Paladin Spells

1st-Level Paladin Spells

Bless: Allies gain +1 on attack rolls and saves against fear.

Bless WaterM: Makes holy water.

Bless Weapon: Weapon strikes true against evil foes.

Create Water: Creates 2 gallons/level of pure water.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

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 regions.

Magic Weapon: Weapon gains +1 bonus.

Protection from Chaos/Evil: +2 to AC and saves, plus additional protection against selected alignment.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Virtue: Subject gains 1 temporary hp.

2nd-Level Paladin Spells

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.

Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.

Shield OtherF: You take half of subject's damage.

Undetectable Alignment: Conceals alignment from magical detection for 24 hours.

Zone of Truth: Subjects within range cannot lie.

3rd-Level Paladin Spells

Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).

Daylight: 60-ft. radius of bright light.

Discern Lies: Reveals deliberate falsehoods.

Dispel Magic: Cancels one magical spell or effect.

Heal Mount: As heal on horse or other special mount.

Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 10 min./level.

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.

Remove Blindness/Deafness: Cures normal or magical blindness or deafness.

Remove Curse: Frees object or person from curse.

4th-Level Paladin Spells

Break Enchantment: Frees subjects from enchantments, transmutations, and curses.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Death Ward: Grants bonuses against death spells and negative energy.

Dispel Chaos: +4 bonus against attacks by chaotic creatures.

Dispel Evil: +4 bonus against attacks by evil creatures.

Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.

Mark of Justice: Designates action that triggers curse on subject.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

RestorationM: Restores level and ability score drains.