3.5e Paladin Spells
Add your own spell to Dungeons & Dragons Wiki by clicking the link and following the instructions.
1st-Level Paladin Spells
Ablative Jacket: Create a magical vest which grants a bit of temporary hit points.
Aligned Water Bomb: Convert thrown water into the appropriate aligned water on the fly. Cheaper, but costs spell slots.
Asepsis: Creature touched becomes immune to non-magical diseases.
Beam of Radiance: The Paladin shoots bright lasers from his eyes, causing discomfort.
Condemning Smite: You condemn someone to be smote, and smote they shall be if you can hit them.
Cure Friendly Fire: Heal the target of friendly fire damage incurred since the previous round.
Detect Disease: You determine whether a creature, object, or area is diseased.
Detect Laws: Determine the rules in the nearest settlement.
Detect Parentage: Disc determines if subjects are parent and child.
Detect Power Level: You sense the presence of life force in an area.
Detect Virgin: A favorite of princess-kidnapping dragons, suspicious kings with princesses, evil cultists looking for sacrifices, and juvenile wizards in school. Detects if a creature is a virgin.
Discern Birthdays: Reveals birthdays
Divine Mount: Summons a steed from the outer planes to serve as your mount.
Faith's Inspiring Encouragement: Increase the bonus from aid another.
Force Fence: You create a weaker miniature wall of force to act as a barrier.
Force Pulse: You generate a quick pulse of force to knock people away from you, and possibly stagger them.
Gossamer Thread: Create a thread that binds a target. To them, it is strongest steel.
Guilt: Make your opponent feel guilt for what they've done.
Healing Gust: A minor amount of healing to a wide area, at low levels.
Holy Bolt: A bolt of holy power that can be charged up for greater effect.
Identify Symbol: Gain 5 + your caster level as a bonus on checks to identify symbols for what they are.
Karmic Justice: Retaliate with the accumulated spite from your enemies' assault.
Lightning Arrow: You fire an arrow made of lightning which deal damage, even if it fail to pierce SR.
Lockstep: Sets your base land speed to 30 ft. Useful if you would be slower otherwise.
Miracle Morning: Have a good start each morning!
Moral Guidance: Conjure an invisible mental celestial, fiend, slaadi, or inevitable to advise you on moral matters.
Perseverance: Grant a creature or several allies a second saving throw against a negative magical effect.
Practice Field: Create sphere that allows creatures to deal nonlethal damage.
Prismatic Point: You generate a fine point of light that inflicts damage of various types.
Protection from Alignment, Variant: A remake of protection from alignment.
Punish Violence: If the afflicted target attacks, they take non-lethal damage.
Rag Doll: You loosen the targets muscles which gives them a nice massage... and makes them easier to bind.
Regal Presence: Your knowledge of nobility gives you a commanding presence none can ignore.
Resuscitating Jolt: Bring a target back from the brink, with a shock.
Retort: Gain a barrier which damages those who strike you in combat.
Share Perception: See as someone else sees, colors by their perceptions
Solar Lance: Call force spears of sunlight and attack with them.
Stork Call, Lesser: Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.
Suppress Influence: Suppress the influence and sign or one or more vestige, however doing so prevent the binder from using the vestige's powers.
Withstand Energy: Grant resistance to one element based on caster level.
2nd-Level Paladin Spells
Bond of the Obnoxious Commander: A spirit of an ancient legend of war guides your martial maneuvers.
Brand Heretic: You mark a target creature as an alignment of your choosing.
Brilliant Blade: The Paladin blesses a melee weapon with bonus damage against armored targets.
Burden of Sin: Your opponent's sins weight them down.
Concussive Blast: Create a shockwave that knocks targets away.
Defiance: Harden your body against foes, or make them regret outnumbering you.
Directional Shielding: A six sided barrier appears around you, ablating damage and providing protection against flankers.
Empower Royal Kiss: Give aristocrat the ability to break an enchantment with a kiss
Enchant Item: Magically enchant weapons, shields or armor.
Focus Spell: Increase DC of next spell cast.
Graviton Implosion: Pull targets together to a single point.
Keepaway Shield: Summon a pair of shields which block flankers and provide cover.
Lethal to Nonlethal: Convert lethal damage you have into nonlethal damage.
Manacle of Guilt: This spell place a powerful enchantment on a bond creature, forcing it to follow it command and reinforcing what bind her.
Nonlethal Field: Create field that blocks most lethal damage.
Power Word The Game: You shout "The Game" at somebody, instantly making them believe they have lost whatever game they were playing.
Rebuild the Body and Mind: Restores ability score drain.
Reveal Greatest Sin: Reveals the target's greatest sin.
Sacred Weapon: Casts a weapon in holy light that repels the dark and vanquishes evil.
Safety Bubble: A layered bubble of force protects you from a single attack.
Scan: Identifies creatures, and maybe their abilities as well.
Scorching Smite: You empower your smite with divine flames, dealing extra fire damage and potentially dazing a valid target,
Sedah’s Counterspell of Superfluous Detail: A counterspell that adds erroneous rules and excessive detail to another’s spell – thus making the other’s spell unusable for a time. All who use the spell in the region are also affected.
Shinespark Weapon: Enhance your weapon with magical light which not only deals more damage, but leaves explosive spheres upon a miss or critical hit.
Solar Bolt: You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more.
Solar Flare: A blinding flash of light erupts from your body.
Stork Call: Makes one adult, conscious, living, willing creature pregnant by another willing creature of the same species.
Taunt: Taunt creatures to attack you.
Temper Curse: Convert hard-to-handle conditions into easier-to-manage counterparts.
Totemic Power: A replacement of the Animal's X spells, designed to be useful even at later level.
Unrelenting Focus: You fortify yourself to take less damage, and be immune to effects which would inhibit your actions or movement.
Warmth: Creates an orb of warm healing light.
3rd-Level Paladin Spells
Bond of the Harden Crusader: Learn to model your martial techniques with magic.
Chain Solar Bolt: You fire a bolt of harmful positive energy that roast people alive and hurt undead a lot more. Arc to other targets.
Contract Seal: Touched creature immediately loses all contracts with called creatures.
Deific Light: You call beams of light from the heaven, allowing you to heal or damage creatures.
Great Lightning Arrow: You fire an arrow made of lightning which deal damage, even if it fail to pierce SR.
Greater Endure Elements: Endure elements now will protect you from any temperature extreme, and allows you to perform acts of physical endurance.
Holy Light: The Paladin calls forth holy beams of light from the sky to heal his allies and purge the undead.
Last Rites: Choose the afterlife the dead character goes to.
Stork Call, Greater: Makes one conscious, living, willing creature pregnant by another.
Throw Force: Throw a pulse of kinetic force that damages and knocks creatures away.
4th-Level Paladin Spells
Charge of Darkness: Charge at your enemy cross-country, encountering them harder than a Rhino.
Curse of the Silent: The target will lose hp and spells until it casts a spell.
Daunting Ray: A ray which breaks your opponent's will to fight.
Divine Shield: The Paladin shields himself from everything.
Greater Nonlethal Field: Create sphere where lethal damage is not.
Holy Hold: Create a large ring of light that shrinks into a singularity over the course of 5 rounds, perfectly binding any who fail to escape.
Luminaire: Summon a powerful burst of light which spread destruction around you.
Path to Redemption: Provides instructions for target’s atonement.
Pearlescent Cloud: a silvery cloud that blocks sight for non-good creatures and creatures you exempt.
Right the Wrongs: The Paladin raises the dead
Stygian Blackness: a smokey cloud that blocks sight for non-evil creatures and creatures you exempt.
Sunlight Spear: Creates a crackling spear fashioned from raw sunlight that pierces foes.
Switch Health: Switch hp totals for yourself and your target. This could be used to heal allies at your expense, or harm enemies.
Templar's Declaration: Any nongood character who currently opposses you is evil to you. None shall obstruct the cause.
True Daylight: Call forth true daylight
Warding Shell: Create a bubble which magic can neither enter nor leave, by breaking line of effect.
Adding New Spells
To add a spell to this list, make certain that the article belongs to Category:3.5e, Category:User, and Category:Spell. The spell must also have "Paladin #" in it's level entry. It may take up to 24 hours after these steps are completed for your spell to be listed on this page. If you have any issues, please contact an admin.