able to use them at the same level as other classes. Example, 'Resist Disease,' added with EverQuest (original game), can b used by some classes at Level 30. However, Paladins did were not able to use it until Level 51 (a level that was added until the Ruins of Kunark).
- Other spells / disciplines, in the past, have also been added with later expansions that apply to lower levels. Example, 'Salve' is a Level 1 Paladin spell, but it was not added to the game until the Gates of Discord expansion (a Level 65 expansion).
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Level 41 to 80 Spells Level 81 to 120 Spells Level 121 to 160 Spells
|
SPELL NAME
|
LEVEL
|
BASE
MANA
COT
|
SKILL
|
FUNCTION
|
OBTAINED
|
RELATED
EXPANSION
|
|
SALVE
|
1
TOP
|
8
|
Alteration
|
Heal
|
Plane of Knowledge
|
Gates of Discord
|
|
FLASH OF LIGHT
|
2
TOP
|
12
|
Divination
|
Blind
|
Plane of Knowledge
|
EverQuest
|
|
TRUE NORTH
|
3
TOP
|
5
|
Divination
|
Self-Only Orientation to face North
|
Plane of Knowledge
|
EverQuest
|
|
SENSE THE DEAD
|
4
TOP
|
5
|
Divination
|
Locate Undead
|
Plane of Knowledge
|
EverQuest
|
|
CURE POISON
|
5
TOP
|
20
|
Alteration
|
Reduce Poison Counter
|
Plane of Knowledge
|
EverQuest
|
|
MINOR HEALING
|
6
TOP
|
10
|
Alteration
|
Heal
|
Plane of Knowledge
|
EverQuest
|
|
CEASE
|
7
TOP
|
15
|
Evocation
|
Stun
|
Plane of Knowledge
|
Shadows of Luclin
|
|
COURAGE
|
8
TOP
|
12
|
Abjuration
|
Boost to Armor Class, Hit Points and a Heal
|
Plane of Knowledge
|
EverQuest
|
|
SPOOK THE DEAD
|
9
|
10
|
Alteration
|
Fear Undead
|
Plane of Knowledge
|
EverQuest
|
|
YAULP
|
9
TOP
|
1
|
Abjuration
|
Self-Only Boost to Armor Class and Strength
|
Plane of Knowledge
|
EverQuest
|
|
LULL
|
10
TOP
|
10
|
Alteration
|
Reduce Aggro Range
|
Plane of Knowledge
|
EverQuest
|
|
CURE DISEASE
|
11
TOP
|
20
|
Alteration
|
Reduce Disease Counter
|
Plane of Knowledge
|
EverQuest
|
|
LIGHT HEALING
|
12
TOP
|
28
|
Alteration
|
Heal
|
Plane of Knowledge
|
EverQuest
|
|
DESIST
|
13
TOP
|
25
|
Evocation
|
Stun
|
Plane of Knowledge
|
Shadows of Luclin
|
|
HAMMER OF WRATH
|
14
|
50
|
Conjuration
|
Summon Hammer (weapon)
|
Plane of Knowledge
|
EverQuest
|
|
WARD UNDEAD
|
14
TOP
|
30
|
Evocation
|
Direct Damage to Undead
|
Plane of Knowledge
|
EverQuest
|
|
HOLY ARMOR
|
15
TOP
|
20
|
Abjuration
|
Boost to Armor Class
|
Plane of Knowledge
|
EverQuest
|
|
HALO OF LIGHT
|
16
TOP
|
40
|
Conjuration
|
Summon Armor (Helm)
|
Plane of Knowledge
|
EverQuest
|
|
INVISIBILITY VS UNDEAD
|
17
TOP
|
40
|
Divination
|
Invisible to Undead Only
|
Plane of Knowledge
|
EverQuest
|
|
RECKLESS STRENGTH
|
18
TOP
|
30
|
Alteration
|
Boost to Strength (ticks down to negative Strength)
|
Plane of Knowledge
|
EverQuest
|
|
REMOVE MINOR CURSE
|
19
|
25
|
Alteration
|
Reduce Curse Counter
|
Commonlands
|
Lost Dungeons of Norrath
|
|
ROOT
|
19
TOP
|
30
|
Alteration
|
Immobilization
|
Plane of Knowledge
|
EverQuest
|
|
CENTER
|
20
TOP
|
40
|
Abjuration
|
Boost to Armor Class, Hit Points and a Heal
|
Plane of Knowledge
|
EverQuest
|
|
ENDURE POISON
|
21
TOP
|
20
|
Abjuration
|
Increase Poison Resist
|
Plane of Knowledge
|
EverQuest
|
|
REANIMATION
|
22
TOP
|
150
|
Alteration
|
0% Resurrection
|
Plane of Knowledge
|
EverQuest
|
|
HAMMER OF STRIKING
|
23
TOP
|
100
|
Conjuration
|
Summon Weapon (Hammer)
|
Plane of Knowledge
|
EverQuest
|
|
SYMBOL OF TRANSAL
|
24
TOP
|
55
|
Abjuration
|
Boost to Hit Points and a Heal
|
Plane of Knowledge
|
EverQuest
|
|
SOOTHE
|
25
TOP
|
30
|
Alteration
|
Reduce Aggro Range
|
Plane of Knowledge
|
EverQuest
|
|
INSTRUMENT OF NIFE
|
26
TOP
|
50
|
Abjuration
|
Self-Only Weapon Proc
|
Plane of Knowledge
|
Shadows of Luclin
|
|
HEALING
|
27
TOP
|
65
|
Alteration
|
Heal
|
Plane of Knowledge
|
EverQuest
|
|
STUN
|
28
TOP
|
35
|
Evocation
|
Stun
|
Plane of Knowledge
|
EverQuest
|
|
ENDURE MAGIC
|
29
TOP
|
40
|
Abjuration
|
Increase Magic Resist
|
Plane of Knowledge
|
EverQuest
|
|
EXPULSE UNDEAD
|
30
|
60
|
Evocation
|
Direct Damage to Undead
|
Plane of Knowledge
|
EverQuest
|
|
RECONSTITUTION
(aka Reconstitute)
|
30
|
200
|
Alteration
|
10% Resurrection
|
Plane of Knowledge
|
EverQuest
|
|
SPIRIT ARMOR
|
30
TOP
|
75
|
Abjuration
|
Boost to Armor Class
|
Plane of Knowledge
|
EverQuest
|
|
REPARATION
|
31
TOP
|
250
|
Alteration
|
20% Resurrection
|
Plane of Knowledge
|
EverQuest
|
|
CANCEL MAGIC
|
32
TOP
|
30
|
Abjuration
|
Remove 1 Beneficial and / or Detrimental Spell
|
Plane of Knowledge
|
EverQuest
|
|
SYMBOL OF RYLTAN
|
33
TOP
|
111
|
Abjuration
|
Boost to Hit Points and a Heal
|
Plane of Knowledge
|
EverQuest
|
|
REMOVE LESSER CURSE
|
34
|
75
|
Alteration
|
Reduce Curse Counter
|
Everfrost Peaks
|
Lost Dungeons of Norrath
|
|
COUNTERACT POISON
|
34
TOP
|
50
|
Alteration
|
Reduce Poison Counter
|
Plane of Knowledge
|
EverQuest
|
|
DIVINE VIGOR
|
35
TOP
|
35
|
Alteration
|
Boost Hit Points
|
Plane of Knowledge
|
Shadows of Luclin
|
|
GREATER HEALING
|
36
TOP
|
115
|
Alteration
|
Heal
|
Plane of Knowledge
|
EverQuest
|
|
DARING
|
37
|
60
|
Abjuration
|
Boost to Armor Class, Hit Points and a Heal
|
Plane of Knowledge
|
Scars of Velious
|
|
DIVINE PURPOSE
|
37
TOP
|
1+
|
Alteration
|
Trade Mana (3) Mana for Hit Points (8) (over time).
|
Plane of Knowledge
|
EverQuest
|
|
ENDURE DISEASE
|
38
|
20
|
Abjuration
|
Increase Disease Resist
|
Plane of Knowledge
|
EverQuest
|
|
YAULP II
|
38
TOP
|
1
|
Abjuration
|
Self-Only Boost to Armor Class and Strength
|
Plane of Knowledge
|
EverQuest
|
|
GUARD
|
39
|
80
|
Abjuration
|
Boost to Armor Class
|
Plane of Knowledge
|
EverQuest
|
|
REVIVE
|
39
|
300
|
Alteration
|
35% Resurrection
|
Plane of Knowledge
|
EverQuest
|
|
WAVE OF LIFE
|
39
TOP
|
274
|
Alteration
|
Group Heal
|
Plane of Knowledge
|
Planes of Power
|
|
<<NO SPELLS>>
|
40
TOP
|
XXX
|
XXXXXX
|
XXXXXXXXX
|
XXXXXXXXXXXXX
|
N / A
|
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