1ST-LEVEL PALADIN SPELLS
| Any | Create Water: Creates 2 gallons/level of pure water.
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: +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. Virtue: Subject gains 1 temporary hp. |
| Honor | Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water M: Makes holy water. Bless Weapon: Weapon strikes true against evil foes. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. |
| Judge | Bless Water M: Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Command: One subject obeys selected command for 1 round Detect Magic: Detects spells and magic items within 60 ft. Devote Weapon: Weapon strikes true against chaotic foes. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. |
| Tyran | Bane: Enemies take –1 on attack rolls and saves against fear.
Corrupt weapon: Weapon strikes true against good foes. Curse water M: Makes unholy water. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks. Inflict light wounds: Touch deals 1d8 damage +1/level (max +5). Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
2ND-LEVEL PALADIN SPELLS
| Any | 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. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Undetectable Alignment: Conceals alignment for 24 hours. |
| Honor | Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Shield Other F: You take half of subject’s damage. Zone of Truth: Subjects within range cannot lie. |
| Judge | Detect Thoughts: Allows “listening” to surface thoughts.
Hold Person: Paralyzes one humanoid for 1 round/level. Zone of Truth: Subjects within range cannot lie. |
| Tyran | Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Darkness: 20-ft. radius of supernatural shadow. Hold Person: Paralyzes one humanoid for 1 round/level. Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10). |
3RD-LEVEL PALADIN SPELLS
| Any | Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
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 Weapon, Greater: +1 bonus/four levels (max +5). Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. |
| Honor | Daylight: 60-ft. radius of bright light.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level. Remove Curse: Frees object or person from curse. Remove Blindness/Deafness: Cures normal or magical conditions. |
| Judge | Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Spiritual Weapon: Magic weapon attacks on its own. |
| Tyran | Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15). Magic Circle against Good: As protection from evil, but 10-ft. radius and 10 min./level. |
4TH-LEVEL PALADIN SPELLS
| Any | Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Dispel Chaos: +4 bonus against attacks by chaotic creatures. Lawful Sword: Weapon becomes +5, deals +2d6 damage against chaos. 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. |
| Honor | Dispel Evil: +4 bonus against attacks by evil creatures.
Death Ward: Grants immunity to death spells and negative energy effects. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. |
| Judge | Dismissal: Forces a creature to return to native plane.
Dispel Magic: Cancels magical spells and effects. Hold Monster: As hold person, but any creature. |
| Tyran | Dispel Good: +4 bonus against attacks by evil creatures.
Dominate Person: Controls humanoid telepathically. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). Unholy Sword: Weapon becomes +5, deals +2d6 damage against good. |