Subject cannot attack with melee weapon.
Paladin 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.
You are closely surrounded by a barely visible magical field.
This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws.
Weapon touched bursts into flames.
You bolster the subject's sense of willpower and self-worth when you cast this spell.
With a sweep of your hand, you select a number of targets and the same number of suits of armor.
Triggered rune heals living creatures.
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
This spell increases the effectiveness of a group's formation in battle.
You grow a draconic tail (clothing and armor adjust as necessary), or if you already have a tail, it takes on a draconic appearance.
Suppresses planar alignment penalties for allies and grants +4 on a chosen mental skill.
You instill a target with the fear that the nearest other intelligent creature knows her darkest secret.
You become grounded and nearly immovable.
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.
You test a creature's purity of convictions by exposing it to a sheet of divine fire.
Grants +4 morale bonus on saves against negative emotions and compulsion to harm allies.
Senses undead auras within 60 feet and accelerates concentration detection.
Conceals alignment for 24 hours.
You fill the target's mind with childlike wonder, allowing that creature to marvel at things that would be debilitating to others.
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.
Armor or shield gains a +1 enhancement per four levels.