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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