Paladin Spells
1st-Level Paladin Spells
- Axiomatic Water: Makes lawful-aligned axiomatic water.
- 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.
- Bless Weapon, Swift: Weapon strikes true against evil foes for 1 round.
- Blessed Aim: +2 bonus for allies' ranged attacks.
- Clear Mind: +4 on saves against mind-affecting spells and abilities.
- Create Water: Creates 2 gallons/level of pure water.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Deafening Clang: Weapon deals sonic damage, deafens.
- 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.
- Divine Sacrifice: You sacrifice hit points to deal extra damage.
- Endure Elements: Exist comfortably in hot or cold environments.
- Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
- Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
- Find Temple: You know direction of your deity's nearest temple.
- Golden Barding: Your mount gets force armor.
- Grave Strike: You can sneak attack undead for 1 round.
- Holy Spurs: Special mount's speed increases by 40 ft for 1 round.
- Know Greatest Enemy: Determines relative power level of creatures within the area.
- Lantern Light: Ranged touch attacks deal 1d6 points of damage.
- Lionheart: Subject gains immunity to fear.
- Magic Weapon: Weapon gains +1 bonus.
- Moment of Clarity: Subject gains second save against mind-affecting spell or ability.
- One Mind, Lesser: You gain +4 on Spot and Listen checks while mounted.
- 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.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Resurgence: You grant subject a second chance at a saving throw.
- Rhino's Rush: Next charge deals double damage.
- Second Wind: Dispel Fatigue, grant bonus on Constitution checks.
- Sense Heretic: Glow reveals when evil creature is near.
- Silvered Weapon: Transforms one weapon into a silvered weapon.
- Silverbeard: You grow a hard silver beard that gives +2 bonus to armor.
- Sticky Saddle: You become stuck to special mount, gain +10 ride checks.
- Strategic Charge: You gain the benefits of the Mobility feat.
- Traveler's Mount: Creature moves faster but can't attack.
- Virtue: Subject gains 1 temporary hp.
- Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
- Warning Shout: Allies are no longer flat-footed.
2nd-Level Paladin Spells
- Angelskin: Lawful Good creature gains DR 5/evil.
- Aura of Glory: Remove any fear effect from allies.
- Awaken Sin: Subject faces its sins, takes 1d6/level nonlethal damage (10d6 max).
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Call Mount: Call your special mount, even if you have already called it today.
- Checkmate's Light: Your weapon becomes +1 axiomatic weapon and bolsters the morale of allies.
- Cloak of Bravery: You and your allies gain a bonus on saves against fear.
- Crown of Smiting: +2 damage bonus, discharge to gain +8 damage on single attack.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
- Divine Protection: Allies gain +1 to AC, saves.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
- Estanna's Stew: Conjures stew that heals 1d6+1 per serving.
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Flame of Faith: Gives weapon the flaming burst special ability.
- Hand of Divinity: Gives +2 sacred or profane saving throw bonus to worshiper of your deity.
- Holy Mount: Special mount gains celestial template.
- Knight's Move:You instantly move to flank a subject.
- Loyal Vassal: Ally gains +3 against mind-affecting spells and abilities and cannot be compelled to harm you.
- Mark of Doom: Subject takes 1d6 damage for each hostile action.
- One Mind: As one mind, lesser, but also gain +2 to attack while mounted.
- Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
- Quick March: Allies' speed increases by 30 ft for one round.
- 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 of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5)
- Shield Other: You take half of subject’s damage.
- Spiritual Chariot: Creates ghostly chariot behind your mount.
- Stabilize: Cures 1 point of damage to all creatures in the area.
- Strength of Stone: +8 Str bonus that ends if you lose contact with the ground.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zeal: You move through foes to attack the enemy you want.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Paladin Spells
- Axiomatic Storm: Lawful-aligned rain falls in 20 ft radius.
- Blessed Sight: Evil auras become visible to you.
- Blessing of Bahamut: You gain damage reduction 10/magic.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Daylight: 60-ft. radius of bright light.
- Diamondsteel: Metal armor provides damage reduction.
- Discern Lies: Reveals deliberate falsehoods.
- Dispel Magic: Cancels spells and magical effects.
- Find the Gap: Your attacks ignore armor and natural armor.
- Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours.
- Heal Mount: As heal on warhorse or other special mount.
- Healing Spirit: Ball of light heals 1d8/round.
- Holy Storm: Good-aligned rain falls in 20 ft radius.
- 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).
- Mantle of Good/Law: You gain SR 12 + Caster level against spells with opposite alignment descriptor.
- Mind Bond: You and your mount gain +4 flanking bonus when flanking the same opponent; mount gains bonus on attack rolls.
- One Mind, Greater: As one mind, but also gain +2 to damage while mounted.
- Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
- Regal Procession: As mount, but you summon several mounts.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Resurgence, Mass: As resurgence, but multiple subjects.
- Righteous Fury: Gain temporary hp, +4 to Strength.
- Seek Eternal Rest: Turn undead as cleric of your level.
- Smite Heretic: You gain a +2 sacred bonus on attack roll and deal extra damage with your smite evil ability when used against an evil creature that can cast divine spells.
- Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
- Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
- Word of Binding: Magical manacles restrain foe.
4th-Level Paladin Spells
- Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned.
- Blood of the Martyr: You heal a target at range and take a like amount of damage.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Castigate: Verbal rebuke damages those whose alignment differs from yours.
- 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.
- Divine Retaliation: Weapon appears and strikes those who attack you.
- Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep effects and paralysis.
- Favor of the Martyr: Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions.
- Glory of the Martyr: As shield other, but with multiple targets.
- Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
- Lawful Sword: Weapon becomes +5 axiomatic weapon and emits magic circle against chaos.
- Mark of Justice: Designates action that will trigger curse on subject.
- Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Restoration: Restores level and ability score drains.
- Revenance: Restores dead creature to life for 1 minute/level.
- Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage).
- Sacred Haven: Target gains +2 sacred bonus to AC and retains Dex bonus to AC when flat-footed, you can also heal target using lay on hands at range.
- Sword of Conscience: Evil creature confesses crimes, takes Wisdom damage.
- Telepathic Aura: One-way mental communication to allies within 100 feet.
- Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
- Winged Mount: Your mount sprouts wings and gains a fly speed of 60 ft (Good).
page revision: 10, last edited: 22 Mar 2012 17:16