Zealot (1617): Difference between revisions

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{{Spell
{{Spell
| mnemonic = ZEALOT
| mnemonic = ZEALOT
| custdur = {{Spellbox block | duration = Indefinite (aura) | span = Until stopped/switched}}
| base_dur = 120 sec
| add_dur = +10 sec per [[Paladin Base]]<br>spell rank above 17
| span = [[Refreshable]]
| type = Offensive
| type = Offensive
| subtype = Bonus
| subtype = Aura (enhancement)
| weapon = None
| weapon = None
| enhancement = +30 AS (melee), -30 DS
| enhancement = +30 AS (melee)
| availability = Group
| availability = Group
| navigation = {{Paladin base navigation}}
| navigation = {{Paladin base navigation}}
}}
}}
Focusing entirely on the offensive, '''Zealot''' enables the [[paladin]] to bolster their resolve and that of their party. The paladin and everyone in their [[group]] gains a +30 bonus to Melee [[Attack Strength]] (AS) while suffering a a -30 [[Defensive Strength]] (DS) penalty. Additionally, while under the effect of Zealot, characters are forced into offensive [[stance]] and cannot change stance. If anyone leaves the paladin's group, they will lose the effect of the spell.
Focusing entirely on the offensive, '''Zealot''' enables the [[paladin]] to bolster their resolve and that of their party. The paladin and everyone in their [[group]] gains a +30 bonus to Melee [[Attack Strength]] (AS). If anyone leaves the paladin's group, they will lose the effect of the spell.


Zealot is an [[Aura system|aura]] spell that will remain active until the paladin {{boldmono|[[STOP (verb)|STOP]]}}s it, dies, or switches to another aura type. A paladin can only maintain one aura at a time, but multiple paladins grouped together can benefit from each other's auras if they are different.
When Zealot is active, [[Divine Shield (1609)]] may not be cast.


Training in [[#Lore Benefits|Spiritual Lore, Religion]] will increase the AS benefit.
Using{{boldmono| [[#Usage|EVOKE]] }}will self-cast the spell without the group effect.


{{boldmono|[[STOP]] ZEALOT }}or{{boldmono| STOP 1617 }} will terminate the spell, allowing the paladin and anyone in the group (if the spell was group-cast) to regain their defenses.

Training in [[#Lore Benefits|Spiritual Lore, Religion]] will increase the AS benefit and reduce the DS penalty.

{{Usage-evoke-self
|s= 1617
|d= to cast a self-cast only version with no group effect.}}
==Lore Benefits==
==Lore Benefits==
Training in [[Spiritual Lore, Religion]] improves the +AS/-DS effect by a seed 1 [[summation]] of ranks.
Training in [[Spiritual Lore, Religion]] improves Attack Strength by a seed 1 [[summation]] of ranks.


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|align=right|AS boost||30||31||32||33||34||35||36||37||38||39||40
|align=right|AS boost||30||31||32||33||34||35||36||37||38||39||40
|-
|align=right|DS penalty||30||29||28||27||26||25||24||23||22||21||20
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|-
|align=right|AS boost||41||42||43||44||45||46||47||48||49||50||51
|align=right|AS boost||41||42||43||44||45||46||47||48||49||50||51
|-
|align=right|DS penalty||19||18||17||16||15||14||13||12||11||10||9
|}
|}


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| <pre{{log-inline}}>A surge of radiant energy coalesces around you then fades into obscurity.</pre>
| <pre{{log-inline}}>A surge of radiant energy coalesces around you then fades into obscurity.</pre>
|}
|}

==Resources==
*[[Paladin spell updates (saved posts)]]
*[[Zealot (1917)]]


[[Category:Group Spells]]
[[Category:Group Spells]]

Latest revision as of 13:31, 1 March 2021

Zealot (1617)
Mnemonic [ZEALOT]
Duration Indefinite (aura)
Span Until stopped/switched
Offensive Magic - Enhancement  
Subtype Aura (enhancement) 
Enhancement +30 AS (melee) 
Availability Group 
Paladin Base Spells
Mantle of Faith (1601) Defensive
Pious Trial (1602) Attack
Templar's Verdict (1603) Attack
Consecrate (1604) Utility
Arm of the Arkati (1605) Offensive
Dauntless (1606) Offensive
Rejuvenation (1607) Utility
Defense of the Faithful (1608) Utility
Divine Shield (1609) Defensive
Higher Vision (1610) Defensive
Patron's Blessing (1611) Defensive
Faith's Clarity (1612) Utility
Aid the Fallen (1613) Utility
Aura of the Arkati (1614) Attack
Repentance (1615) Attack
Vigor (1616) Utility
Zealot (1617) Offensive
Fervor (1618) Offensive
Faith Shield (1619) Defensive
Not Yet Implemented (1620) Utility
Holy Weapon (1625) Offensive
Judgment (1630) Attack
Divine Intervention (1635) Utility
Divine Word (1640) Utility
Divine Incarnation (1650) Utility

Focusing entirely on the offensive, Zealot enables the paladin to bolster their resolve and that of their party. The paladin and everyone in their group gains a +30 bonus to Melee Attack Strength (AS). If anyone leaves the paladin's group, they will lose the effect of the spell.

Zealot is an aura spell that will remain active until the paladin STOPs it, dies, or switches to another aura type. A paladin can only maintain one aura at a time, but multiple paladins grouped together can benefit from each other's auras if they are different.

Training in Spiritual Lore, Religion will increase the AS benefit.

Lore Benefits

Training in Spiritual Lore, Religion improves Attack Strength by a seed 1 summation of ranks.

Spiritual Lore, Religion ranks 0 1 3 6 10 15 21 28 36 45 55
AS boost 30 31 32 33 34 35 36 37 38 39 40
Spiritual Lore, Religion ranks 66 78 91 105 120 136 153 171 190 210 231
AS boost 41 42 43 44 45 46 47 48 49 50 51

Messaging

Cast
A surge of radiant energy coalesces around you and those nearby.

Your spirit is empowered with an overwhelming sense of determination and resolve.

Distant sounds of fifes and drums resound in the back of your mind, spurring you into a delirium of confidence and resolve -- as if compelled by some irresistible divine exhortation.
Expiration
You feel less resolved as the divine urging subsides, fading into obscurity.
Conflict with
Divine Shield (1609) active
A surge of radiant energy coalesces around you then fades into obscurity.

Resources