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Old 12-13-2011, 10:52 AM   Top  -  End  -  #1
Maquise
Ogre in the Playground
 
 
Join Date: Dec 2009
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Gender: Male
Default Paladin Spells (And now feats) (3.PF) PEACH

I was thinking about trying to increase the (pathfinder) Paladin to Tier 3. I thought the easiest way was to add some spells to their list.

Here are some spells I thought it would be good for paladins to have. This is the first time I've ever made spells, so feedback would be most helpful. Please keep topic along the lines of "These spells give the paladin this this and this," not "the paladin needs this this and this."

Unfettered Stride
School Transmutation
Level Paladin 1

Casting Time 1 standard action
Components V, DF

Range Self
Duration 1 minute/level

Your movement is not affected by difficult terrain. In addition, you gain a +1 Sacred Bonus to saving throws against effects that would impede your movement (such as entanglement). This bonus increases for every three caster levels you have (at least +1, maximum +3).



Wings of the Eagle
School Transmutation (Good)
Level Paladin 1

Components: V, DF

Range: Self
Duration 1 round/level
Casting Time: Swift action
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You sprout a pair of angelic wings from your back, letting you fly at a speed of 60 feet (or 40 if the subject is carrying a medium or heavy load, or wearing Heavy armor. Medium armor does not slow you). You can ascend at half speed and descend at double speed, and your maneuverability is good.

Using the Wings of the Eagle spell requires only as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load, plus any armor you wears. You gain a bonus on Fly skill checks equal to 1/2 your caster level plus your charisma modifier.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


Celestial Steed
School Transmutation
Level Paladin 2
Casting Time 1 Standard action
Components: V, F
Range Touch
Target Bonded Mount
Duration 1 Minute/Level

You bestow upon your steed the aspect of a holy charger, causing it to grow a pair of angelic wings. It gains a Fly speed double to its base land speed (Good maneuverability), and all of its attacks count as Good for the purpose of overcoming DR.


Holy Inspiration

School Divination
Level Paladin 2
Casting Time 1 minute
Components V, DF, M (incense worth at least 25 gp)

Range personal
Target you
Duration instantaneous

You say a prayer to the powers of justice (or your patron deity) asking for some form of revelation concerning your current quest.
The answer comes in the form of the most useful piece of information you could possibly receive. This revelation could take the form of words or a vision. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly.

If the roll fails, you get nothing. Also, if your quest is not of a true and noble purpose (its completion would result in the caster Falling) you are warned to turn from your present course.


Warded Shield

School Abjuration
Level Paladin 3
Casting Time: 1 Swift Action
Components: V, S, F (any wielded shield)
Range: Personal
Target: You
Duration: 1 minute/level

You layer magical wards onto your shield, enabling it to add additional protection against magical attacks. You can add your shield bonus plus an extra +1 per four levels up to +5 to your AC vs magical ray effects, and saving throws.

Champion of the Gods
School Transmutation [Good]
Paladin 3
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

As the might of divine fury pulses within you, and you pass judgment on an evil soul, your weapon charges with holy power and cuts a devastating blow that softens even the mightiest ogre's swings.

You may only cast this spell immediately after declaring a target for your Smite Evil class feature. When you cast this spell, choose an ability score (Strength, Constitution, etc). For the duration of your Smite Evil effect, all successful melee attacks you make against that creature force it to make a Will saving throw (DC 12+your Charisma modifier) or take 1d4 points of the chosen ability damage (A successful saving throw negates the damage from that attack). This ability only applies to the first successful attack you make each round against that creature. Additionally, your faith protects you against the creature's dark magicks. For the duration of your Smite Evil effect, you gain SR equal to 12+your paladin level against spells and spell-like abilities cast by the target of your Smite Evil effect.
-Thanks NeoSeraphi




Minor Miracle
School Evocation
Level Paladin 4
Casting Time 1 standard action
Components V, S; See text
EFFECT

Range see text
Target, Effect, or Area see text
Duration see text
Saving Throw see text; Spell Resistance yes

You don't so much cast a minor miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A minor miracle can do any of the following things.

Duplicate any spell of 3th level or lower.
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.

A duplicated spell allows saving throws and spell resistance as normal, but the Save DC is for a 4th level spell. If the Minor Miracle is used to duplicate a spell with a material component costing more than 100 gp, the component must be provided.


In addition to these spells, I've come up with a feat that ties into this.

Spellsmiter
Prerequisites: Smite Evil, ability to cast level-1 spells

Benefit: You receive a Sacred bonus to the Save DCs of any spell you cast against the target of your smite equal to your Charisma modifier. In addition, your spells ignore any SR the target may have.
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Last edited by Maquise : 05-02-2013 at 12:41 PM.
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