World of Gaianar - Third Edition
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Third Edition
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Paladin - Spiritual Powers - Tier 1

Paladins are holy warriors who serve all that is good. They are servants of the light, righters of wrong, and defenders of the weak. Whereas Warriors and Barbarians are primarily offensive fighters and Protectors are mostly defensive, the Paladin strikes a balance between the two. Like Priests, Paladins have the power to heal others and to turn away Undead (albeit at less potency than a Priest). Paladins are welcome nearly everywhere. Their word is their bond. Their self-discipline and honor rivals that of the Gunslinger. the Paladin's supernatural powers draw from the Plane of Light (the realm of good souls) and the Plane of Radiance (the plane of life-energy and many good-aligned deities).

Granted Powers (by Class)Paladins can resist death magic, fear, and death magic

Granted Powers

Paladins are self-disciplined and have profound confidence in their purpose. While a Paladin does not have the ability to project an aura of fear dissipation (like a Cavalier can), the Paladin's confidence rigid will does allow him/her to resist fear at the personal level. Moreover, the Paladin's formidable will allows him/her to resist empathic manipulation. This granted power does not turn the Paladin into an empath, but it will at least allow the Paladin to resist other empaths. And, like Priests, a Paladin does have enhanced resistance to death magic.


Table: Paladin Granted Powers

Level

Resist Empathic Attack*

Resist Fear**

Resist Death Magic†

1

4%

2%

1%

2

8%

4%

2%

3

12%

6%

3%

4

16%

8%

4%

5

20%

10%

5%

6

24%

12%

6%

7

28%

14%

7%

8

32%

16%

8%

9

36%

18%

9%

10

40%

20%

10%

11

44%

22%

11%

12

48%

24%

12%

13

52%

26%

13%

14

56%

28%

14%

15

60%

30%

15%

16

64%

32%

16%

17

68%

34%

17%

18

72%

36%

18%

19

76%

38%

19%

20

80%

40%

20%

* Add Body-Mind-Spirit | ** Add Willpower | † Add Faith
Granted Powers (by Faith)High faith can yield unexpected perks

Faith-Based Granted Powers


A Paladin's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). A Paladin and Gunslinger are both interested in law and order. However, a Paladin is more likely to believe in a "priestly" order than a "secular" order. Therefore, a Paladin's faith-based perks differ from that of their gun-toting allies.  All of the bonuses are cumulative. Thus, if a Paladin has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.


This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on certain Paladin signature powers.


Faith Score Granted Power
14
+1 Save versus Spiritual Powers (continuous)
+5% to resist Fear
15+1 to initiative when using his/her Chosen Weapon.
+1 Save versus Sleep/Charm (continuous)
Can call upon his/her weapon to glow once per day, 3// radius, equivalent to a super LED, 1 turn/level.
16+5% to resist death magic
Cast Holy Presence for free, once per day.
Heal 1d4 once per day for free
17+5% to resist fear
+5% to resist death magic
+1 to damage when using his/her Chosen Weapon
Can call upon his/her weapon to glow once per day, 6// radius, equivalent to a sodium vapor light, 1 turn/level.
18Can project the protection of Resist Empathic Attack in a 10' radius once per day for one round per level.
Extra attack with Chosen Weapon once per day in same combat routine.
+1 to Save vs Spiritual Powers (continuous)
+1 to Save vs Sleep/Charm (continuous)
19Weapon Flash: Weapon can generate sunlight-equivalent glow in a 6// radius for 1 round/level (not 1 turn/level).
Heal 2d4 for free once per day
Weapon can function as "silver" or "cobalt" equivalent for 1 round per level, once per day.
20Retake failed Fear, Sleep/Charm, or Death Magic save once per day.
Can cast Holy Presence once per day in which the effect on foes is doubled.
21Heal 3d4 once per day
+1 to Save vs Death Magic
+1 to Save vs Poison
Summon Chosen Weapon (if lost/stolen or otherwise unavailable).
22Can project Death Magic Resistance in a 10' radius once per day for 1 round per level.
Extra parry in combat routine, once per day (can be used to compensate for a failed parry).
Heal all allies in 3// radius for 3d4 once per day.
23The Paladin becomes a figure of legend and is remembered for 4d10 generations. The Paladin's life is not extended. However, the Paladin will never again be susceptible to ordinary diseases (even ordinary fatal diseases) The Paladin will have good health until he/she has reached the normal maximum lifespan for the character's race.
24Purifying Weapon: The Paladin can make his/her weapon shine with the brightest silver light that inflicts 4d10 damage to all Undead within a 6// radius. This power lasts one round and then decreases to "sodium vapor light" illumination for 1 turn per level.
25If slain in battle, the Paladin's spirit rises from his/her body and takes on temporary corporeal form in which the temporary body has hit points equivalent to the character's spirit points. The Paladin appears as a shining, translucent, idealized version of how he/she appeared in life. The Paladin can retain this form for one round per point of Faith before ascending into the Realm of Light. During this phase, the incarnate spirit receives a +4 bonus to all saving throws. 


The rules are a bit different if the Paladin is Undead. Instead of getting a bonus versus Death Magic and negative energy, the Paladin gets a bonus to saving throws involving positive energy and Plane of Radiance energy, An Undead Paladin can use the "bonus" healing to heal Undead allies, but the effect is halved when used on living recipients.

Chosen WeaponA Paladin can create a weapon of talismanic power

Create Chosen Weapon


Certain character classes (Paladin included) gain the ability to craft a personalized weapon of talismanic power. Such a weapon becomes automatically immune to rust and will not accumulate ordinary (cosmetic) damage. A Detect Magic (or similar spell) will indicate that a Chosen Weapon is a powerfully-charged item.


The ritual for creating a Chosen Weapon takes three hours. The weapon itself must be of excellent craftsmanship and have been constructed from the best available materials. These factors generally increase the base cost of the weapon by three-fold. The ritual also costs 45 Spirit Points. If the Paladin does not have 45 Spirit Points (ie. his/her maximum daily reserve is 44 or less), a Priest can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Paladin will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Paladin fails in the Faith check, he/she must wait one week before another attempt can be made. However, the weapon is not destroyed by the spell's failure and can still be used as a mundane weapon until the ritual can be attempted again.


If a Chosen Weapon is somehow destroyed, the Paladin must wait one year before making a new Chosen Weapon. Additionally, losing/breaking a Chosen Weapon is shaming to the Paladin, as this is a character class known for piety and personal discipline.

Note: At the Game Master's discretion, the Chosen Weapon's power may fail to invoke for a suitable period of time if the Paladin has previously used its power in a way contrary to the Paladin's ethos. For example, if a Paladin uses Chosen Weapon to injure an opponent that has already surrendered, or use if in some prideful or vanglorious way (such as to boastfully cut a steak with his sword while bragging in a tavern), the GM could make the Chosen Weapon inaccessible for a period of time commensurate with the transgression of the Paladin's ethos. Likewise, the Game Master could make the weapon's power unavailable if the Paladin starts over-using it as a crutch.


Call Upon Chosen Weapon

Prayer: 1 round

Cost: 30 SP

Range: Touch (ie. the Paladin's Chosen Weapon)

Duration: See table below

It should be noted that the powers listed below are "common" uses of Call Upon Chosen Weapon. Players are encouraged to develop a "signature effect" unique to their character's style. the Game Master can then approve or modify the effect as needed for game balance.


Changes from the printed (book) version: Priests can fill in the Spirit Point deficit; the wait time for making a replacement weapon is now only one year; invoking "Call Upon Chosen Weapon" no longer has the possibility of destroying the weapon (Item Saves are no longer required); players can develop a "signature effect" in addition to the powers listed below.


Call Upon Chosen Weapon - Desired Effect Duration of Effect
Boost Other Power (the Paladin can double effectiveness of some other spell that the Paladin might invoke the next round)
The boosted power lasts twice as long as normal, has twice the range (or twice the area of effect), and inflicts twice as much damage (or heals twice as many hit points, as the case may be).
+10 damage1 round
+7 damage3 rounds
+4 damage5 rounds
+2 damage10 rounds
Battle Heal: The Paladin recovers 1d4 hit points per level of experience.Instantaneous
Trickle Heal: More useful post-battle, the power heals 1 hit point per round to all allies within 3//.10 rounds
Psychic Bulwark: All allies of the Paladin (including the Paladin) get a 20% bonus to Empathic Resistance. This spell stacks with any other spell that increases empathic Resistance. This spell has a 60' radius area of effect.10 rounds
Sword Breaker. When fighting hand-to-hand (melee range) against an armed opponent, the Paladin can match his/her Skill against that of the opponent (via Universal Matrix). If the opponent fails on the Universal Matrix, the opponent's weapon snaps in two when the blades meet. If the opponent's weapon is also enchanted, then treat as a disarm that causes the enemy's weapon to fly out of hand at least ten feet away. 5 rounds
Ward Against Dark Creatures: The Paladin's weapon glows with silver light. Creatures summoned from Either the Plane of Shadow or the Plane of Conflagration (and are of fewer HD than the Paladin) cannot approach closer than 10'. Those of same HD or higher must made a Save versus Area of Effect to approach.10 rounds
Draw Aggression: Enemies within 20' of the Paladin that happen to be targeting weaker allies must make a Save vs Sleep/Charm or attack the Paladin for the duration of the spell. The Paladin gains 1d4 armor points temporarily and one point of incoming damage is automatically redirected to the closest foe. 10 rounds

Affect UndeadPaladins can turn away Undead Monsters

Paladin - Affect Undead


PaladinHit Dice of Opposing Undead Creature
Level1234567891011121314151617181920
11418222630343842465054586266707478828690
21216202428323640444852566064687276808488
31014182226303438424650545862667074788286
4812162024283236404448525660646872768084
5610141822263034384246505458626670747882
648121620242832364044485256606468727680
726101418222630343842465054586266707478
80481216202428323640444852566064687276
9-2261014182226303438424650545862667074
10-404812162024283236404448525660646872
11-6-22610141822263034384246505458626670
12-8-4048121620242832364044485256606468
13-10-6-226101418222630343842465054586266
14-12-8-40481216202428323640444852566064
15-14-10-6-2261014182226303438424650545862
16-16-12-8-404812162024283236404448525660
17-18-14-10-6-22610141822263034384246505458
18-20-16-12-8-4048121620242832364044485256
19-22-18-14-10-6-226101418222630343842465054
20-24-20-16-12-8-40481216202428323640444852


Turning Attempts: 1 per 2 levels

Creatures Affected: 1 per 2 levels

Duration of Turning Effect: 1 round per level

Combined Faith Bonus: +2


Special Rules if the Paladin is Undead

As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Paladin can bolster Undead.


For the duration of the "turning" effect, bolstered Undead will view the Paladin favorably (although they will not automatically obey the Cavalier). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.

Bolster the Weak8 SP | Extends resistances to an ally. 1 turn/level.

Boster the WeakBolster the Weak
Prayer: 1 segment
Spirit Cost: 8 SP
Range: Touch
Duration: 1 turn per level
Area of Effect: One willing, non-evil target
Classification: Utility (or Protection)


A Paladin is a role-model of integrity, charity, and honor, and they seek to enlighten others to follow the same course in life. But the road is often difficulty, and the world is full of deception, so the Paladin must bolster his weaker allies in the face of such challenges so that they can remain true. When this spiritual power is invoked, the target gains the following abilities:

- Empathic Resistance bonus of 4% per level of the Paladin
- Resist Fear bonus of 2% per level of the Paladin
- A +2 bonus to Save vs. Sleep Charm
- A +2 bonus to any skill checks made to avoid deceptions and lies
- A -2 penalty to any skill checks made to tell lies or deceive others

While under the effects of this ability, if the target commits any evil act, the effect immediately ends. While this ability can be used on targets that are not good-aligned, they always feel a sense of remorse when the spiritual power ends, as if they had missed a chance to be something greater in life.

Note that a Paladin cannot use this ability on himself; he must remain true to his beliefs based on his own convictions. That being said, Paladins can use this power on other Paladins, though excessive use of this ability in such a way is often frowned upon unless the circumstances warrant it.

  • Levels 1 to 4: One ally can be bolstered.
  • Levels 5 to 9: Two allies can be bolstered.
  • Levels 10 to 14: Three allies can be bolstered.
  • Levels 15 to 19 Four allies can be bolstered.
  • Levels 20 and higher: Five allies can be bolstered.


Changes from the printed (book) version: This is a new spell.

Charity of Faith7 SP | Creates minor gifts like food and water. Instant

Charity of FaithCharity of Faith
Prayer: 4 segments
Spirit Cost: 7 SP
Range: Touch
Duration: See text
Area of Effect: One target
Classification: Utility


A Paladin is always charitable, but sometimes they lack the resources on hand to help a person in need, or they may not be aware of how to truly help a specific individual. When this spiritual power is invoked, a mundane object will be conjured to meet the most pressing need of the target. Typical examples include: a day’s worth of food, a warm blanket or set of clothing, or reasonably affordable medicine. Weapons and armor can be conjured by this effect, but only if doing so truly meets the most pressing need of the target. In all cases, the GM will decide what counts as the most pressing need.

A Paladin can benefit from this effect, but only if he is still acting in a charitable spirit. For example, it is acceptable for him to use this ability on himself to conjure a warm cloak after he has already given a beggar his own cloak. Or it could be used multiple times to conjure food for his entire party, himself included, but it could not be used to conjure food just for himself while others in his group went hungry.

The “most pressing need” may sometimes take the Paladin by surprise, and the need must be genuine. For example, if this power is used on a wealthy man who’s pretending to be a beggar for selfish reasons, it might conjure a piece of paper with the address of a local church or temple that has a currently open confessional with the added phrase “repent!” Or, if this power is used on a man with a great emotional need, such as knowing what his parents looked like, that need would be met, such as by conjuring a small but accurate painting of his parents.

Food, water, and medicine created by this effect have a normal shelf life, and the benefits gained from them have no unusual limitations. Conjured objects, such as clothing, shoes, and so forth will last as long as the original target of this power needs them. If no longer needed, such as in a case where the beggar becomes wealthy, the object will mysteriously be lost within a year after no longer being needed. Some say that such objects reappear elsewhere in the world to meet the needs of another, but there is only slim evidence thus far for this claim. Many say that soon after the object goes missing, they receive a vivid and emotional memory of the Paladin’s act of charity.

Changes from the printed (book) version: This is a new spell.

Command the Truth10 SP | Paladin wrests the truth out of a foe. Special duration

Command the TruthCommand the Truth

Prayer: 1 segment
Spirit Cost: 10 SP
Range: 1// line of sight
Duration: Special
Area of Effect: One person or entity
Classification: Charm (or possibly Divination)

The power of Light is such that it tends to reveal falsehoods. And so it is that Paladins can demand the truth from a foe. This spell is typically used on a foe that has already been defeated but for whom additional information is needed. For instance, a captured scout might know when the main battle force will strike. A cultist might know the whereabouts of the cult leader. A terrorist might know where a bomb has been placed. By faith and will, the Paladin can command his foes to answer and do so truthfully. Thus, if the Paladin matches his/her Willpower against that of the foe, the foe is duly compelled to cooperate.

At low levels, the Paladin can only demand the answer to only one question. The question must be answered fully and with the Paladin's intent. The foe will be unable to lie or conceal. However, if the foe actually has incorrect information, then the bogus intel will be given to the Paladin as truth. Likewise, interrogating a mentally ill detainee will reveal what the foe believes to be true (like "I know the Touchstone Mayor is out to get me and that's why I planted the bomb", when there might be no bomb at all, and the Touchstone Mayor never heard of the detainee.)

The number of questions that can be asked increased with the Paladin's level.
  • Levels 1 to 4: The Paladin can ask one question.
  • Levels 5 to 9: The Paladin can ask two questions.
  • Levels 10 to 14: The Paladin can ask three questions.
  • Levels 15 to 19: The Paladin can ask four questions.
  • Levels 20 and higher: The Paladin can ask five questions.

Changes from the printed (book) version: There is no chance of the Paladin being stripped of his/her power by using this spell. The number of questions that can be asked now scales with the Paladin's level.

Detect Good and Evil5 SP | Detects emanations of holy/unholy power. 1 turn/level

Detect Good and EvilDetect Good and Evil

Prayer: 6 segments
Spirit Cost: 5 points
Range: Internal to the Paladin
Duration: 1 turn per level
Area of Effect: 3// spherical volume (scales upward with level)
Classification: Divination

This spell allows the Paladin to detect emanations of both good and evil. This power can manifest in a variety of ways, depending on what the Paladin is attempting to scan. For example, the Paladin can focus his/her detection on a building and learn whether it is consecrated to a Light or Dark power. Presumably, a church building dedicated to the True One or Domalon would faintly radiate "good" whilst a church building dedicated to Scaxathrom or Illuthiel would faintly radiate "evil". Likewise, a Paladin can examine an object in order to determine if it radiates good or evil (a consecrated/enchanted/magical weapon typically bears a residual alignment signature of its creator). Supernatural entities can also be scanned. For example, that horned monster that was summoned from a faraway alien dimension might actually have good and positive intent whilst the angelic-looking being might actually be a demonic entity bent on murder.

With respect to scanning sentient beings, this spell does not detect alignment but rather intent. Thus, a cold-blooded assassin who is simply having a few beers at the local pub with his friends would likely not register. That same assassin would absolutely register once he started assembling his sniper rifle atop a five-story rooftop.

If the Paladin doesn't know what he/she is looking for, the Paladin can simply "ping" the entirety of the area of effect to poll local emanations of good and evil. This takes a full round, and the Paladin cannot take any other actions. Moreover, scanning the full volume at once (as opposed to scanning a particular person or object) makes the Paladin extremely visible to any person or creature that has the ability to detect magic over distance.

The area of effect scales with the Paladin's level as follows:
  • Levels 1 to 4: The spell has a 3// area of effect.
  • Levels 5 to 9: The spell has a 6// area of effect.
  • Levels 10 to 14: The spell has a 9// area of effect.
  • Levels 15 to 19: The spell has a 12// area of effect.
  • Levels 20 and higher: The spell has a 15// area of effect.

 

Changes from the printed (book) version: The power scales with level. The spell description is much clearer as to what the spell detects.


Divine Healing8 SP | The Paladin can heal ordinary wounds. Permenant.

Divine HealingDivine Healing

Prayer: 6 segments
Spirit Cost: 8 points
Range: Touch
Duration: Permanent
Area of Effect: The person touched
Classification: Healing

Thanks to the Paladin's connection with the Divine, he/she is able to draw down energy from the Shining Realm (the opposite plane of existence from the Plane of Shadow) in order to heal wounds in himself or others. Divine Healing treats physical wounds but cannot neutralize poison or cure diseases. The healing yield starts at 1d4 but increases as the Paladin ascends in level.

  • Levels 1 to 4: 1d4 healing
  • Levels 5 to 9: 2d4 healing
  • Levels 10 to 14: 3d4 healing
  • Levels 15 to 19: 4d4 healing
  • Levels 20 and up: 5d4 healing

Note: if the Paladin is Undead, then the Divine Healing works on Undead allies at full capacity. However, this spell is less effective on living recipients due to energy conversion losses. Therefore, an Undead Paladin must spend twice as many Spirit Points to have the same effect.


Changes from the printed (book) version: The level of healing scales in proportion with the Paladin's level.

Holy Presence15 SP | A subtle protection against evil beings. 1 turn/level

Holy PresenceHoly Presence

Prayer: 5 segments
Spirit Cost: 15 points
Range: Centered on the Paladin
Duration: 1 turn per level
Area of Effect: 1// spherical volume (scales upward with level)
Classification: Protection

The Paladin's strong ties to the Planes of Light (opposite of Shadow) and Radiance (opposite of Conflagration) allows the holy warrior to channel some of that positive energy into a protective aura that initially extends in a 1// spherical volume. While ordinary evil-aligned humanoids and monsters perceive this power as a distracting and irritating effect (manifesting as a -1 penalty to all actions), against evil supernatural creatures the power of Holy Presence has a much more profound effect. Types of creatures fully affected by this spell are: Evil-aligned Undead, evil spirits, demons, evil-aligned creatures from the Plane of Shadow, evil-aligned creatures from the Plane of Conflagration, or any creature summoned from an Elemental plane of evil alignment.  The scaled effects against evil supernatural enemies are as follows:

  • Levels 1 to 4: Enemies take a -2 penalty to all actions, including damage and saves.
  • Levels 5 to 9: Enemies take a -3 penalty to all actions, including damage and saves.
  • Levels 10 to 14: Enemies take a -3 penalty to all actions, including damage and saves. The Holy Presence extends to a 2// spherical region.
  • Levels 15 to 19: Enemies take a -3 penalty to all actions, including damage and saves. The Holy Presence extends to a 3// spherical region. Enemies take one point of damage per round that they remain in the area of effect.
  • Levels 20 and Higher: Enemies take a -4 penalty to all actions, including damage and saves. The Holy Presence extends to a 4// spherical region. Enemies take one point of damage to both hit points and spirit points for each round that they remain in the area of effect.

Changes from the printed (book) version. The spell is renamed "Holy Presence" from "Circle of Good". The power lasts turns per level instead of rounds per level. The Power now scales with the Paladin's level.



Pierce the Darkness12 SP | The Paladin overcomes supernatural darkness. 1 turn/level

Pierce the darknessPierce the Darkness

Prayer: 1 segment
Spirit Cost: 12 SP
Range: Touch
Duration: 1 turn per level
Area of Effect: The Paladin's weapon
Classification: Utility

There are many spells and effects in the World of Gaianar that have the power to extinguish light. Moreover, certain places (and certain realms) are naturally darker than others and will resist being lit by ordinary illumination. However, the Paladin (being attuned to the Plane of Light) can override local darkness by faith and will.

The Paladin can command his/her weapon to glow with a soft radiance reminiscent of a hearth fire. The light intensity is about as bright as reasonable indoor lighting and thus reading, tool use, and combat are unpenalized. The glow can illuminate a 3// spherical volume at low levels and expands as the Paladin increases in level. This spell will, of course, also illuminate an area of ordinary darkness (not just supernatural darkness). After all, the weapon is still glowing.

Against supernatural darkness, the light remains equivalent to acceptable indoor lighting so long as the opposing spell effect is of equal or lesser level than the Paladin's level. For each level of difference in which the Paladin's level is less than that of the spell effect, the Paladin's light is reduced in intensity by 5%. For instance, a darkness spell cast by a 10th level Illutielite Priest could by offset by a 8th level Paladin. However, the light cast by the Paladin would be 10% dimmer than usual. It should be noted that the minimum illumination if 5%, regardless of the difference in levels. At that intensity, the Paladin could at least navigate a passageway and not bump into walls so long as he/she walked very slowly.

The area of effect for this spell progresses in the following manner:
  • Levels 1 to 4: The spell illuminates a 3// spherical volume.
  • Levels 5 to 9: The spell illuminates a 6// spherical volume.
  • Levels 10 to 14: The spell illuminates a 9// spherical volume.
  • Levels 15 to 19: The spell illuminates a 12// spherical volume.
  • Levels 20 and higher: The spell illuminates a 15// spherical volume.


Changes from the printed (book) version: The power scales to the level of the Paladin. The rules specify when the spell effect is diminished when in opposition to a more powerful caster.


Blazing Weapon12 SP | Ignites the Paladin's weapon. 1 round/level.

Sacred WeaponBlazing Weapon

Prayer: 2 segments
Spirit Cost: 12 SP
Range: Touch
Duration: 1 round per level
Area of Effect: The Paladin's weapon
Classification: Combat (and possibility Elemental)

With this spell, the Paladin draws power from Light and Radiance in order to empower his/her weapon for greater damage. At lower levels, the spell imbues the Paladin's weapon with ordinary fire that causes additional heat damage against his/her foes. At higher levels, different kinds of fire can be summoned that have particular damage against specific types of enemies. Moreover, the spell allows the Paladin to launch small spheres of fire at his enemies (and thus turns the Paladin's melee weapon into a melee/missile hybrid weapon). Launching a fire sphere counts as one of the Paladin's attacks. Thus, if the Paladin has a "2/1" attack routine, he could swing his sword at a melee-ranged opponent and immediately target a distant foe with a fire sphere. The fire sphere only inflicts the actual fire value, not the combined weapon+fire value. The success of the latter attack would, of course, be dependent upon the Paladin's missile BAtCh. The range of the fire sphere is 1// per level of the Paladin.

The Paladin's weapon will alight with the desired type of flame. Thus, it will burn with amber flames for ordinary fire, crackle with silver flames when silver is needed, or become wreathed in dark blue fire when cobalt flame is called upon. The Paladin can change fire type during the spell, but it costs one attack routine to do so.

  • Levels 1 to 4: Ordinary fire for 1d4 extra damage.
  • Levels 5 to 9: Ordinary fire for 2d4 extra damage or silver fire (specifically damages Undead) for 1d4 extra damage.
  • Levels 10 to 14: Ordinary fire for 3d4 extra damage, or silver fire (specifically damages Undead) for 2d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc) for 1d4 damage (or spirit points if hit points are not applicable).
  • Levels 15 to 19: Ordinary fire for 4d4 extra damage, or silver fire (specifically damages Undead) for 3d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc) for 2d4 damage (or spirit points if hit points are not applicable).
  • Levels 20 or higher: Ordinary fire for 5d4 extra damage, or silver fire (specifically damages Undead) for 4d4 damage, or cobalt fire (specifically damages incorporeal spirits, fallen angels, demons, etc.) for 3d4 damage (or spirit points if hit points are not applicable).

If the Paladin is Undead, the effects of the spell are slightly modified. The "silver fire" effect is replaced with fire of a deep violet color that is drawn from the Plane of Shadow. Such fire does additional damage to living creatures instead of against Undead targets. Like with an Undead Necromancer, an Undead Paladin would swap the damage values for living and Undead targets.

Changes from the printed (book) version: This spell replaces "Holy Fire". The new spell scales in power with the Paladin's level and can target different types of foes. 

Sever Spirit Combat11 SP | The Paladin can attempt to interrupt spirit combat. Instantaneous.

Sever Spiritual TetherSever Spirit Combat

Prayer: 1 round
Spirit Cost: 11
Range: Internal to the Paladin
Duration: 1 round per level
Area of Effect: 1// circle, drawn with Paladin's weapon
Classification: Protection, Spiritual Warfare

Whereas a Gunslinger has the ability to initiate spirit combat, a Paladin has the power to stop it. This power is especially useful when an ally faces a very real prospect of losing in formal spirit combat. Perhaps a Gunslinger underestimated his foe. Perhaps a Shaman is beset upon by a previously banished spirit in search of revenge. The Paladin, through will and faith, can sever the spiritual connection between his allies and any attacking spirit/person/entity.

The mechanics of the casting are simple. The Paladin draws a circle in the air around his ally (or allies) using the Paladin's sword. The casting starts while facing east and the Paladin must walk clockwise while concentrating on erecting an impenetrable spiritual shield. Once done, the drives his blade into the ground at the point in which the circle was first cast while declaring an appropriate sounding rebuke (such as "The power of Light compels thee to retreat!" or "By my will, thou art cast out!") Of course, the Paladin can also hold his/her blade skyward in defiance if it is not possible to drive the blade into the ground (for example, a concrete surface or a hardwood floor indoors). Once the circle is cast, the Paladin makes a simple Willpower check (not a matched Willpower check on the Universal Matrix, but instead a standard Willpower roll) to determine if the severance is successful. If so, then spirit combat ends then and there. If unsuccessful, the Paladin's ally (or allies) still receives a temporary +2 bonus to defending Willpower for the duration of the spell, even though spirit combat was not interrupted.

The chance of interrupting spirit combat does improve as the Paladin increases in level. Likewise, the residual protection (in the event of failure) also increased.

  • Levels 1 to 4: Willpower +0 to end spirit combat; residual protection is +2.
  • Levels 5 to 9: Willpower +1 to end spirit combat; residual protection is +4.
  • Levels 10 to 14: Willpower +2 to end spirit combat; residual protection is +6.
  • Levels 15 to 19: Willpower +3 to end spirit combat; residual protection is +8
  • Levels 20 and higher: Willpower+4 to end spirit combat; residual protection is +10.

Changes from the printed (book) version: This spell replaces "Protection From Spiritual Attacks" and has been wholly rewritten.


 Things to Consider

  • While Paladin/Gunslinger combinations are rare, Paladins and Gunslingers generally get along well and have interests that overlap.

  • Paladins rely on faith and their connection with the Divine. Therefore their spells expend Spirit Points and not BMS.

  • Paladins like having quality weapons and armor, but they are not materialistic in most other aspects of their lives.

  • A Paladin is a uniquely capable fighter against the Undead. They can affect Undead by faith, they can resist death magic, and they have the might of arm to slay the shambling dead if their supernatural gifts are insufficient.

  • Paladins have little love for thieves. And, while generous, they will not succumb to every beggar with a sad story and a cardboard sign.

  • While not all Necromancers are evil (perhaps even most Necromancers are not evil), it is exceedingly difficult for one in that profession to gain the trust of a Paladin because of the Necromancer's ties to planes of  Shadow and Conflagration.

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