Aid the Fallen When cast upon a dead adventurer, the Paladin calls upon his deity to transport a fallen corpse to a pre-determined safe haven. The Paladin must have an appropriate anchor set in order for the dead body to be successfully transferred. These anchors may be set in any properly dedicated area. The ceremony in which this is done is left as an exercise for the caster. It is possible for the Paladin to have more than one anchor set, as long as the anchors are in different areas of the world.

Additionally, the corpse must be properly preserved and held by the Paladin, or else the spell will fail.
Arm of the Guardian Arm of the Guardian summons the spirits of past champions of his patron deity to guide and intensify the strikes of the Paladin in battle. The Paladin gains an increase in damage to their physical attacks.
Aura of the Guardian Upon casting Aura Of The Guardian, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear. Those not involved in a cooperative effort with the Paladin must attempt to ward the presence or rebuke in awe.
Champions Might Through a simple prayer, the Paladin calls upon her Patron to bestow the might of champions of old, increasing her strength. A dim celadon light envelops the caster's hands and provides her a Strength boost.

This spell is self-cast only.
Dauntless Paladins are often revered for their courage and conviction in the face of troubling times. By casting this spell, the Paladin is infused with a sense of confidence and fearlessness to face any challenge she may find. Dauntless fills the Paladin with renewed courage and conviction.

This spell is self-cast only.
Divine Intervention Divine Intervention calls the patron to the Paladin's aid, assisting in freeing her from her plight. The patron Guardian removes one status effect from the Paladin. Such effects include, but are not limited to stun, bind, poison, disease, and curse. Because the deity is removing the effect and not the Paladin, there is no spell hindrance.
Divine Shield Divine Shield provides a protective celestial barrier around the Paladin, increasing the chance to block incoming blows.
Divine Strike The Paladin calls upon the divine power of her patron to decimate her foe. When successfully cast, the target is surrounded by a damaging sacred force, and may additionally be forced to kneel.
Divine Vengeance With Divine Vengeance, the paladin petitions his patron for protection in order to prepare for an unfortunate event. If the paladin is defeated, the patron may choose to exact vengeance upon the paladin's killer (man or beast). This retribution can be very devastating, even fatal; making it known that no one upsets a Power with impunity.

Shortly after the paladin's death, his patron will strike. The paladin's corpse need not be present for the vengeance to take place. However, there is no guarantee that the paladin's patron is not busy with other matters, thus exacting no vengeance, but this is uncommon.
Judgment A paladin is faced with many trials throughout her life which may force her to judge the condemned. Casting this spell, the paladin calls out to her patron for aid in assisting with the punishment of the unworthy, which results in the manifestation of the deity's influence. This focus serves as a conduit through the paladin, temporarily giving her the ability to punish as she sees fit.

Judgment, a powerful spell, has the ability to strike multiple enemies with damage appropriate for the patron deity, and the spell will potentially force them to kneel.
Mantle of Faith While beseeching her chosen Patron Guardian, the Paladin attempts to call a mantle down upon her, providing a protective, cloaking barrier. This dully illuminated mantle adds to Defense.
Patrons Blessing The Paladin's patron Guardian bestows a refined combat knowledge upon him, allowing him to better attack with and defend.
Vigor Vigor endows the Paladin with great vitality, allowing him to last longer in battle.

This spell is self-cast only.
Zealot Focusing entirely on the offensive, Zealot enables the Paladin to bolster her resolve and that of her party. The Paladin and everyone in her group gain a bonus to melee attacks. To make up for this offensive ability, the paladin and everyone in her group experience a reduction in their defense. When Zealot is active, Divine Shield may not be cast. Additionally, if anyone leaves the Paladin's current area, they will lose the effect of the spell.