Paladin Spell List
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NOTE: While a paladin "can" use all these spells, note I use this term lightly, it doesn't mean they would do so. For instance a Kelemvorite Paladin might find the spell Revenance absolutely abhorrent because it raises their ally for combat-purposes before killing them once more. Or a Dwarven Paladin of Moradin might find the idea of using winged mount not to his liking due to wishing to stay on the ground.
Another thing to look at is the components. All Paladins have different codes of conduct and such, but some of the materials for these spells would be beyond a Paladin's capabilities. For instance, a Paladin of Ilmater could never use the spell Bladebane because it requires a large sum of gold and harming oneself/another.
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Level 1 Spells
Axiomatic WaterSource:Planar Handbook
Transmutation [Lawful]
Level:Cleric 1, Paladin 1,
Components:V, S, M,
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water (see page 76).
Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
Bless WaterSource:SRD
Transmutation [Good]
Level:Cleric 1, Paladin 1,
Components:V, S, M,
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, making it holy water.
Material Component: 5 pounds of powdered silver (worth 25 gp).
Divine SacrificeSources:Defenders of the Faith: A Guidebook to Clerics and Paladins, Spell Compendium
Evocation
Level:Paladin 1, Blackguard 1
Components:V, S,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can sacrifice life force to increase the damage you deal.
Once each round, as a free action, you can sacrifice up to 10 of your hit points (doing this does not trigger an attack of opportunity).
For every 2 hit points you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack.
Your ability to deal this additional damage ends when you successfully attack or when the spell duration ends.
You can make as many sacrifices as the spell duration allows.
Sacrificed hit points count as normal damage.
For example, an 8th-level paladin can cast this spell with a duration of 4 rounds.
If she sacrifices 10 hit points a round and hits in every round, she can spend up to 40 hit points and deal up to +20d6 points of additional damage.
Faith HealingSources:Magic of Faerun, Spell Compendium
Conjuration (Healing)
Level:Blackguard 1, Cleric 1, Paladin 1,
Components:V, S,
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5).
The spell only works on a creature with the same patron as you.
A target with no patron or a different patron than you is unaffected by the spell, even if the target would normally be harmed by positive energy.
Golden BardingSources: Complete Divine, Spell Compendium
Conjuration (Creation) [Force]
Level:Blackguard 1, Paladin 1,
Components:V, DF,
Casting Time: 1 standard action
Range: Touch
Target: Special mount touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You conjure forth a glowing, golden suit of barding for your special mount.
The golden barding you create has no armor check penalty and has no effect on your mount's speed.
The exact nature of the barding depends on your caster level.
2nd-3rd: Scale mail barding (+4 armor bonus).
4th-5th: Chainmail barding (+5 armor bonus).
6th-7th: Splint mail barding (+6 armor bonus).
8th-9th:Half-plate barding (+7 armor bonus).
10th+: Full plate barding (+8 armor bonus).
Because golden barding is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Armor-based buffs can be cast on this barding.
ResurgenceSources:Complete Divine, Spell compendium
Abjuration
Level:Blackguard 1, Cleric 1, Paladin 1,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a second chance to one of your allies.
The target of resurgence can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast's corporeal instability, or the sickening effect (but not the damage) from unholy blight.
If the target of resurgence is subject to more than one ongoing magic effect, the target chooses one of them to retry the save against.
If the subject succeeds at the saving throw on the second attempt, the effect ends immediately.
Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by the spell, spell-like ability, or supernatural ability.
If a spell, spell-like ability, or supernatural ability doesn't allow a save (such as power word stun), then resurgence won't help the subject recover.
Strategic ChargeSources:Magic of Faerun, Spell Compendium
Abjuration
Level:Blackguard 1, Paladin 1,
Components:V, DF,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
You gain the benefits of the Mobility feat, even if you do not meet the prerequisites.
You do not have to be charging to gain this benefit.
Traveler's MountSources: Complete Divine, Spell Compendium
Transmutation
Level:Blackguard 1, Druid 1, Paladin 1, Ranger 1,
Components:V, S,
Casting Time: 1 standard action
Range: Touch Area/Effect/Target: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell makes a mount better able to handle the rigors of overland travel, at the expense of its will to fight.
The touched animal or magical beast gets a +10 feet enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect).
However, the mount no longer attacks in combat.
The steed willingly bears its rider into battle; it just can't use its own natural weapons for the duration of the spell.
SilverbeardSource:Magic of Faerun
Transmutation
Level:Paladin 1,
Components:V, DF,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Your beard grows and turns to pure and magically hardened silver, increasing the armor bonus of your armor by +2.
An outfit of regular clothing counts as armor that grants an AC bonus for the purpose of this spell.
If you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human).
You get a +2 circumstance bonus on Diplomacy checks against dwarves.
Repeated uses of this spell eventually result in your beard turning a natural silver color (if you cannot normally grow a beard, this secondary effect does not occur).
Warning ShoutSource:Magic of Faerun
Transmutation [Sonic]
Level:Paladin 1,
Components:V,
Casting Time: 1 action
Range: See text
Area: See text
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No
You speak up to five words, which are magically amplified to be heard by all hearing creatures within half a mile.
All within the area hear the words as loud as you spoke them.
The spell does not harm people who hear it and cannot transmit magical effects (such as a harpy's song, sonic spells, or charm effects), although a creature already affected by a magical effect (such as a suggestion) could respond to a nonmagical trigger word deployed by a warning shout.
Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by the warning shout.
ExorcismSource:Fiendish Codex I: Hordes of the Abyss
Abjuration
Level:Cleric 1, Paladin 1,
Components:V, S, M, DF,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates; see text
You force your will against that of the possessing fiend, trying with all the strength of your faith to drive it from the body of the unfortunate creature before you.
After casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host.
The host creature or object must be within range of your turn or rebuke attempt.
However, you do not make a turning check when you cast the spell.
The possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form.
(See the rules for possession on page 21).
This use of turn or rebuke undead has no effect on undead within range of the ability.
A fiend driven from its host cannot attempt to possess that
same host for 24 hours.
Material Component: A vial of holy or unholy water. (Axiomatic water could work for demons while Anarchic water could work for devils.)
Protection from PossessionSource:Ghostwalk
Abjuration
Level:Bard 1, Bone Collector 1, Cleric 1, Paladin 1, Sorcerer 1, Wizard 1, Ghost 1,
Components:V, S, M, DF,
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell wards a creature against mental control and possession attempts.
The spell blocks any attempt to possess the warded creature (as by a magic jar attack or certain ghost feats) or to exercise mental control over the creature (as by a vampire's supernatural domination ability, which works similarly to dominate person).
The protection does not prevent a vampire's domination itself, but it prevents the vampire from mentally commanding the protected creature.
If the protection from possession effect ends before the domination effect does, the vampire would then be able to mentally command the controlled creature.
Likewise, the spell keeps out a possessing life force, but does not expel one if it is in place before the spell is cast.
Arcane Material Component: A bit of powdered silver, which is used to mark the forehead of the target creature.
Grave StrikeSource:Complete Adventurer
Divination [Good]
Level:Cleric 1, Paladin 1,
Components:V, DF,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
While this spell is in effect, you have a special connection to the forces of light and positive energy.
For 1 round, you can deliver sneak attacks against undead as if they were not immune to sneak attacks.
To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.
This spell applies only to sneak attack damage.
It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures
Lantern LightSource: Book of Exalted Deeds
Evocation [Good, Light]
Level:Cleric 1, Paladin 1, Sorcerer 1, Wizard 1, Vassal of Bahamut 1,
Components:S, Abstinence
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Rays of holy light flash from your eyes.
You can fire 1 ray per 2 caster levels, but no more than 1 ray per round.
You must succeed on a ranged touch attack to hit a target.
The target takes 1d6 points of damage from each ray.
Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.
Second WindBook of Exalted Deeds
Transmutation
Level:Paladin 1,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
For the duration of the spell, the target can perform long-term strenuous activity as though it had the Endurance feat.
Silvered WeaponSource:Book of Exalted Deeds
Transmutation
Level:Paladin 1, Ranger 2,
Components:V, S,
Casting Time: 1 standard action
Range: Touch
Target: One weapon or projectile touched
Duration: 1 round/level
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (object, harmless)
This spell transforms a single weapon or projectile you are holding into a silvered weapon.
The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast.
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws).
The spell cannot be cast on more than one weapon or on multiple projectiles.
If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it
loses the benefits of its original special material for the spell's duration.
Silvered weapon can be made permanent with a permanency spell.
Lesser Energized ShieldSource: Spell Compendium
Abjuration [see text]
Level: Cleric 2, paladin 1
Components: V, S, DF
Casting Time: 1
standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A silver aura surrounds the touched shield for a moment before it appears to transform into the chosen type of energy. The shield hums with power.When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time.
The descriptor of this spell is the same as the energy type you choose when you cast it
Find TempleSource: Spell Compendium, Therafim
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 miles + 1 mile/level
Area: Circle centered on you, with a radius of 10 miles + 1 mile/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
At ease and filled with a reassuring calm, you close your eyes for a moment to allow your deity to guide you to a holy place.With this spell, you can easily find a place to worship and possible aid or shelter from the priests within. When the spell is cast, you sense the direction of the nearest temple to your god. If there is none within the spell’s area, the spell instead shows you the direction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past (seeing the temple through a divination does not count).
LionheartSource: Miniatures Handbook, Spell Compendium
Abjuration [Mind-Affecting]
Level:Paladin 1,
Components:V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains immunity to fear effects.
Lesser One MindSources: Therafim, Spell Compendium
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Your mount begins to move in a predictable, complementary manner to yourself. It positions itself to maximize its effectiveness as a combat partner, and you feel that your actions instinctively do the same for it.
You temporarily strengthen the mental bond with your special mount when you cast this spell. When you are mounted on your special mount, the link with your mount sharpens your senses, giving you a +4 insight bonus on Spot and Listen checks and the scent ability (MM 314) for the duration of the spell. If your mount ever moves more than 10 feet from you, the spell ends.
Resist Planar AlignmentSource: Spell Compendium, Therafim
Abjuration
Level: Cleric 1, druid 1, Hades 2, Limbo 2, paladin 1, ranger 1, sorcerer/wizard 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift.
This abjuration grants a creature limited protection from a plane’s alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments.
The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell’s duration lasts.
Rhino's RushSources: Spell Compendium, Therafim
Transmutation
Level: Paladin 1, ranger 1, Wrath 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
A violent fury consumes you. You seek nothing more than to charge at your enemies and bash in their heads. This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.
Sense HereticSources: Spell Compendium, Therafim
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Holding the target item aloft, you quietly chant the last few words to cast the spell. The item immediately flares a soft blue color, which fades almost immediately.This spell is usually cast on a weapon or a holy symbol. If an evil creature that has the ability to cast divine spells comes within 100 feet of the item, the item begins to glow with a faint blue radiance. You cannot tell where, or in which direction, the detected creature is, only that such a creature is within range. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Sticky SaddleSources: Spell Compendium/Therafim
Transmutation
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)
A colorless glow surrounds you and your mount for an instant. When the glow fades, you feel more attentive to the movements of your mount even while an unseen force holds you fast to it.This spell “glues” you to your mount. It becomes impossible for you to fall or be thrown off your mount. Prying you from the saddle requires a DC 20 Strength check, and you gain a +10 bonus on Ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast, the spell fails. If the spell is cast while you are riding bareback, you are “stuck” to the mount’s back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as an immediate action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.
Vision of glorySource: Magic of Faerun
Divination
Level:Cleric 1, Paladin 1,
Components:V, S, DF,
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes
You give the subject creature a brief vision of a divine entity giving it support and inspiring it to continue.
The creature gets a +1 morale bonus on a single saving throw.
It must choose to use the bonus before making the roll to which it applies.
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Level 2 Spells
Blessed AimSource:Complete Divine
Divination
Level:Blackguard 2, Paladin 2, Cleric 3,
Components:V, S,
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. spread, centered on you
Duration: Concentration
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread.
Hand of Divinitysources:Magic of Faerun, spell Compendium
Evocation [see text]
Level:Blackguard 2, Cleric 2, Paladin 2,
Components:V, S, DF,
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless) (see text)
Spell Resistance: Yes
You give the subject a protective aura of divine energy that allows her a bonus on all saving throws.
If your patron is nonevil, this is a +2 sacred bonus and the spell is a good spell.
If your patron is evil, this is a +2 profane bonus and the spell is an evil spell.
This spell only works on a creature with the same patron as you or the same alignment as your patron.
If cast on a target that does not meet these criteria, there is no effect.
Zeal
Sources:Complete Divine, Spell Compendium
Abjuration
Level:Blackguard 2, Paladin 2,
Components:V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You invoke a divine shield to protect you as you close with a chosen opponent.
Choose a foe as you cast this spell.
You gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe.
Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.
BladebaneSource:Unapproachable East
Transmutation
Level:Paladin 2, Cleric 3, Sorcerer 4, Wizard 4,
Components:V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You impart a deadly quality to a single bladed weapon (any slashing weapon) for a short time.
Bladebane confers the bane ability on the weapon touched, against a creature type (and subtype, if necessary) of your choice.
The weapon's enhancement bonus increases by +2 against the appropriate creature type, and it deals +2d6 points of bonus damage to those creatures.
Material Component: A drop of blood and ruby dust worth 500 gp.
Clarity of MindSource: Underdark
Abjuration
Level:Blackguard 2, Harper Scout 2, Paladin 2, Balance 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You grant the subject a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer descriptors.
Clarity of mind also reduces any miss chance the target might have when attacking an opponent that has
concealment from a glamer spell (such as blur and displacement) by 10%.
Thus, a subject that attacks an opponent protected by a displacement spell suffers only a 40% miss chance, instead of the customary 50%.
Ghost CompanionSource: Ghostwalk
Necromancy [Ectomancy]
Level:Druid 2, Paladin 2, Ranger 2, Sorcerer 3, Wizard 3,
Components:V, S,
Casting Time: 1 action
Range: Touch
Target: One willing animal, beast, or magical beast
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
The touched creature dies painlessly.
Instead of passing immediately beyond the Veil of Souls, the creature's soul remains on the Ethereal Plane and attempts to enter the Material Plane as a ghost.
Normally, this is used by ghost characters with a special nonhumanoid companion (such as a mage's familiar, a druid or ranger's animal companion, or a paladin's special mount) to allow the companion to travel with them in ghost form.
When the spell expires, the ghost creature dies the true death and its soul passes beyond the Veil of Souls.
It can be raised or resurrected before the spell duration expires, of course.
DenounceSource:Fiendish Codex II: Tyrants of the Nine Hells
Enchantment [Mind-Affecting]
Level:Cleric 2, Paladin 2,
Components:V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One outsider
Duration: 1 min./level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
You point your finger and pronounce judgment.
You instill feelings of shame and guilt in a target outsider, imposing a -4 insight penalty on its attack rolls, saves, and checks.
Each round on its turn, the subject can attempt a new saving throw to end the effect.
(This is a full-round action that does not provoke attacks of opportunity).
Outsiders with the good subtype are immune to denounce.
Curse of the BruteTransmutation
Level: Clr 3, Pal 2
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature's Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. Thus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian's Strength by 4 points. Doing this increases the barbarian's Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points. If the barbarian's original Intelligence or Charisma was 6 or lower, the spell would fail without effect
Divine InsightSource:Complete Adventurer
Divination
Level:Cleric 2, Paladin 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged (D)
When you cast this spell, you invoke the power of your deity to guide your actions.
Once during the spell's duration, you can choose to use its effect.
This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check.
Activating the effect requires an immediate action.
You must choose to use divine insight before you make the check you want to modify.
Once used, the spell ends.
You can't have more than one divine insight effect active on you at the same time.
Holy SpursSource: Miniatures Handbook, Spell Compendium
Transmutation
Level:Paladin 2,
Components:V,
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your special mount
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell increases your special mount's base land speed by 40 feet.
This adjustment is treated as an enhancement bonus.
Moment of ClaritySources: Therafim and Spell Compendium
Abjuration
Level: Paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or effect, that creature immediately receives another saving throw against the effect’s original DC to break free of the effect. If the spell or effect did not originally permit a saving throw, this spell has no effect.
Awaken SinEnchantment (Compulsion) [Fear,
Good, Mind-Affecting]
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One evil creature with
Intelligence 3+
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target.The subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the subject unconscious, it also takes 1d6 points of Wisdom damage.
Cloak of BraverySource: Complete Warrior
Abjuration [Mind-Affecting]
Level:Paladin 2, Cleric 3, Courage 3,
Components:V, S,
Casting Time: 1 action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at 10th level).
Checkmate's LightSource: Spell Compendium/Therafim
Evocation [Lawful]
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You intone your deity’s name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow.You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.
If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell’s effects are suppressed counts against the spell’s duration.
Energized ShieldThis spell functions like lesser energized shield except that the energy resistance is 10 and damage dealt is 2d6
Estanna's StewSource: Book of Exalted Deeds
Conjuration (Healing)
Level:Cleric 2, Druid 2, Paladin 2,
Components:V, S, AF,
Casting Time: 1 round
Range: 0 ft.
Effect: Fills pot with healing stew (1 serving/2 levels)
Duration: Instantaneous (see text)
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew.
The caster must be hold the pot in hand when Estanna's stew is cast; otherwise, the spell fails and is wasted.
The spell creates one serving per two caster levels (maximum 5).
A single serving heals 1d6+1 points of damage and requires a standard action to consume.
Any portion of the stew that is not consumed disappears after 1 hour.
The stew can be splashed onto a single undead creature within 10 feet.
If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it.
The undead creature can apply spell resistance and can attempt a Will save to take half damage.
Focus: An engraved stewpot worth at least 50 gp.
Flaming Faith
Sources: Defenders of the Faith: A Guidebook to Clerics and Paladins, Spell Compendium, Therafim
Evocation
Level:Cleric 3, Paladin 2
Components:V, S, M,
Casting Time: 1 action
Range: Touch
Target: Nonmagical weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can temporarily turn any single normal or masterwork melee weapon into a magical, flaming one.
For the duration of the spell, the weapon acts as a +1 flaming burst weapon that deals an additional +1d6 points of fire damage.
On a critical hit, the weapon deals +1d10 points of bonus fire damage if the weapon's critical multiplier is x2, +2d10 points if the weapon's multiplier is x3, and +3d10 points if the multiplier is x4.
This spell effect does not stack with a weapon's enhancement bonus or with a flaming or flaming burst weapon bonus.
Material Focus: A lump of phosphorus, touched to the target weapon.
Knight's MoveSource: Spell Compendium, Therafim
Transmutation (Teleportation)
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 swift action
Range: 5 ft./2 levels; see text
Target: You
Duration: Instantaneous
The ground before you appears overlaid with a chessboard pattern, with certain squares of the chessboard glowing softly red. Time stops for you as you move without walking to the indicated location.You can teleport with a limited distance and a circumspect form of movement.
You can instantly move up to 5 feet per two caster levels with this spell, but you must end this movement in a square that leaves you flanking an enemy.
One MindAs lesser one mind, but with +2 to attack
Quick MarchSource: Miniatures Handbook
Transmutation
Level:Cleric 2, Paladin 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Allies in a 20-ft.-radius burst
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Quick march increases your allies' base land speed by 30 feet.
(This adjustment is considered an enhancement bonus).
There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
As with any effect that increases a creature's speed, this spell affects maximum jumping distance.
Shield OtherSource: SRD
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the
subject so that some of its wounds are transferred to you. The subject gains a +1
deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject
takes only half damage from all wounds and attacks (including that dealt by special
abilities) that deal hit point damage. The amount of damage not taken by the
warded creature is taken by you. Forms of harm that do not involve hit points, such
as charm effects, temporary ability damage, level draining, and death effects, are not
affected. If the subject suffers a reduction of hit points from a lowered Constitution
score, the reduction is not split with you because it is not hit point damage. When
the spell ends, subsequent damage is no longer divided between the subject and
you, but damage already split is not reassigned to the subject. If you and the
subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the
warded creature.
StabilizeSoruce: Spell Compendium, Therafim
Conjuration (Healing)
Level: Paladin 2, cleric 2
Components: V, S, DF
Casting Time: 1 swift action
Area: 50-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless)
Filled with compassion and concern, you draw upon your deity’s power. A burst of golden energy springs forth, spreading from you. Those still alive around you seem less bloody and in less pain.
This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect.
Zone of TruthSource: Player's Handbook v.3.5
Enchantment (Compulsion) [Mind-Affecting]
Level:Cleric 2, Paladin 2,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies.
Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area.
Affected creatures are aware of this enchantment.
Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.
Creatures who leave the area are free to speak as they choose.
Undetectable AlignmentSource: Multiple
Abjuration
Level: Brd 1, Clr 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
[piv003]
Level 3 Spells
AngelskinSource: Miniatures Handbook, Spell Compendium
Abjuration [Good]
Level:Paladin 3,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Lawful good creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains damage reduction 10/evil and silver.
Axiomatic StormSource: Planar Handbook
Conjuration (Creation) [Lawful, Water]
Level:Cleric 3, Paladin 4,
Components:V, S, M, DF,
Casting Time: 1 standard action
Area: 20-ft. radius, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A driving rain falls around you.
It falls in a fixed area once created.
The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks.
It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.
Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).
The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage).
In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage.
After the spell's duration expires, the water disappears.
Material Component: A flask of axiomatic water
Know Greatest EnemySource:Magic of Faerun, Spell Compendium
Divination
Level:Blackguard 3, Paladin 3,
Components:V, DF,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 round/level
Saving Throw: None (see text)
Spell Resistance: Yes
Your eyes flash green, turning golden as you survey your opponents. To your eyes, the weakest of them are limned with a pale green nimbus, which intensifies with power. The most powerful is wrapped in a brilliant shimmering green aura.This spell evaluates the creatures in the area and determines the relative power level of each.
Creatures are evaluated as follows:
Among creatures within the same category, you know which is the most powerful, but not why.
For example, among a group of ogres (CR 2), you would know one of them (an ogre with 2 levels of barbarian, CR 4) was the most powerful, but not know if it was because the ogre had class levels, because of a template (such as half-fiendish), or for other reasons.
Any spell of 3rd level or higher that prevents scrying attempts on a creature (such as nondetection) or area (such as false vision) thwarts this spell's ability to evaluate that creature or creatures within that area.
Mass ResurgenceLike Resurgence, except can be used on a 30 foot area. Only allows saves vs. one spell effect. EX: If half are affected by mind blast and the other half polymorph, you have to choose which effect it will allow a reroll on.
ForcewardSource:Player's Guide to Faerûn
Abjuration
Level:Paladin 3, Initiate of helm 3,
Components:V, S, DF,
Casting Time: 1 full round
Range: 10 ft.
Target: You and any allies within a 10-ft.-radius emanation centered on you
Duration: 1 min./level
Saving Throw: No; see text
Spell Resistance: Yes
You create an unmoving, transparent sphere of force centered on you.
The interior of the sphere and everything within 5 feet of its edge is illuminated with light equivalent to that of a candle.
You and your allies may enter the sphere at will.
Any other creature that tries to enter must make a Will saving throw to succeed.
Any creature may leave the sphere freely, but a creature that has left must make a successful Will save to enter again, even if it is you or one of your allies.
Creatures within the area of the sphere at the time of casting are not forced out.
While in the area of the forceward, you and your allies each gain a +2 sacred bonus on saving throws against effects created by evil creatures.
Creatures within the area that are not your allies gain no benefit.
The forceward does not prevent spells or objects from entering the area, so it is possible for two creatures on opposite sides of the sphere's edge to fight without penalties.
A creature using unarmed attacks or natural weapons in this manner, however, must still make a Will save each round, or its attacks cannot pass the forceward's boundary.
Loyal VassalSource: Magic of Faerun
Abjuration [Lawful]
Level:Paladin 3,
Components:V, S, DF,
Casting Time: 1 action
Range: Touch
Target: Up to 1 willing creature/3 levels touched
Duration: 10 minutes/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You protect the target against mind-affecting effects, giving all affected creatures a +3 sacred bonus on saving throws against such attacks.
The spell also prevents them from being magically compelled to harm you or anyone else affected by this spell.
Any attempt to make a subject do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell.
If a subject willingly attempts to harm you, the spell is broken for that creature immediately.
The subjects gain the benefits of a bless spell as long as you are in sight of them.
Righteous FurySource:Magic of Faerun
Transmutation
Level:Paladin 3,
Components:V, S, DF,
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Summoning the power of your deity, you charge yourself with positive energy.
This gives you 1d4 temporary hit points per caster level (maximum 10d4), a +2 natural armor bonus, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, and a +2 sacred bonus on Fortitude saves.
Any undead creature striking you with its body deals you normal damage, but at the same time the attacker takes 1 point of damage from the positive energy, as if from a cure minor wounds spell.
Blessing of BahamutSource: Complete Divine
Abjuration [Good]
Level:Paladin 3,
Components:V, M,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Your skin takes on a platinum sheen that protects you from the weapons of your enemies.
You gain damage reduction of 10/magic for the spell's duration.
Material Component: A canary feather, which is flung into the air.
DaylightEvocation [Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
DiamondsteelSources: Spell Compendium, Therafim
Transmutation
Level: Paladin 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Suit of metal armor touched
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine.
Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can be overcome only by adamantine weapons. For example, a suit of full plate would provide damage reduction 4/adamantine, and a +1 breastplate (+6 AC) would provide damage reduction 3/adamantine.
Material Component: Diamond dust worth at least 50 gp.
Discern LiesDivination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Each round, you concentrate on one subject, who must be within range. You know
if the subject deliberately and knowingly speaks a lie by discerning disturbances in
its aura caused by lying. The spell does not reveal the truth, uncover unintentional
inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a
different subject.
Find the GapSource: Draconomicon
Divination
Level:Assassin 3, Paladin 3, Ranger 3,
Components:V,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You gain the ability to perceive weak points in your opponent's armor.
Once per round, one of your melee or ranged attacks may disregard the target's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class.
Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.
Holy stormSource: Planar Handbook
Conjuration (Creation) [Good, Water]
Level:Cleric 3, Paladin 3,
Components:V, S, M, DF,
Casting Time: 1 standard action
Area: 20-ft. radius, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A driving rain falls around you.
It falls in a fixed area once created.
The storm reduces hearing and visibility, resulting in a -4
penalty on Listen, Spot, and Search checks.
It also applies a -4 penalty on all ranged attacks made into, out of, or through the storm.
Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).
The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage).
In addition, each round, a blast of frost strikes a randomly selected evil outsider within the spell's area, dealing 5d6 points of cold damage.
After the spell's duration expires, the water disappears.
Material Component: A flask of holy water.
Mantle Of Good/Lawsource:Planar Handbook
Abjuration [Good]
Level:Cleric 3, Paladin 3,
Components:
You are surrounded by shimmering white holy energy, and granted spell resistance (12+Caster Level) against spells with the evil descriptor.
You are surrounded by constant blue lawful energy, and granted spell resistance (12+Caster Level) against spells with the chaotic descriptor.
Greater One MindAs One Mind but with +2 damage
Regal ProcessionSource: Spell Compendium, Therafim
Conjuration (Summoning)
Level: Paladin 3, sorcerer/wizard 3
Effect: One mount/level
You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely adorned mounts appears.
This spell functions like summon mount, except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.
Mind BondSource: Spell Compendium
Divination
Level: Paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Special mount
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You temporarily strengthen the mental bond with your special mount, allowing you and your special mount to predict each other’s movements and gain a significant edge in combat. You and your mount gain a +4 flanking bonus on attack rolls (instead of +2) when the two of you are flanking the same opponent.
Furthermore, your mount gains a +1 competence bonus on attack rolls for every three paladin levels you possess (maximum +5) for the duration of the spell as long as it remains within the spell’s range.
Smite HereticSource: Spell Compendium
Conjuration
Level: Paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll. Furthermore, the attack deals 2 extra points of damage (instead of 1) per paladin level.
Word of BindingSource: Spell Compendium
Conjuration (Creation)
Level: Paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One Medium or smaller
humanoid or monstrous humanoid
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
When you cast this spell and call to the target, shining steel manacles appear around its wrists and ankles.
You create masterwork steel manacles that attempt to bind your target. A successful Reflex save allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles. The imprisoned creature can slip free with a DC 35 Escape Artist check or a DC 28 Strength check. The manacles have hardness 10 and hit points equal to 10 + 1 per caster level. The manacles automatically scale to fit any Medium or smaller humanoid creature. While imprisoned by the manacles, the subject cannot take any actions requiring the use of its hands and can move only 5 feet per round. The manacles come complete with an average quality lock (Open Lock DC 25).
[piv004]
Level 4 Spells
Visage of the Deity, LesserSource: Complete Divine
Transmutation [Good]
Level:Cleric 3, Blackguard 4, Paladin 4,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
When you cast this spell, your body changes into a form more like your deity's (in a very limited fashion, of course).
You gain a +4 enhancement bonus to your Charisma score.
You also gain resistance 10 to three energy types: acid, cold, and electricity
RevenanceSources: Complete Divine, Spell Compendium
Conjuration (Healing)
Level:Blackguard 4, Cleric 4, Paladin 4,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Dead ally touched
Duration: 1 min./level
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You touch a recently slain ally and temporarily restore her to life so she may continue to fight.
The target can have been dead for up to 1 round/caster level.
She functions as if a raise dead spell had been cast upon her, except that she does not lose a level and has half of her full normal hit points.
She is alive (not undead) for the duration of the spell and
can be healed normally, but dies as soon as the spell ends.
While the subject is under this spell, she is not affected by resurrection or raise dead.
The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her.
Spiritual ChariotSources: Complete Divine, Spell compendium
Conjuration (Creation)
Level:Blackguard 4, Paladin 4,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One special mount
Duration: 1 hour/level
When this spell is cast, a ghostly chariot forms behind the paladin's special mount.
The chariot is large and ornate, and it is made of transparent, faintly glowing energy.
Usually the holy symbol of the paladin's deity is emblazoned on the sides of the chariot.
The mount is correctly harnessed to the chariot.
The chariot can hold 1 Medium creature or two Small creatures plus the driver (usually the paladin).
Although the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount's load, so the horse can travel at full speed.
If the chariot is ever unhitched from the special mount, it disappears.
The driver of the spiritual chariot gains a +4 sacred bonus on her Handle Animal checks.
The chariot is made of magical force and is immune to damage.
It interacts with other spells just like a wall of force.
Those in the chariot have cover based on their size and the position of their attackers.
In most situations, Medium creatures inside the chariot gain cover (+4 bonus to AC, +2 bonus on Reflex saving throws).
Weapon of the DeitySource:Ghostwalk, Spell Compendium
Transmutation
Level:Blackguard 4, Cleric 4, Paladin 4,
Components:V, DF,
Casting Time: 1 action
Range: Personal
Target: Your weapon
Duration: 1 round/level
You must be using your deity's favored weapon to cast this spell.
You may use the weapon as if you had proficiency with it, even if you normally do not.
The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below).
A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by you.
If your weapon already has enhancement bonuses and special abilities for both of its heads, this effect of the spell does not function unless the weapon's normal enhancement bonus is lower than the bonus granted by this spell.
When you reach 9th caster level, the enhancement bonus of the weapon increases to +2.
At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.
A variant of this spell first appeared in Defenders of the Faith.
Winged MountSources:Complete Divine, Spell Compendium
Transmutation
Level:Blackguard 4, Paladin 4,
Components:V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: Your touched mount
Duration: 10 min./level
This spell causes your mount to sprout giant, feathery white(good) or black(evil) wings.
This grants the mount a fly speed of 60 ft., with a maneuverability of good.
The mount is slowed as normal for weight carried, barding worn, and environmental factors.
Favor of IlmaterSource: Magic of Faerun
Necromancy
Level:Cleric 4, Paladin 4,
Components:V, S,
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature
Duration: 1 minute/level or instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell has two possible effects:
Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that function by causing pain, pain itself, and is immune to effects that would cause her to be dazed, exhausted, fatigued, nauseated, staggered, or stunned. It has many uses, but it most typically used by Paladins who are put on a rack or similar torture device so that they may maintain a noble, calm presence and prevent themselves from divulging information.
The target remains conscious at -1 to -9 hit points and can take a partial action each round when in that state.
If any of these effects are present on the target when this spell is cast, they are suspended for the duration (causing the target to wake if unconscious).
This variant of the spell lasts 1 minute/level.
When the spell ends, any effects suspended by the spell that would otherwise still be in effect (such as fatigue, which normally requires 8 hours of rest to abate) return.
Effects with durations that expired during the duration of this spell do not resume when this spell ends.
Pact of Martyrdom: You and the target exchange hit point totals.
This variant of the spell only works if you have more hit points than the target when the spell is cast.
If the target was unconscious and dying, you become unconscious and dying.
If the target was unconscious but stabilized, you become unconscious but stabilized.
The spell only transfers actual hit points, not temporary hit points.
The spell does not cure diseases, poisons, and similar things.
Clerics and paladins who don't worship Ilmater name this spell after their own deity—favor of Torm, for example. The spell was simply originally named after Ilmater, who was said to have designed it and created it for his clergy who were fighting, healing, or being captured by Loviatians.