Paladin Spells

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.