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Paladin Spell List



1st Level Spells
Spell Name
Comp
Description
Allies gain +1 on attack rolls and saves against fear.
M
Makes holy water.
Weapon strikes true against evil foes.
shortbow may double as a club, or a longbow as a quarterstaff.
Sickens creature if it refuses to fight you.
Compels opponents to attack you instead of your allies.
Creates 2 gallons/level of pure water.
Cures 1d8 damage + 1/level (max +5).
You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon.
Detects poison in one creature or small object.
You can detect other worshipers of your deity.
Reveals undead within 60 ft.
Detect and identify diseases.
You gain +1 per three levels on attack and damage rolls.
Display a crest on any equipped armor.
Exist comfortably in hot or cold regions.
Turn water to alcohol.
Incorporeal creature takes half damage from nonmagical weapons.
Movement doesn't provoke attacks of opportunity.
Cause the target to daydream causing it reduced movement speed.
Allows the use of lay on hands while falling unconscious.
Roll 2 dice when using Diplomacy, take higher roll.
Create three notes heard miles away.
Forces target to move toward you and fight you.
Gain +10 on a monster Knowledge check.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Single target cannot make attacks of opportunity for 1 round.
Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Weapon gains +1 bonus.
+2 to AC and saves, plus additional protection against selected alignment.
Square gives good creatures bonuses.
Read scrolls and spellbooks.
Subject gains +1 on saving throws.
Dispels magical ability penalty or repairs 1d4 ability damage.
Prevent a corpse from becoming an undead.
Weapon touched bursts into flames.
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
+2 AC, +2 on saves vs. undead.
Subject gains 1 temporary hp.
Animal gains the combat training general purpose.
Weapons glow and bypass evil creature’s damage reduction.
Ally rerolls a save against charm or fear.

2nd Level Spells
Spell Name
M/F
Description
Harm and possibly daze chaotic creatures.
Increases strength of a paladin’s aura of courage.
Subject gains bonus on saving throws equal to Cha modifier.
Grants a creature proficiency in a single weapon for short period of time.
Grants a +2 bonus on saves vs. fear and death.
Subject gains +4 to Str for 1 min./level.
Convert a friendly companion into a small statue.
Protects creature against damage from alignment-based attacks.
Stops poison from harming subject for 1 hour/level.
Imbues a projectile with holy energy.

Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
Subject gains +4 to Cha for 1 min./level.
Armor you wear no longer slows your speed.
As endure elements, but you may divide the duration among creatures touched.
Your ability to smite evil also entangles your foe.
Lend your shield's protection to another.
Summon armor temporarily replacing your current attire.
Creates a soaring beacon of light.
Doubles armor’s enhancement bonus.
Fascinates a single creature for 1 round.
Entangles a creature for 1 round.
A single evil creature takes more damage from creatures with a good aura.
You gain two additional attacks of opportunity for 1 round.
Siege engine gains +1 on targeting and damage rolls.
Subject gains +4 to Wis for 1 min./level.
Take the damage and effects for another creature.
As protection from chaos, but you may divide the duration among creatures touched.
As protection from evil, but you may divide the duration among creatures touched.
As protection from good, but you may divide the duration among creatures touched.
As protection from law, but you may divide the duration among creatures touched.
Frees one or more creatures from paralysis or slow effect.
Boosts attack bonus with each hit.
Ignores 10 or more points of damage per attack from specified energy type.
F
Cast touch healing spells from a distance.
Bonus damage for moving on mount.
F
You take half of subject's damage.
Reduces effects of multiple conditions on target.
Conceals alignment from magical detection for 24 hours.
Armor or shield gains a +1 enhancement per four levels.
Magical trail aids good creatures, hinders evil ones.
Weapon gets +2 on damage rolls.
Subjects within range cannot lie.

3rd Level Spells
Spell Name
M/F
Description
Aura penalizes enemy attacks and AC.
Bonded weapon gains ghost touch.
1 ally/level gains darkvision and a +2 Stealth bonus.
You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Cures 2d8 damage +1/level (max. +10).
Targeted ammunition exudes radiant energy.
60-ft. radius of bright light.
Your might increases with every kill you make.
As delay poison, but you may divide the duration among creatures touched.
Reveals deliberate falsehoods.
Cancels one magical spell or effect.
Transfer hit points and give DR/evil to target creature.
Smited creature takes damage when it attacks.
As ghostbane dirge, but affects multiple creatures.
As heal on horse or other special mount.
M
The target gains 1 temporary hero point.
Whisper sickens evil creatures, gives good creatures bonuses.
Teleports a friend out of a grapple.
You can see invisible creatures and objects within 30 feet of you.
As protection from chaos/evil, but 10-ft. radius and 10 min./level.
Weapon gains +1 bonus/four levels (max +5).
Makes 2 creatures pass Will saves in order to attack each other.
Allies get +1 bonus on most rolls, enemies –1 penalty.
Cures normal or magical blindness or deafness.
Frees object or person from curse.
As resist energy, but you may divide the duration among creatures touched.
+1 AC/four levels (max +5).
Subject shines and gets +1/four levels on all saves.

4th Level Spells
Spell Name
M/F
Description
Target gains paladin abilities for 1 round/level.
Last stand cures good creatures, hurts evil.
Frees subjects from enchantments, transmutations, and curses.

Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
Cures 3d8 damage + 1/level (max +15).
Grants bonuses against death spells and negative energy.
+4 bonus against attacks by chaotic creatures.
+4 bonus against attacks by evil creatures.

Grants combat bonuses against evil creatures, particularly against evil outsiders.
Smited creature takes 3d8 damage.
Target falls prone and confesses sins.

Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Weapon becomes +5, deals +2d6 damage against evil.
Instantly switch places with a single ally.
A single target is deafened until the condition is removed, and is confused for 1 round.
Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Designates action that triggers curse on subject.
Immunizes subject against poison, detoxifies venom in or on subject.
Grants +5 AC and DR 10/evil, can’t attack.
M
As raise dead, but on an animal.
Marked target is shunned by your religion.
Melee attack deals 1d6 more damage.
M
Restores level and ability score drains.
Take damage for an ally for many rounds.
Creatures that strike you take 1d6 +1/level fire damage.
Subject cannot attack with melee weapon.
M
Triggered rune heals living creatures.