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Paladin Spells - Level One
Bless
Level: Cleric 1, Paladin 1
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Long (400')
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear.
Bless Weapon
Level: Paladin 1
School: Transmutation
Casting Time: 1 Standard Action
Descriptor: Weapon Enchantment
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
You empower the touched melee weapon with a +1 piercing damage bonus vs. evil, and a 2d6 divine damage bonus vs. undead. The weapon is also considered to be good-aligned for purposes of damage reduction. You can also target another creature to enchant its equipped melee weapon.
Cure Light Wounds
Level: Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save
Cure a creature using positive energy. Cures 1d8 points of damage +1 point per caster level (to a maximum of +5). Against undead creatures, the spell deals damage rather than curing it.
Detect Undead
Level: Cleric 1, Paladin 1, Sorcerer 1, Wizard 1
School: Divination
Casting Time: 1 Standard Action
Range: Long (400')
Duration: 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
Detect the presence of undead.
Divine Favor
Level: Cleric 1, Paladin 1
School: Evocation
Casting Time: 1 Standard Action
Range: Personal
Duration: 10 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None
You gain a +1 bonus to attack and a +1 magical damage bonus for every three caster levels you have (minimum +1, maximum of +3).
Magic Weapon
Level: Cleric 1, Paladin 1, Sorcerer 1, Wizard 1
School: Transmutation
Casting Time: 1 Standard Action
Descriptor: Weapon Enchantment
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None
You empower the touched weapon with a +1 enhancement bonus.
Resistance
Level: Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer 0, Wizard 0
School: Abjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: No
Saving Throw: None
This spell grants the target creature a +1 bonus to all saving throws.
Virtue
Level: Cleric 0, Druid 0, Paladin 1
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None
The target creature gains 1 temporary hit point above his maximum total.
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