- Guiding Light:
Name: Guiding Light
Rank: C
Magic Cost: 20
Requirements: Paladin Force, Excalibur
Class: Supplementary
Element: Light
Cooldown: 4
Duration: 2 Posts
Effect: The caster let's loose a brilliant golden light from their blade, decreasing the accuracy of all parties (friendly and foe) within 10 meters by 10%. The dazzling persists as blurred vision and spots for 2 posts.
Name: Swift Justice
Rank: D
Magic Cost: 10 / 5 Sustained
Requirements: Paladin Force, Excalibur
Class: Supplementary
Element: Light
Cooldown: 4
Duration: 2 posts
Effect: The caster channels Light magic into their sword, releasing it as a shockwave around themselves. The shockwave does no damage, and is purely aesthetic in looks but it symbolizes the effect of this spell taking place. When activated, the caster increases their movement speed by 25%. This persists until the spell runs out.
- Blade Fury:
Name: Blade Fury
Rank: D
Magic Cost: 10
Requirements: Paladin Force, Excalibur
Class: Defensive
Element: Light
Cooldown: 2
Duration: Instant
Effect: The wielder imbues their sword with golden light, allowing the blade to deflect incoming spells with the sword acting as a magical barrier. The spell can only deflect 1 C Rank spell, or 2 D Rank spells.
Name: Arklight: Growl
Rank: D
Magic Cost: 10
Requirements: Paladin Force, Excalibur
Class: Offensive
Element: Light
Cooldown: 2
Duration: Instant
Effect: The wielder charges Excalibur with golden Light, before firing single projectile from their sword. This projectile only travels 2 meters before dispersing into harmless glittering orbs. The projectile is 5mx5m, and shaped as if it were a wave of energy (like them oldschool Hadukens!) On contact, the spell pushes the target back three meters, and causes light bruising. This projectile travels at 2m/s.
- Light Swing:
Name: Light Swing
Rank: D
Magic Cost: 10
Requirements: Paladin Force, Excalibur
Class: Offensive
Element: Light
Cooldown: 1
Duration: Instant
Effect: The wielder swings the sword in a horizontal arc at the target. In most cases, this attack is not meant to strike the opponent, as it's using raw physical force aided by magical projection to rip the ground in its wake, causing a small dust cloud and send rocks at the opponent. The rocks, a grand total of ten, do only minor bruising on contact, with all ten equaling an actual D Rank. If the opponent chooses to take this attack head on--even if blocked--they are knocked back five meters. Direct blows also leave a light bruise (except when blocked).