- : Honor Shield: The Paladin shimmers yellow as a force shield forms around him. It will lessen the damage of physical attacks (weapons, punches, etc.). At first, it will only slightly protect against direct melee. Eventually, the Honor Shield will protect to a greater degree against all forms of physical attacks, and will react like a suit of full platemail armor. It does not restrict movement in any way, nor does the appearance change with increases in Level.
- : Magic Ward: The Paladin shimmers red when this skill is activated, forming a force shield that causes the damage of magical attacks to lower stamina instead of causing damage. At first, the skill only works on direct magical attacks, but later is extended to all forms of magical attacks, including area spells. Of course, should Paladins be continually hit with magical spells, their stamina will drop too low for them to fight, and they may pass out.
- : Bubble: The Paladin may form a protective bubble around one person (and only one person at any one time). However, this person must be injured and knocked down, unconscious, or otherwise unable to defend themselves. The Bubble is indestructible, but will fail after two minutes, and cannot be deactivated by even the Paladin himself. The Bubble has a spherical shape, and is only large enough to contain the person desired.
- : Cover: This is the ultimate sacrificial and honorable skill. When an ally of the Paladin's choosing is attacked, the Paladin will incur the full force of the damage as if he was the one that was attacked. This leaves the ally unscathed. However, it is very dangerous for the Paladin since armor does not play a factor in protecting the Paladin. Certain Paladin protective skills will help to lessen damage, but will work at half strength. The ally must be in sight for this skill to work.
- : Danger Sense: This skill grants the Paladin the ability to sense danger before it happens. For the Defensive path, this skill will be very sensitive to danger involving physical attacks (weapons, fists, arrows, etc.) to allies and other people. For that type of danger, even a vague mental silhouette of the danger will appear in the Paladin's mind. A vague mental silhouette is simply a mental picture of the danger, but showing only shadows and not identification of who is causing the danger. Danger is sensed spherically, and up to a distance of 12 feet. In other words, above, below, to the sides, and diagonally. For danger involving attacks directed against the Paladin, as well as other types of danger, the Paladin will only get a vague sense of danger, but will not know where it is located. As Level increases, Paladins will sense the Defensive type of danger better and better, as well as be warned sooner. Also included in this skill is the ability to determine if a being is good, evil, or neutral by examining their aura. Paladins are especially sensitive to evil auras, and will be able to sense the presence of a strong evil aura with greater ease and from greater distances if the evil aura is particularly strong.
- : Paladin Shield: As the Paladin continues down the Defensive path, he will be able to discard his regular shield and gain the ability to form a shield of pure holy energy. The Paladin Shield will protect against all forms of physical attacks completely, yet is as light as a feather. The shield does not increase in power with Level, however, should the Paladin continue down the Defensive path, the Paladin will gain new skills that are only possible with the Paladin Shield.
- : Enhance Shield: When the Paladin Shield is summoned, it can burst into flames similar to the Paladin Sword. Now, the Paladin Shield can protect the Paladin from all forms of magic. Of course, the shield must be put into the path of the magic to block it.
- : Lightning Shield: When this skill is activated, the Paladin Shield sparks with blue and white lightning. Whenever a metallic weapon strikes the Paladin Shield, electrical currents flow down the blade to shock the opponent. The damage is not great, but would certainly distract the opponent, breaking his concentration. The pain caused from the lightning increases with level, but could be easily shrugged off by someone using the Discipline skill.
- : Mirror Shield: A shield, similar to the type of shield that the Paladin is currently holding, forms behind the Paladin, mimicking any movements made by the original shield which will, of course, protect the Paladin's back. Of course, it is only as strong as the Paladin's shield. If the Paladin is using the Paladin Shield, then the Mirror Shield will mimic whatever skill the Paladin Shield is using at the moment.
- : Enlarge Shield: The Paladin Shield grows larger than the Paladin, yet does not increase in weight. Naturally, blocking attacks becomes far easier, but likewise, attacking the opponent becomes more difficult. Still, the enlarged Paladin Shield can be used to protect allies should they hide behind it. As the Level of the Paladin increases, the Paladin Shield can grow larger and larger, making it easier and eventually impossible for an opponent to score a hit (at least from the front of the Paladin), but likewise eventually making it impossible for the Paladin to attack his opponent from the front.
- : Spiritual Wings: Dayn gains the ability to phase out of this exsistance into a world where everything is only an immage. Once in this world Dayn gains the grift of an angel's wings, allowing him to go anywhere in the world. In addition he travels incredibly fast, going to the other side of the world would be a matter of minutes! Dayn, however, cannot effect anything in the normal world as everything here, being exactally as it is in the real world, is only light. The transition to this world takes a few seconds, so he can't use it to evade attacks unless he is forewarned in time to initate the skill.
- : Oneness: This is an extrme form of concentration. Dayn focuses his mind inward to the exclusion of certain things, such as emotions, pain, exhaustion. His reactions increase, making the world seem to pass at one fourth its actual speed. While under the effects of Oneness Dayn feels no pain, he mind isn't effected by emotions or even fear. His senses are enhanced, his mind picking up things that he wouldn't have realized before. And, because of the extreme concentration, Dayn can wield his paladin sword as if he were a blademaster.
- : ?? I havn't decided yet ??
- : Fires of Heaven: This skill is relitivly simple. Dayn is completely immune to all forms of energy, absolutly, for a certain period of time. Energy, as in: Ki, electricity, fire, light, pure magic, and the like. Dayn can, however, still see despite the lack of light getting through his barrier. When Dayn activates this skill he appears to be bruning with white fire, though whispy and ethreal in nature.
- : Sword of the Spirit: Dayn's sword 'phases' out, becomming spiritual and -very- holy. The sword gives off a bright light, which is hard to look at for anyone save Dayn. The light given off by the sword causes damage and pain to those evil aligned/intentioned, even destorying all but the strongest undead. The Light shines out, effecting eveyone within a 60' radius.
The sword, when willed, will fire a beam of intensely powered Holy magic, focusing the light from the sword into one solid beam which is very damaging to evil aligned, undead, evil intentioned, though no physical harm is done. In the case of very powerful evil it can even cause them to become unconscious. The range of the beam is 60'
Were the sword of the Spirit used to attack someone, it slices to the soul/essense of the thing, cauing damage to it equal to the evil of the creature.(this will not effect evil intentioned, but it will effect evil aligned and undead, as well as inherently evil creatues e.g. demons)
Downsides: The sword isn't substancial, so it cannot be used to parry ect... And, maintaining the sword is incredibly strenous, the longer Dayn has it, the more it drains, to the point of eventually him passing out.
The sword will last a max of 3 minutes. The drain is a magical kind, so potions and the like won't work, it can only be regained by bed rest, and he can't use any other powers while the sword is summoned. Also, the sword does not simply go away if Dayn looses concentration. The sword is there until Dayn unsummons it or passes out, and being phased it always stays in his hand, even were he to open it, or his hand was forced open.
While under the effect of the drain, potions and pills that effect stamina for the better will not work.
1 round: -very- tired (though still able to use powers)
2 rounds: extremly tired, barely able to move (one power would be pushing it, and not a heavily draining one)
3 rounds: unconsciousness (he can't do anything but sleep)
note: while the skill is active, Dayn does not suffer from the effects of strain, only when the sword is gone does he feel it.
And finally, after using it, Dayn cannot use it for 2 IC days(assming he got the required amount of rest)
- : Honor Shield
- : Magic Ward
- : Bubble
- : Cover
- : Danger Sense
- : Paladin Shield
- : Enhance Shield
- : Lightning Shield
- : Mirror Shield
- : Enlarge Shield
- : Spiritual Wings
- : Oneness
- : ????????
- : Fires of Heaven
- : Sword of the Spirit