Descriptions of spells and Paladin special abilities
Descriptions of spells and Paladin special abilities
Spells
- Zap - Magically Charges your Weapon
- Fetch - Fetches Items that you can't reach
- Open - Opens door's and chests
- Flame Dart - Makes you throw a small ball of flame
- Calm - Makes a monster calm.
- Trigger - Trigger's any magical trap or spell
- Detect - Detect's Magic
- Razzle Dazzle - Dazzle's a monster (Pretty much the same as calm but doesn't cost as many Mana points)
- Force Bolt - Self Explanatory
- Levitate - Makes you fly up and down
- Reversal - Makes spells bounce off you and back to their caster
- Juggling Lights - Makes you juggle bright little lights (usefull in the dark when you want to see)
- Summon Staff - Summons a magical staff that increases the effectiveness of your spells.
- Lightning Ball - You throw a ball of Lightning
- Frost Bite - Figure it out
- Glide - Makes you glide across water.
- Hide - Makes you invisible
- Protection - Gives you protection from physical attacks
- Aura - Wraiths won't suck the life out of you.
Paladin Special Abilities
- Flaming Sword - Your sword flames (All Paladins have this)
- Healing - You can heal yourself and others (Healing takes some of your stamina points away)
- Sense Danger - You can sense when there's danger.
- Honor Shield - Helps protect against physical and magical attacks
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