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Paladin Spells - Level 1
Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.

Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory. Material Component: Five pounds of powdered silver (worth 25 gp).

Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.

Detect Undead: (Divination) Reveals undead within 60 ft.

Divine Favor: (Evocation) The subject gains +1 per three levels on attack and damage rolls.

Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire or sonic damage.

Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.

Protection from Chaos: (Abjuration) [Lawful] Subject gains +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.

Protection from Evil: (Abjuration) [Good] Subject gains +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.

Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.

Resistance: (Abjuration) Imbue the subject with magical energy, granting it a +1 resistance bonus on saves.

Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.

Virtue: (Transmutation) The subject gains one temporary hit point.

Spells

Bard Spells

 

Cleric Spells

 

Druid Spells

 

Paladin Spells

 

Ranger Spells

 

Sor/Wiz Spells