INFUSE Spirit is an ability available to clerics while the spell Soul Ward (319) is active. The use of INFUSE Spirit will allow clerics to avoid an additional attack from all present opponents in the room at the cost of 1 spirit point. This ability may also be used while under most status effects (stunned, roundtime, etc) at the cost of 2 spirit points.
Soul Ward (319) Active
>infuse spirit Turning inward, you focus on suffusing a fragment of your essence into the ground at your feet. A shimmering wave ripples outward from where you stand, expanding the evanescent shield about you.
Soul Ward (319) Inactive
>infuse spirit You can only infuse spirit while Soul Ward is active
- More in-depth information about the limitations and functionality of INFUSE as relates to Holy Weapon (1625) can be found on its spell page.
Paladins can use the INFUSE verb to place charges of the currently prepared spell into the weapon they have previously bonded with using Holy Weapon (1625), using the following syntax: INFUSE <weapon>.
When the paladin makes a successful melee attack, the infused spell will trigger based on their BESEECH settings, expending a charge. The triggered spell is not subject to armor hindrance or additional roundtime.