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Thread: Wandering Paladin loves Peaches

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    Bugbear in the Playground
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    Oct 2010
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    Default Re: Wandering Paladin loves Peaches

    Paladin Spells
    The following are the Wandering Paladin's spells. They may include any Paladin spell found in official sources beyond what is seen here, and can include any spell from the Cleric, Druid, or other Divine casting class at DM's approval.

    0-Level Cleric Paladin Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Detect Poison: Detects poison in one creature or object.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Light: Object shines like a torch.
    Mending: Makes minor repairs on an object.
    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    Read Magic: Read scrolls and spellbooks.
    Resistance: Subject gains +1 on saving throws.
    Virtue: Subject gains 1 temporary hp.

    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
    Bullís Strength: Subject gains +4 to Str for 1 min./level.
    Delay Poison: Stops poison from harming subject for 1 hour/level.
    Eagleís Splendor: Subject gains +4 to Cha for 1 min./level.
    Owlís 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 subjectís damage.
    True Strike: Your next attack gains a +20 to it's attack roll.
    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.

    5th-Level Cleric Paladin Spells
    Atonement F X: Removes burden of misdeeds from subject.
    Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    Dispel Chaos/Evil: +4 bonus against attacks.
    Disrupting Weapon: Melee weapon destroys undead.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Hallow M: Designates location as holy.
    Raise Dead M: Restores life to subject who died as long as one day/level ago.
    Righteous Might: Your size increases, and you gain combat bonuses.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Find the Path: Shows most direct way to a location.
    Last edited by Cipher Stars; 2012-12-15 at 09:57 PM.

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