Paladin spell list

This spell list is used by paladins

1st-level

 * 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

 * 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 Other F: You take half of subject’s damage.
 * Undetectable Alignment: Conceals alignment for 24 hours.
 * Zone of Truth: Subjects within range cannot lie.

3rd-level

 * 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/Evil: As protection from chaos/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

 * 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.