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Spell List
Paladins

Spell List

Explore the Paladins spell list, detailing costs, effects, and spirit requirements for each spell, from AntiPS to Warp.

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Explore the Paladins spell list, detailing costs, effects, and spirit requirements for each spell, from AntiPS to Warp.

Walkthrough
  1. 1
    AntiPS: Requires E/E spirits, costs 4, and cures poison.
  2. 2
    AT S: Requires E/F spirits, costs 1, and causes enemies to focus attacks on the caster.
  3. 3
    ATback: Requires A/Ht spirits, costs 30, and sets a barrier on the caster that reflects half of any physical damage received to the attacker.
  4. 4
    Blowup: Requires F/L spirits, costs 80, damages all enemies, and its accuracy increases with F/L affinity but never reaches 100%.
  5. 5
    BoltA: Requires A/L spirits, costs 28, and damages all enemies.
  6. 6
    BoltG: Requires L/Sk spirits, costs 24, and damages one enemy group.
  7. 7
    BoltS: Requires L/L spirits, costs 18, and damages a single enemy.
  8. 8
    BreakA: Requires Ht/Sk spirits, costs 36, and damages all enemies.
  9. 9
    BreakG: Requires Sk/W spirits, costs 30, and damages one enemy group.
  10. 10
    BreakS: Requires Sk/Sk spirits, costs 24, and damages a single enemy.
  11. 11
    Bury: Requires A/E spirits, costs 110, damages all enemies on the ground, and its range increases with A/E affinity but will always miss flying enemies.
  12. 12
    Crush: Requires Ht/Sp spirits, costs 130, damages all enemies, though rarely seems to actually hit.
  13. 13
    Daze: Requires L/W spirits, costs 60, and confuses one enemy group.
  14. 14
    DFdown: Requires Sk/Sp spirits, costs 60, lowers the defense of an enemy group, and its accuracy increases with Sk/Sp affinity.
  15. 15
    Dft A: Requires F/W spirits, costs 5, instantly kills one enemy, and its success rate increases with F/W affinity.
  16. 16
    Dft P: Requires E/Ht spirits, costs 100, the caster sacrifices their life to fully heal the rest of the party.
  17. 17
    Dft S: Requires Ht/L spirits, costs 20, instantly kills all enemies, and its success rate increases with Ht/L affinity.
  18. 18
    DFup: Requires W/W spirits, costs 55, and raises target's defense.
  19. 19
    Escape: Requires A/A spirits, costs 100, and warps the party out of the current dungeon.
  20. 20
    FireA: Requires A/F spirits, costs 28, and damages all enemies.
  21. 21
    FireG: Requires F/Sp spirits, costs 18, and damages one enemy group.
  22. 22
    FireS: Requires F/F spirits, costs 12, and damages a single enemy.
  23. 23
    Freeze: Requires Sp/Sp spirits, costs 24, and paralyzes one enemy group.
  24. 24
    Healup: Requires E/L spirits, costs 8, and cures all status afflictions.
  25. 25
    Heat: Requires F/Sk spirits, costs 95, and damages all enemies.
  26. 26
    Hire: Requires Ht/W spirits, costs 150, and allows you to re-recruit a previously recruited mercenary.
  27. 27
    LStorm: Requires A/W spirits, costs 120, damages all flying enemies, its range increases with A/W affinity, and will eventually hit all enemies.
  28. 28
    MGdown: Requires L/Sp spirits, costs 50, sets a barrier on the party that reflects a quarter of any magical damage received to the attacker, and its accuracy increases with L/Sp affinity.
  29. 29
    MGWall: Requires A/Sp spirits, costs 40, and sets a barrier on the party that reduces incoming magic damage.
  30. 30
    Peace: Requires Ht/Ht spirits, costs 60, and reduces the rate of random encounters against trivial enemies.
  31. 31
    Spirit: Requires All spirits, costs 250, damages a single enemy, damage seems to scale with the target's max HP, and does not scale with the caster's spiritual affinities.
  32. 32
    SPup: Requires E/Sp spirits, costs 32, and raises party's speed.
  33. 33
    Storm: Requires Sp/W spirits, costs 100, and damages all enemies.
  34. 34
    STRup: Requires E/Sk spirits, costs 70, and raises target's strength.
  35. 35
    takeHP: Requires F/Ht spirits, costs 2, and absorbs HP from the target.
  36. 36
    Wall: Requires E/W spirits, costs 70, reduces some sources of incoming physical damage by some amount, possibly scaling with E/W affinity.
  37. 37
    Warp: Requires A/Sk spirits, costs 80, and warps the party to the last town they visited.
Tips
  • Spells like Dft A and Dft S have success rates that increase with specific affinities.
  • Bury and LStorm have range that increases with specific affinities.
  • Blowup, DFdown, and MGdown have accuracy that increases with specific affinities.
  • Peace can reduce random encounters with trivial enemies.
  • Spirit damage scales with the target's max HP, not the caster's affinities.

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