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Paladin

Paladin

39Spells
10RetributionEarth
10ProtectionAir
11HolyWater

Common spells are accessible regardless of specialization; each specialization adds its own, starting at level 10. The level indicated is the level to which the spell opens.

Each throw draws its damage in a range of ±15% around the base of the spell: it is it that is indicated under each effect. It does not take into account your characteristics, nor your damage, nor the resistances of the target, which move it whole; critical shots are a second draw, over it.

Common spells

LevelSpellAP RangeElementEffect
1 Judgment 3 1–4 Earth 28Damage 24–32
1 Radiant Hammer 2 3–7 Earth 15 · range 3-7, without LdV · max 2/roundDamage 13–17
1 Crusader's Prayer 3 0–3 Water healing 24
2 Blessing 2 0–4 Water +10% res, 2 turns
4 Consecration 4 0–0 Earth 22 to enemiesDamage 19–25
6 Lay on Hands 4 0–1 Water healing 40
9 Steed 2 0–0 Neutral +2 MP this turn; +5% res
13 Divine Shield 4 0–0 Neutral IMMUNIZED 1 turn, but cannot act

Retribution

LevelSpellAP RangeElementEffect
10 Templar Blade 3 1–1 Earth 32 · +1 Seal (max 3)Damage 27–37
10 Verdict 4 1–1 Earth 30 · CONSUMES Seals: +35% per SealDamage 26–35
20 Divine Storm 4 0–0 Earth 30 to enemies · +1 Seal (max 3)Damage 26–35
20 Winged Wrath 3 2–4 Earth jump to enemy + 18Damage 15–21
35 Crusader Strike 2 1–1 Earth 14 · +1 Seal (max 3)Damage 12–16
35 Final Judgment 5 1–3 Earth 42 · CONSUMES Seals (+20%/Scale); ×1,5 si cible <25% HPDamage 36–48
50 Avenging Wings 3 0–0 Earth +20% to your damage, 3 laps
50 Hammer of Wrath 3 1–5 Earth 24 ; ×2,2 si cible <20% HP · +1 SealDamage 20–28
65 Burning Ashes 4 1–2 Earth front cone 90°, range 2: 30 + 2 Instant SealsDamage 26–35
80 Hammer of Justice 2 1–4 Earth 10 + removal 3 AP + Rooted 1tDamage 9–12

Protection

LevelSpellAP RangeElementEffect
10 Avenging Shield 3 1–4 Air 20 + Caused + removal 1 AP · shield = 60% of damage inflictedDamage 17–23
10 Righteous Shield 2 1–1 Air 12 + removal 1 AP · shield 10% Max HPDamage 10–14
20 Crusader's Guard 2 1–3 Neutral redirects 30% of his damage to you, 2 turns (an ally OTHER than you)
20 Devotion Aura 3 0–0 Neutral aura r2 : Allies -15% damage sustained, 2 turns
35 Ardent Redemption 4 0–0 Neutral INVULNERABLE 1 turn (you can always act)
35 Oath of Protection 2 0–4 Neutral Allie suffers -20% damage, 1 turn
50 Blessing of Protection 3 0–5 Neutral an ally becomes INVULNERABLE 1 turn
50 Word of Glory 3 0–4 Water healing 30 self/alloyed; +50% if target <40% HP
65 Blinding Light 3 0–0 Water enemies -2 MP -1 AP
80 Guardian of Ancient Kings 3 0–0 Neutral -50% damage 2t

Holy

LevelSpellAP RangeElementEffect
10 Holy Light 4 0–5 Water healing 55
10 Flash of Light 2 0–5 Water healing 24
20 Dawn 4 0–4 Water area r2 : healing 42 Allies
20 Beatitude 3 0–4 Water +30% healing received, 2 laps
35 Protector's Hand 3 0–4 Water shield 25
35 Light Aura 4 0–0 Water aura r3 : careful allies 10/turn, 2 turns
50 Crusade 3 0–0 Water +20% healing AND +20% damage, 3 laps
50 Holy Shock 3 1–5 Water 22 damage (enemy) OR healing 26 (allied), instantDamage 19–25
65 Purification 2 1–5 Water dissipates 2 malus on an ally + healing 10 (an ally OTHER than you)
80 Beacon of Light 2 1–5 Water 3 lap tag: your healing launched on the OTHER targets also cure the carrier at 40%
80 Aura Mastery 4 0–0 Neutral Allies r3: -40% damage sustained 2t