You create a magical barrier that protects a target's vital areas.
Paladin Level 1 Spells
A paladin gains the ability to cast a small number of divine spells drawn from the paladin spell list. Learn more about the Paladin class.
Fractures shield into orbiting blades that attack adjacent foes for piercing/slashing damage.
Creates an electrical arrow that deals 1d8+1/level electricity damage or signals allies.
As message, except the only information you can transmit is that you are a worshiper of the designated deity.
You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions.
Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions.
You are closely surrounded by a barely visible magical field.
Weapon touched bursts into flames.
With a sweep of your hand, you select a number of targets and the same number of suits of armor.
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
This spell functions identically to the spell zone of truth, except as noted above.
You gain a supernatural ability to detect tracks and other clues left behind by the target.
Grants +4 morale bonus on saves against negative emotions and compulsion to harm allies.
This spell causes the target to glow as if surrounded by a halo of light.
You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you.
+2 AC, +2 on saves vs. undead.
Subject gains 1 temporary hp.
Animal gains combat training.
This spell emulates Folgrit's motherly protection.
Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square.
Ally rerolls a save against charm or fear.