PALADIN
SPELLS
1ST-LEVEL PALADIN SPELLS
Bless:
Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water:
Makes holy water.
Bless Weapon:
Weapon strikes true against evil foes.
Create Water:
Creates 2 gallons/level of pure water.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Detect Poison:
Detects poison in one creature or small object.
Detect Undead:
Reveals undead within 60 ft.
Divine Favor:
You gain +1 per three levels on attack and damage rolls.
Endure Elements:
Exist comfortably in hot or cold environments.
Magic Weapon:
Weapon gains +1 bonus.
Protection from
Chaos/Evil: +2 to AC
and saves, counter mind control, hedge out elementals and outsiders.
Read Magic:
Read scrolls and spellbooks.
Resistance:
Subject gains +1 on saving throws.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue:
Subject gains 1 temporary hp.
2ND-LEVEL PALADIN SPELLS
Bull’s Strength:
Subject gains +4 to Str for 1 min./level.
Delay Poison:
Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor:
Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom:
Subject gains +4 to Wis for 1 min./level.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Resist Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other F:
You take half of subject’s damage.
Undetectable
Alignment: Conceals
alignment for 24 hours.
Zone of Truth:
Subjects within range cannot lie.
3RD-LEVEL PALADIN SPELLS
Cure Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
Daylight:
60-ft. radius of bright light.
Discern Lies:
Reveals deliberate falsehoods.
Dispel Magic:
Cancels spells and magical effects.
Heal Mount:
As heal on warhorse or other special mount.
Magic Circle against
Chaos: As protection
from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against
Evil: As protection
from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Prayer:
Allies +1 bonus on most rolls, enemies –1 penalty.
Remove
Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse:
Frees object or person from curse.
4TH-LEVEL PALADIN SPELLS
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Death Ward:
Grants immunity to death spells and negative energy effects.
Dispel Chaos:
+4 bonus against attacks by chaotic creatures.
Dispel Evil:
+4 bonus against attacks by evil creatures.
Holy Sword:
Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice:
Designates action that will trigger curse on subject.
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Restoration M:
Restores level and ability score drains.