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| Rank | Spiritual Points (SP) |
| 1 | 3 |
| 2 | 6 |
| 3 | 10 |
| 4 | 13 |
| 5 | 16 |
| 6 | 20 |
| 7 | 23 |
| 8 | 27 |
| 9 | 30 |
| 10 | 33 |
| | +3 SP per Rank up |
| Level One | Level Two | Level Three | Level Four |
| Bless | Becalm | Divination | Augury |
| Detection | Purification | Shield of Faith | The Archangel’s Wrath |
| Light | Rocheval’s Sentinel | Rocheval’s Sanctuary | Rocheval’s Sigilblade |
| | | | |
| Level Five | Level Six | Level Seven | Level Eight |
| Fist of God | Holy Cure | Psychomancy | Miracle Restoration |
| Eye of God | Guard of Thurification | Exorcism | Nexus |
| Mouth of God | Pellinore’s Mount | Holy Fires of Judgement | Commune |
| P1-1 | Bless A single being (the Paladin counts as one) is sprinkled with Holy Water*. Hit rolls (melee attacks, missile attacks) made against the recipient of this spell will have a +1 modifier. Friendly creatures around the blessed individual will gain +3 to Morale, including the individual. Range: 1m, Duration: 2d10 CR |
| P1-2 | Detection If a ‘detection of evil’ is used, the paladin will be able to feel any emanation of evil coming from a creature, object or place, and determine the strength and general direction. A ‘detection of life’ will determine whether any being within the area is alive with 80% accuracy. Animated objects/creatures have a 60% chance of registering. Suspended Animation* will be unmasked. Range: 15m, duration: 5 min |
| P1-3 | Light A sphere of light of torch-brightness is created around the caster or otherwise, on an inanimate target. Range: 5m, duration: 20 min |
| P2-1 | Becalm The Paladin matches his MA against up to 4 beings of non-supernatural origin around him. If it works, the beings cease all hostilities against the Paladin, and are in general, calmed down. If any of the unaffected creatures are directly attacked or killed by the Paladin, the spell breaks. The spell also works against Barbarians* who are Berserk* or Bloodraged*, but does not affect individuals who are under the effects of spells like the Warlock’s* Song of Battle*. Range: 20m, duration: 3d10 CR. |
| P2-2 | Purification When cast on spoilt food or water, this spell purifies them to a level fit for consumption (enough for 5 people). When cast on an individual who have just been poisoned, the strength of the poison is reduced by 1d6. Damage suffered already is irreversible. Range: 3m |
| P2-3 | Rocheval’s Sentinel A Knight* clad in crimson armor (AF:6) appears, armed with a broadsword (d8,5). He will perform any action for as many CR as the Paladin’s rank, but disappears if any blow bypasses his armor, if an indirect attack spells hits him, or if a fatal direct attack spell works. His stats are: ATTACK 18, DEFENCE 10, MAGICAL DEFENCE 11, EVASION 6, Reflexes same as caster, Strength 14. Range 1m. |
| P3-1 | Divination The Paladin pictures an inanimate object in his mind, either seen or described to him, and prays for divine inspiration. If it comes, he will be able to estimate its location if the object is within 100m. Success rate is 90% to within 1m of actual location if seen before, and 60-80% if only described (within 5m of actual location) to him. Can be used to divine water sources or metal ores hidden in the ground (70%). This cannot be used for locating trap doors and secret doors. |
| P3-2 | Shield of Faith From the Paladin’s insignia of the scarlet pointed cross, a glittering wave of white energy coalesces into a magical shield that flits around the Paladin to protect him. The shield has a 1 in 4 chance of blocking a melee attack, missile attack or indirect spell/ring effect. Additionally, a melee hit blocked successfully by the shield will result in amber flames running up the weapon of the person who struck the blow to burn for 1d4 points of damage. (Normal armor does not protect, magic armor subtracts 1 point). Duration: 1 min, or until hit by indirect spell/ring effect. |
| P3-3 | Rocheval’s Sanctuary The Paladin sprinkles an area of 8 square metres with Holy Water* when the spell is cast. If any creature of enchanted, evil or summoned nature tries to approach, it will be subject to the caster’s MA, whereby success means the creature is ‘turned’ for 1 minute. Failure implies the being is able to enter the area. Note that Undead* creatures cannot tolerate moving into areas sprinkled with Holy Water* without suffering damage regardless. Duration: 3 min |
| P4-1 | Augury The Paladin casts a prophecy by means of a prayer, and watches the flight of birds in the heavens for an omen. The prophecy must be cast on an action to be done in the immediate future to be either beneficial or harmful to him or his party. 85% chance of obtaining the right answer. Can only be cast during the day and in an outdoor environment. |
| P4-2 | The Archangel’s Wrath Much like a Sword of Damocles*, this creates an ethereal hammer that resembles a cross, only visible to the target, hanging above his head. If he so desires, the Paladin states a condition in which the hammer of justice will strike the target. ("Free Llara the Seeress within 3 days, or God’s wrath will descend upon your head !"). SPEED 13, Damage 3d6-AF. Only one such spell can be in effect at a time. Range: 10m, duration: max. 1 year |
| P4-3 | Rocheval’s Sigilblade A mystical symbol appears on the blade of the weapon endweomered. When it contacts with anything of evil alignment, the sigil glows red hot, and will slice through with a +3 to ABR and Damage. It lasts for 3 strikes, or 24 hours, whichever is sooner. It can only be cast in daylight. If the Paladin is wielding an already enchanted weapon, the effect is non-cumulative beyond +3. For example, a +2 sword imbued with the sigil will do (d8+3,7) against evil creatures and (d8+2,6) against non-evil creatures. |
| P5-1 | Fist of God A large disembodied fist of bluish white energy, about 1m high appears. If unleashed against an opponent, it has a SPEED of 15, inflicts 2d8+6-AF damage. (Whether it hits or misses its target, it loses some of its energy if used this way; subtract the same 2d4+6 HP from the Fist.) It starts with the same HP as the Paladin’s initial HP, with a DEFENCE of 5, EVASION 3, AF:0. The Fist can be controlled mentally by the Paladin to move around, strike an opponent, or to block a doorway. It cannot do actions such as opening doors or lifting objects. Range: 10m, duration: 30 min |
| P5-2 | Eye of God None, save the non-corporeal or invisible can escape the gaze of the paladin. Through walls, floor and doors, the paladin can observe the exact actions of any animate creature(s), but not its surroundings. Even the alignment of the scrutinized being becomes visible. A Transformed* Sorcerer* will show his true form. Range: 20m, duration: 10 min |
| P5-3 | Mouth of God The Paladin speaks a Word of power, and 2d8 intelligent creatures of differing alignment from the Paladin are affected if they cannot resist the MA of the Paladin. They will instantly become lawful good for exactly 3 minutes and will also obey the commands of the paladin, Provided the Paladin does not harm them or ask them to do anything ridiculous. The Word strikes agony deep in the Undead*, and if those who fail to resist the spell lose half their current HP immediately. All spells of evil nature of 4th level and below operating within 10m will be dispelled. |
| P6-1 | Holy Cure Any being afflicted with one or more diseases will be cured. Also, he/she gains 10HP, but this must be casted in conjunction with Lay on Hands. The spell completely eradicates any poison in a creature’s body and can even restore life to a creature apparently killed by the poison, if casted not more than 3 minutes after contamination. Damage done is not healed. Range: touch |
| P6-2 | Guard of Thurification On the object or site to be warded, a burning incense is used to draw out a circumference . Any creature approaching to 2m of the Guard will activate it unless the chosen password is uttered. The intruder will be struck by a shower of incandescent sparks each time that he approaches. (SPEED 16, Damage d12-magic bonus of armor). Powdered diamond must be sprinkled over the protected area. For every 100 gold crowns worth, the Guard stays there for 1 week. The whole process of putting the Guard takes 1 minute. Duration: max 10 weeks |
| P6-3 | Pellinore’s Mount A heavy Warhorse* with glossy golden hide, fiery red mane and scarlet eyes (Panoptical* vision) appear. It is said to be a gift from Rocheval to the legendary Paladin, Sir Pellinore. The horse obeys the verbal commands of the caster and allows only him to ride. ATTACK 21, DEFENCE 8, MAGICAL DEFENCE 11, EVASION 5, Kick (d10+1,7), Bite (d8+1,6), HP 26. The spell can only be casted once a week. A special request is made to St. Rocheval, who decides whether to bestow the steed and for how long (6 SP is expended at dawn each day that the steed stays with him). |
| P7-1 | Psychomancy The Paladin casts the spell using the body part of a dead creature. He is then able to converse with the creature’s spirit, provided they have a common Language*. One question may be asked, and the spirit answers truthfully to its knowledge. A high ranking Paladin can speak with the long dead. 7th rank – 1 week, 8th- 1 month, 9th- 1 year, 10th – 10 years, 11th- 50 years, 12th – 100 years. The Paladin ought to have a good reason for casting this spell, otherwise St. Rocheval will not grant it. Duration: 1 min. |
| P7-2 | Exorcism By stifling the paranormal energies that sustain a Ghost*, Wraith*, Spectre* or other like beings, the Paladin weakens or destroy it. Match the entity’s MD vs the Paladin’s MA. If the Paladin makes the roll successfully, he has a 60% + 5% per rank above 7th of destroying the entity instantaneously. Even if it is not destroyed, it loses that percentage of its HP. If the Paladin fails to make the MA vs MD roll, the entity still loses 1d4 HP. |
| P7-3 | Holy Fires of Judgement A conflagration of searing white flames strike up to three creatures at SPEED 17. Creatures of evil alignment receive 3d10+10-AF damage, while other alignments receive 2d10-AF. Undead* are blinded for a full minute (-8 DEFENCE) while others who do not avert their gaze are dazzled for 1 CR. Range 10m. Those who are of good alignment will not be killed by the Fires. |
| P8-1 | Miracle Restoration This spell restores an individual to full HP instantaneously, eradicates any toxins or diseases, and restores any missing limbs or organs. One who has supposedly died from poisoning could be restored if not more than 6 minutes has elapsed. |
| P8-2 | Nexus A white halo engulfs the Paladin’s body as he casts the spell. While the spell is in effect, he is able to part water (a trough wide enough for him to cross, up to 8m high, will form); non-magical flames will also part for him to cross. Damage from ring effects and indirect spells cause only half damage. Duration: 5 min |
| P8-3 | Commune This powerful spell allows the Paladin to combine his strength with 1-3 other Paladins. The other Paladins may be hundreds of miles away from him, and he may not know them personally, but honor dictates that they should help each other whenever one of their kind should need it. (He is also expected to return the favor to his helpers thereafter). During the duration of the spell, the Paladin can cast his indirect/direct attack spells at +1 SPEED /+1 MA (for each additional Paladin he receives help from). His ATTACK and DEFENCE gains +3, and his weapon is automatically imbued with Rocheval’s Sigil (+3 ABR, damage) for the duration of the spell. Duration: 3d10 CR, non-cumulative with the Bless spell. |
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bulya |
Latest page update: made by bulya
, Nov 5 2009, 7:15 AM EST
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Keyword tags:
holy knight
knight
paladin
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| Started By | Thread Subject | Replies | Last Post | ||
|---|---|---|---|---|---|
| DW_Wiki_Admin | The Mystagogue Paladin - a very powerful profession | 4 | Aug 17 2009, 4:24 PM EDT by bishdes | ||
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Thread started: Jul 23 2009, 10:06 AM EDT
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The profession that was proposed in 1998 on the Mystagogue is a powerful profession. A GM would need convincing that the player was going to play it with restraint, or only allow it as an NPC character.
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