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Paladin Spells

1st-Level Paladin Spells

    • Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
    • Bless Water: 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 environments.
    • Magic Weapon: Weapon gains +1 bonus.
    • Protection from Chaos/Evil: +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.
    • 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/attack from specified energy type.
    • Shield Other F: You take half of subject's damage.
    • Undetectable Alignment: Conceals alignment 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 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 Circle against Evil: As protection from evil, 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.
    • Remove Blindness/Deafness: Cures normal or magical conditions.
    • Remove Curse: Frees object or person from curse.

    4th-Level Paladin Spells

    • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • Death Ward: Grants immunity to death spells and negative energy effects.
    • 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 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.




Spelllists