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PALADIN SPELLS
1st-LEVEL PALADIN SPELLS
Bless Allies gain +1 attack and +1 on saves against fear.
Bless Water Makes holy water.
Bless Weapon Weapon gains +1 bonus.
Create Water Creates 2 gallons/level of pure water.
Cure Light Wounds Cures 1d8 +1/level damage (max +5).
Detect Poison Detects poison in one creature or small object.
Detect Undead Reveals undead within 60 ft.
Divine Favor The caster gains attack, damage bonus, +1/three levels.
Endure Elements Ignores 5 damage/round from one energy type.
Magic Weapon Weapon gains +1 bonus.
Protection from Evil +2 AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Virtue Subject gains 1 temporary hp.
2nd-LEVEL PALADIN SPELLS
Delay Poison Stops poison from harming subject for 1 hour/level.
Remove Paralysis Frees one or more creatures from paralysis, hold or slow.
Resist Elements Ignores 12 damage/round from one energy type.
Shield Other The caster takes half of subject's damage.
Undetectable Alignment Conceals alignment for 24 hours.
3rd-LEVEL PALADIN SPELLS
Cure Moderate Wounds Cures 2d8 +1/level (max +10).
Discern Lies Reveals deliberate falsehoods.
Dispel Magic Cancels magical spells and effects.
Greater Magic Weapon +1 bonus/three levels (max +5).
Heal Mount As heal on warhorse or other mount.
Magic Circle against Evil As protection spells, but 10-ft. radius and 10 min./level.
Prayer Allies gain +1 on most rolls, enemies suffer -1.
Remove Blindness/Deafness Cures normal or magical conditions.
4th-LEVEL PALADIN SPELLS
Cure Serious Wounds Cures 3d8 +1/level (max +15*).
Death Ward Grants immunity to death spells and effects.
Dispel Evil +4 bonus against attacks by evil creatures.
Freedom of Movement Subject moves normally despite impediments.
Holy Sword Weapon becomes +5, does double damage against evil.
Neutralize Poison Detoxifies venom in or on subject.
*Paladin's maximum effective caster level is 10