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X_Oxy_X

Invisible Hunter

PostPosted: Fri Dec 31, 2010 3:48 pm


In the next post you will find a bunch of D&D spells which palidens can use in that game they can be converted to Axiom if any of them seem to fit the style which the guild is going for
PostPosted: Fri Dec 31, 2010 3:49 pm


Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage
rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind
control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4
ability damage.
Virtue: Subject gains 1 temporary hp.
2ND-LEVEL PALADIN SPELLS
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or
slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from
specified energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft.
radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius
and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
4TH-LEVEL PALADIN SPELLS
Break Enchantment: Frees subjects from enchantments, alterations,
curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy
effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies
venom in or on subject.
Restoration M: Restores level and ability score drains.

X_Oxy_X

Invisible Hunter


SorceressJacklyn

Blessed Prophet

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PostPosted: Fri Dec 31, 2010 4:11 pm


General:

Bless
Rank B
Grant an extra rank of strength and speed to the person this spell is cast on

Blessed Weapon
Rank A
Create a holy light weapon out of your energy to can a 2 rank advantage when against demons, vampires, and creatures of the like.

Healing Light
Rank C-S
Restore one D-A Rank worth of energy to the person this is cast on. The amount restored is one rank under what is needed to cast it.

Divine's Smile
Rank A
The holy smiles on you to make a ring of sunlight around you. The radius of this circle is 100 yards.

Healing Hands
Rank S
Heal one physical ailment on a person. It can be anywhere fom healing a wound to regrowing another's limb. This spell cannot be used on the paladin him/herself.(This cannot make seers able to see but can make others.)

Water Element:

Holy Water
Rank C
Purify a container of water, eliminating any poison or harmful substances within. This is limited to one gallon max at a time.

Earth Element:

Holy Ground
Rank A
Sanctify an area of land, making it as painful as sunlight for vampires and just as painful to other evil/darkness creatures walking there. This goes for a radius on 50 yards.

Fire Element:

Divine Sunburst
Rank B
Create a fireball of divine energy to harm evil/dark fire creatures. Size of head.

Air Element:

Breath of God
Rank S
Restore another person's energy to half at the cost of 1/4 of your energy.
PostPosted: Tue Jul 05, 2011 10:51 am


These skills look nice, we should add them to the skill list.

Hiro the Herp

Dedicated Zealot

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