3.5e Paladin Spells
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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.
Aura Pulse: You fire a ray made of your aura, dealing magic bludgeoning damage.
Beam of Radiance: The Paladin shoots bright lasers from his eyes, causing discomfort.
Bonfire's Rest: Magically infuse a bonfire or larger fires to increase rest's effectiveness.
Condemning Smite: You condemn someone to be smote, and smote they shall be if you can hit them.
Curative Touch: A rework of cure spells, designed to be more effective in and out of combat.
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 Brand: Your holy symbol burns the impure.
Divine Mount: Summons a steed from the outer planes to serve as your mount.
Empower Smite: Smite harder, better, stronger.
Faith's Inspiring Encouragement: Increase the bonus from aid another.
Fast Reload: You reload fully a firearm.
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 deals damage, even if it fails 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.
War Wizard's Parry: A more effective, but also more limited variant on the shield spell.
Withstand Energy: Grant resistance to one element based on caster level.
Withstand Energy Variant: In an instant, protect yourself from energy damage.
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.
Immolating Holy Water: Turn a flask of holy water into a potent flaming weapon.
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,
Sealing Force: As a ranged touch attack, deal 1d6 damage per level, deals increase damage against evil spirits and immobilize them.
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.
Shatterblade: You break a blade to produce a shower of sharp edges to all creatures in the area.
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 sunlight that roasts people alive and hurts the 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.
Supercharge Bullets: Enhance the damage from your shots.
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.
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.
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.
Miracle Morning, Mass: Have a good start each morning for all your friends!
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.
Enlightened Fist: You deliver a ki-enhanced attack per caster level.
Great Lightning Arrow: An upgraded version of lightning arrows, which pierce through targets.
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: Conjure a radius of light, which damage all enemies 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.
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