Index of Spells by Class - Pal
Paladin
Paladin Spells
1st-Level Paladin Spells
Abjur
Endure Elements
: Exist comfortably in hot or cold regions.
Protection from Chaos
: +2 to AC and saves, plus additional protection against selected alignment.
Protection from Evil
: +2 to AC and saves, plus additional protection against selected alignment.
Resistance
: Subject gains +1 on saving throws.
Conj
Create Water
: Creates 2 gallons/level of pure water.
Cure Light Wounds
: Cures 1d8 damage + 1/level (max +5).
Lesser Restoration
: Dispels magical ability penalty or repairs 1d4 ability damage.
Div
Detect Poison
: Detects poison in one creature or small object.
Detect Undead
: Reveals undead within 60 ft.
Read Magic
: Read scrolls and spellbooks.
Ench
Bless
: Allies gain +1 on attack rolls and saves against fear.
Evoc
Divine Favor
: You gain +1 per three levels on attack and damage rolls.
Tran
Bless Water
M
: Makes holy water.
Bless Weapon
: Weapon strikes true against evil foes.
Magic Weapon
: Weapon gains +1 bonus.
Virtue
: Subject gains 1 temporary hp.
2nd-Level Paladin Spells
Abjur
Resist Energy
: Ignores first 10 (or more) points of damage per attack from specified energy type.
Shield Other
F
: You take half of subject's damage.
Undetectable Alignment
: Conceals alignment from magical detection for 24 hours.
Conj
Delay Poison
: Stops poison from harming target for 1 hour/level.
Remove Paralysis
: Frees one or more creatures from paralysis or slow effect.
Ench
Zone of Truth
: Subjects within range cannot lie.
Tran
Bull's Strength
: Subject gains +4 to Str for 1 min./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.
3rd-Level Paladin Spells
Abjur
Dispel Magic
: Cancels one magical spell or effect.
Magic Circle against Chaos
: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil
: As protection from chaos, but 10-ft. radius and 10 min./level.
Remove Curse
: Frees object or person from curse.
Conj
Cure Moderate Wounds
: Cures 2d8 damage +1/level (max. +10).
Heal Mount
: As heal on horse or other special mount.
Remove Blindness/Deafness
: Cures normal or magical blindness or deafness.
Div
Discern Lies
: Reveals deliberate falsehoods.
Ench
Prayer
: Allies get +1 bonus on most rolls, enemies –1 penalty.
Evoc
Daylight
: 60-ft. radius of bright light.
Tran
Greater Magic Weapon
: Weapon gains +1 bonus/four levels (max +5).
4th-Level Paladin Spells
Abjur
Break Enchantment
: Frees subjects from enchantments, transmutations, and curses.
Dispel Chaos
: +4 bonus against attacks by chaotic creatures.
Dispel Evil
: +4 bonus against attacks by evil creatures.
Conj
Cure Serious Wounds
: Cures 3d8 damage + 1/level (max +15).
Neutralize Poison
: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration
M
: Restores level and ability score drains.
Evoc
Holy Sword
: Weapon becomes +5, deals +2d6 damage against evil.
Necr
Death Ward
: Grants bonuses against death spells and negative energy.
Mark of Justice
: Designates action that triggers curse on subject.
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