1st-Level Paladin Spells

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

A

B

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.

C

Create Water: Creates 2 gallons/level of pure water.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

D

Detect Disease: Determine whether or not a creature or object is either infected with or harbors a disease.

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.

E

Endure Elements: Exist comfortably in hot or cold environments.

F

G

H

I

J

K

L

M

Magic Weapon: Weapon gains +1 bonus.

N

O

P

Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Q

R

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

S

T

Truthtelling: As zone of truth, but others know the target is affected by the spell.

U

V

Virtue: Subject gains 1 temporary hp.

W

X

Y

Z