SRD:Paladin Spell List

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

 * Bull's Strength: Subject gains +4 to Str for 1 min./level.
 * Delay Poison: Stops poison from harming subject for 1 hour/level.
 * Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 * Owl's 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 OtherF: You take half of subject’s damage.
 * 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.
 * RestorationM: Restores level and ability score drains.