TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
   
  April 1, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Paladin Spell List .........................................2 
  1st Level...................................................2 
  2nd Level..................................................3 
  3rd Level ..................................................4 
  4th Level ..................................................6 
  Spell Tables..................................................8 
  Weapons of the Deity..............................8 
  Glossary........................................................9 
  Auras.......................................................9 
  Ranges.....................................................9 
  Levels of Concealment..........................10 
  Levels of Cover.....................................10 
  Level of Exhaustion ..............................10 
  Levels of Fear........................................10 
  Areas of Effect – Shape.........................10 
  Areas of Effect – Fill.............................10 
  Casting Times .......................................10 
  Other Definitions...................................11 
  Appendix....................................................13 
  Revision History....................................13 
  Key to Sourcebooks ..............................13 
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 1st level 
   
  Page 2 
  Paladin Spell List 
   
  Wisdom-based Prepared Divine Spells 
  Note that a Paladin’s Caster Level is half his/her Paladin Class Level. 
   
  1st Level 
   
  Abjuration 
  Endure Elements(PH p226) 
  <Abj, VS, 1StdAct, Touch, 24hrs> 
  – Touched subject takes no harm (i.e., no 
  Fortitude saves) from being in heat up to 140 
  degrees Fahrenheit –and– cold down to –50. 
  Protection from Evil(PH p266) 
  <Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)> 
  – Subject gains the following: 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 1’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  Resurgence(CDiv p177) 
  <Abj, VS/DF, 1StdAct, Touch, Instantaneous> 
  – The touched creature receives a new saving 
  throw against one ongoing spell, spell-like 
  ability, or supernatural ability affecting 
  him/her.  If the subject has more than one 
  ongoing effect, the caster chooses which one 
  the save applies to.   
   Only effects which allow a save can be targeted 
  by this spell. 
  Strategic Charge(MoF p125) 
  <Abj, VDF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains Feat: Mobility. 
  Conjuration 
  Create Water(PH p215) 
  <Conj(creat), VS, 1StdAct, Close-range, Instantaneous> 
  – Creates 2 gallons/level of pure water. 
  Cure Light Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1d8 +1/level damage (max +5) with 
  Positive Energy. 
  Faith Healing(MoF p93) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 8 +1/level damage (max +5) to a 
  worshiper of the caster’s patron deity. 
  Golden Barding(CDiv p166) 
  <Conj(creat)[force], V/DF, 1StdAct, Touch, 1hr/lvl> 
  – The caster’s touched special mount is garbed 
  in force-based golden barding that does not 
  impede its movement. 
  Lvl AC Bonus 
  Appearance 
   
  2-3 
  +4 
  Scale Mail Barding 
  4-5 
  +5 
  Chainmail Barding 
  6-7 
  +6 
  Splint Mail Barding 
  8-9 
  +7 
  Half-Plate Barding 
  10+ 
  +8 
  Full Plate Barding 
  Restoration, Lesser(PH p272) 
  <Conj(heal), VS, 3Rounds, Touch, Instantaneous> 
  – Touched creature has penalties on one ability 
  score removed -or- has 1d4 ability Damage 
  cured from one ability score. 
   Also, the subject has Fatigue removed or has 
  Exhaustion upgraded to Fatigue. 
   This spell cannot heal permanent ability Drain. 
  Divination 
  Detect Poison(PH p219) 
  <Div, VS/DF, 1StdAct, Close-range, Instantaneous, no 
  save, no SR> 
  – Determines if one creature, one object, or one 
  5’ cube is poisonous, has been poisoned, or 
  contains poison. 
   Identifying the type of poison requires a 
  Wisdom check vs. DC 20.  If the caster has 
  ranks in Craft(alchemy), he/she may also 
  make a check with that skill vs. DC 20. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Detect Undead(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Undead Aura of any 
  Undead in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of Undead. 
  2nd round – number of Undead auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spell books at 1 page per min. 
  Vision of Glory(MoF p131) 
  <Div, VS/DF, 1StdAct, Touch, until discharged up to 
  1min> 
  – Target gains +1 Morale bonus on one saving 
  throw. 
  Enchantment 
  Bless(PH p205) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1min/lvl> 
  – All allies within a 50’ radius Burst gain a +1 
  Morale bonus on attacks & +1 Morale bonus 
  on saves vs. fear. 
   This spell Counters and Dispels the spell Bane. 
  Evocation 
  Divine Favor(PH p224) 
  <Evoc, VS/DF, 1StdAct, Personal, 1min> 
  – The caster gains a Luck bonus of +1 per 3 
  levels (min +1, max +6) to attacks & weapon 
  damage. 
  Divine Sacrifice(CDiv p163) 
  <Evoc, VS, 1StdAct, Personal, 1rnd/lvl> 
  – While this spell is in effect, the caster can 
  sacrifice hit points once per round as a Free 
  Action to do extra damage on his/her next 
  successful attack (within the spell’s duration).  
  For each 2 hp sacrificed (up to 10hp), the 
  caster does +1d6 damage (max +5d6). 
  Lantern Light(BoED p101) 
  <Evoc[good][light][ray], S, 1StdAct, Close-range, up 
  to 1rnd/lvl, no save, SR applies> 
  – One 1d6 damage ray may be fired each 
  round, up to one ray per two Caster levels. 
   Note:  The caster may not have engaged in 
  sexual congress for 24  hours before 
  casting this spell. 
  Necromancy 
  Divine Sacrifice(BoED p97) 
  <Necro, VS, 1StdAct, Personal, until discharged up to 
  1rnd/lvl> 
  – At casting time, the caster takes up to 10 hp of 
  damage.  For each 2 hp, the caster does +1d6 
  damage on the next successful attack (within 
  the spell’s duration). 
  Transmutation 
  Bless Water(PH p205) 
  <Trans[good], VSM(25gp silver), 1Minute, Touch> 
  – Transforms 1 flask of water into Holy Water. 
  Bless Weapon(PH p205) 
  <Trans, VS, 1StdAct, Touch, 1min/lvl> 
  – Touched weapon gains special abilities against 
  an Evil opponent only: 
  a) all “threats” become criticals (this does not 
  apply to weapons with critical-related 
  effects, such as a Vorpal weapon); 
  b) is a ‘good’ and ‘magic’ weapon for 
  purposes of bypassing Damage Reduction.  
  c) can hit Incorporeal opponents as if it had a 
  +1 Enhancement bonus. 
  Deafening Clang(MoF p87) 
  <Trans[sonic], VS/DF, 1StdAct, Touch, 1rnd/lvl> 
  – The touched weapon emits a sonic attack on 
  impact once per round.  Everyone within 10’ 
  (except the wielder) must make a Fortitude 
  save vs. DC 15 or be Deafened for 1 minute.  
  The sonic attack occurs on a successful melee 
  attack or if a melee attack was good enough 
  to be a touch attack (i.e., you still hit the 
  target). 
  Magic Weapon(PH p251) 
  <Trans, VSF(weapon)/DF, 1StdAct, Touch, 1min/lvl> 
  – Touched manufactured weapon gains a +1 
  Enhancement bonus to attack & damage. 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  Second Wind(BoED p106) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Subject gains Feat: Endurance with regards to 
  long-tern strenuous activity. 
  Silverbeard(MoF p117) 
  <Trans, VDF, 1StdAct, Personal, 1min/lvl> 
  – The caster grows a hard silver beard that gives 
  a +2 bonus to AC (that stacks armor) & gains 
  a +2 Circumstance bonus on Diplomacy 
  checks vs. Dwarves. 
  Silvered Weapon(BoED p107) 
  <Trans, VS, 1StdAct, Touch, 1round/lvl> 
  – A single touched weapon or projectile is 
  considered to be Silver for purposes of 
  overcoming Damage Reduction.  If the 
  weapon is already made from a special 
  material (such as Cold Iron or Adamantine), 
  it looses the benefit from the original material 
  for the spell’s duration. 
  Traveler’s Mount(CDiv p184) 
  <Trans, VS, 1StdAct, Touch, 1hr/lvl> 
  – The touched Animal or Magical Beast 
  receives the following benefits: 
  a) +10’ Enhancement bonus to movement; 
  b) can Hustle without taking damage or 
  becoming Fatigued; 
  c) cannot make attack rolls.  
  Virtue(PH p298) 
  <Trans, VS/DF, 1StdAct, Touch, 1min> 
  – Touched subject gains 1 Temporary HP. 
  Warning Shout(MoF p132) 
  <Trans[sonic], V, 1StdAct, ½ mile> 
  – All living creatures within half a mile hear up 
  to 5 words that the caster speaks.  Those in 
  normal sleep wake to hear the message. 
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 2nd level 
   
  Page 3 
  2nd Level 
   
  Abjuration 
  Cloak of Bravery(CWar p117) 
  <Abj[mind], VS, 1StdAct, 10min/lvl> 
  – The caster & all allies within a 60’ radius 
  Emanation gain a Morale bonus to saves vs. 
  Fear equal to the Caster level (max +10). 
  Moment of Clarity(BoED p103) 
  <Abj, VS/DF, 1StdAct, Touch> 
  – Touched subjects gains a new save against a 
  current mind-affecting spell or effect.  The 
  effect must allow a save or this spell is wasted. 
  Resist Energy(PH p272) 
  <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The touched subject & his/her equipment are 
  protected from one Energy Type.  Each attack 
  doing damage of that type has the hp of 
  damage reduced by the amount listed below. 
  Lvl 
   # 
  Lvl 
   # 
  Lvl 
   # 
  up to 6th 
  10 
  7th – 10th 20 
  11th + 
  30 
  Shield Other(PH p278) 
  <Abj, VSF(two 50gp platinum rings that must be worn 
  by caster & target), 1StdAct, Close-range, 
  1hr/lvl(D)> 
  – Target gains a +1 Deflection bonus to AC & a 
  +1 Resistance bonus to saves.  Half of all hit-
  point damage that the target takes is actually 
  taken by the caster.  The spell ends 
  immediately if target leaves Close-range. 
  Undetectable Alignment(PH p297) 
  <Abj, VS, 1StdAct, Close-range, 24hrs> 
  – The target creature or object cannot have its 
  alignment detected. 
  Zeal(CDiv p191) 
  <Abj, VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster designates a foe.  Against all 
  enemies except the designated foe, the caster 
  gain a +4 Deflection bonus to AC against 
  Attacks of Opportunity.  
   The caster also may move through opponent’s 
  spaces as if they were allies as long as he/she 
  ends the movement closer to the designated 
  foe than he/she started. 
  Conjuration 
  Call Mount(BoED p93) 
  <Conj(call)[good], V, 1Round, 10’ range, 1hr/lvl(D)> 
  – The caster summons his/her special mount for 
  the spell’s duration.  This is the same as the 
  Call Mount class ability, but can be used in 
  addition to that ability. 
  Delay Poison(PH p217) 
  <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Touched creature suppresses the effects of 
  current or new poisons in its body until the 
  spell ends. 
  Estanna’s Stew(BoED p99) 
  <Conj(heal), VSF(50gp engraved stew pot), 1Round> 
  – The held stew pot if filled with one serving 
  per two levels (max 5 servings) of healing 
  stew, which disappears after 1 hour.  Each 
  creature who consumes a serving (as a 
  Standard Action) is healed 1d6+1 hp.   
   An Undead within 10’ that is splashed with the 
  stew takes 1d6+1 Positive damage per 
  serving still in the pot (Will½, SR applies). 
  Divination  
  Blessed Aim(CDiv p154) 
  <Div, VS, 1StdAct, Concentration> 
  – All allies within 60’ of the caster receive a +2 
  Morale bonus on ranged attacks. 
  Clarity of Mind(Und p57) 
  <Abj, VS/DF, 1StdAct, Touch, 1hour/lvl> 
  – The touched living creature gains the following: 
  a) +4 Insight bonus on saving throws vs. 
  spells with the Charm, Compulsion, and 
  Glamer sub-schools; 
  b) The miss chance cause by any Glamer 
  spells (such as Blur or Displacement) is 
  reduced by 10%. 
  Remove Paralysis(PH p271) 
  <Conj(heal), VS, 1StdAct, Close-range, Instantaneous> 
  – Helps frees up to 4 creatures in a 30’ area 
  from the effects of paralysis, being Held, or 
  the effects of a Slow spell.  Effect is based on 
  the number of subjects. 
  #  
  Effect 
   
   1  
  Paralysis automatically removed 
   2  
  new save with +4 Resistance bonus 
  3-4 new save with +2 Resistance bonus 
  Enchantment 
  Zone of Truth(PH p303) 
  <Ench(comp)[mind], VS/DF, Close-range,  
  1min/lvl, WillNeg, SR applies> 
  – Creatures in a 20’ radius Emanation that fail 
  their save cannot lie.  All subject know that 
  the zone is in effect & have the option of not 
  speaking or being evasive. 
  Evocation 
  Hand of Divinity(MoF p98)(MoFe)+ 
  <Evoc[variable alignment], VS/DF, Touch, 1min/lvl> 
  – Touched target who worships the same deity 
  as the caster -or- has the same alignment as 
  the caster gains a +2 bonus on all saving 
  throws.  If the deity is evil, the bonus is 
  Profane & this spell is [evil], otherwise, the 
  bonus is Sacred & this spell is [good]. 
  Transmutation 
  Aura of Glory(MoF p78) 
  <Trans, V/DF, 1StdAct, Personal, 1min/lvl> 
  – The caster & his/her allies gain bonuses: 
  Allies:  up to 1 per Paladin level within 10’ 
  are heal 1hp and receive a +2 Sacred 
  bonus on saves vs. fear for the spell’s 
  duration. 
  Caster:  gains a +2 Sacred bonus on attempts 
  to turn Undead & to all Bluff, Diplomacy, 
  Handle Animal, Intimidate, & Charisma 
  checks to change an NPC’s attitude. 
  Bladebane(UE p48) 
  <Trans, VSM(blood, 500gp ruby dust), 1StdAct, 
  Touch, 1rnd/lvl> 
  – The touched bladed weapon becomes more 
  effective against one type of creature (use the 
  Ranger List for categories).  Against a chosen 
  creature, the weapon gains +2 Enhancement 
  bonus that stacks with any base bonus, and an 
  extra +2d6 damage when it hits. 
  Bull’s Strength(PH p207) 
  <Trans, VSM(bull hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Strength. 
  Eagle’s Splendor(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Charisma. 
  Owl’s Wisdom(PH p259) 
  <Trans, VSM(owl feather)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Wisdom. 
  Strength of Stone(MoF p125) 
  <Trans, VS/DF, 1StdAct, Personal, up to 1hr/lvl> 
  – 1d4+1 Enhancement bonus to Strength that 
  ends if the caster looses contact with the 
  ground (natural stone walls & caverns are 
  alright).  The following acts are assumed to 
  cause the caster to loose contact:  jumping, 
  tumbling, charging, & running. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 3rd level 
   
  Page 4 
  3rd Level 
   
  Abjuration 
  Blessing of Bahamut(CDiv p154) 
  <Abj[good], VM(feather), 1StdAct, Personal, 1rnd/lvl> 
  – The caster’s skin gains a platinum sheen & 
  he/she gains Damage Reduction 10 / magic. 
  Dispel Magic(PH p223)(PHe)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Forceward(PGF p102) 
  <Abj, VS/DF, 1FullRound, 1min/lvl, WillNeg> 
  – Creates an immobile 10’ radius Emanation 
  sphere around the caster which gives off 
  enough light to see inside the sphere & 5’ 
  past its edge.   
   In order to enter the sphere, a creature must 
  make a Will save (SR applies).  Anyone 
  (including the caster) can freely leave, but 
  must make the save to enter.  The sphere does 
  not prevent the entry of spells, projectiles, or 
  even weapons. 
   The Caster and all of his/her allies that are 
  within the area of effect gain a +2 Sacred 
  bonus on saving throws against effects 
  created by Evil creatures. 
  Loyal Vassal(MoF p106) 
  <Abj[lawful], VS/DF, 1StdAct, Touch, 10min/lvl> 
  – One touched subject per 3 caster levels gain 
  the following benefits: 
  a) +3 Sacred bonus on saves against mind-
  affecting effects; 
  b) if the subject ends up under a mind-
  affecting magic & is ordered to harm the 
  caster or any other subject of this spell, 
  that command is considered the same as a 
  “suicidal order”, typically allowing a new 
  saving throw; 
  c) if within sight of the caster, each subject 
  gains a +1 Morale bonus to attacks & +1 
  Morale bonus on saves vs. fear. 
  Magic Circle against Chaos(PH p249) 
  <Abj[law], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Chaotic creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Lawful Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[law], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Lawful 
  creature within 1 round.  The target is trapped 
  within the circle, though it is allowed one 
  Spell Resistance check per day to break the 
  spell.  The trapped creature cannot cross the 
  circle’s boundary or interfere with the circle 
  itself, but it can attack with spells & ranged 
  attacks, teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor. 
  Magic Circle against Evil(PH p249) 
  <Abj[good], VSM(silver)/DF, Touch, 10min/lvl> 
  – All creatures within a 10’ radius Emanation 
  around the touched subject gain the following 
  a) +2 Deflection bonus to AC & +2 
  Resistance bonus to saves against the 
  attacks & magic of Evil creatures; 
  b) Any mind control (such as Magic Jar, 
  Dominate Person, etc.) is Suppressed; &  
  c) Keeps non-Good Summoned creatures 3’ 
  away unless they make a Spell Resistance 
  check or the subject attacks. 
  -or-  
   <Abj[good], VSM(silver)/DF, 1day/lvl, SR applies> 
  – The caster casts this spell while drawing a 3’ 
  diameter circle with silver dust and then casts 
  a Conj(call) spell to call a non-Good creature 
  within 1 round.  The target is trapped within 
  the circle, though it is allowed one Spell 
  Resistance check per day to break the spell.  
  The trapped creature cannot cross the circle’s 
  boundary or interfere with the circle itself, 
  but it can attack with spells & ranged attacks, 
  teleport away, etc., unless this spell is 
  augmented with Dimensional Anchor.   
  Remove Curse(PH p270) 
  <Abj, VS, 1StdAct, Touch> 
  – Touched person or object is freed from all 
  curses upon it, assuming the curse doesn’t 
  explicitly say that this spell is ineffective. 
   This spell Counters & Dispels Bestow Curse. 
  Resurgence, Mass(CDiv p177) 
  <Abj, VS/DF, 1StdAct, Close-range, Instantaneous> 
  – Once subject per level in a 30’ area receives a 
  new saving throw against one ongoing spell, 
  spell-like ability, or supernatural ability 
  affecting him/her.  The caster chooses one 
  common effect that the new save applies to 
  (i.e., if some subjects are effected by Baleful 
  Polymorph and others are effected by Charm 
  Person, the caster must choose the targets of 
  one spell or the other to receive the new save)   
   Only effects which allow a save can be targeted 
  by this spell. 
  Conjuration 
  Cure Moderate Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 2d8 +1/level damage (max +10) with 
  Positive Energy. 
  Heal Mount(PH p239) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – By touching the caster’s paladin mount, it is 
  infused with Positive Energy, healing 10hp 
  per level (max 150hp) and being immediately 
  cured of the following:  ability Damage, 
  Blindness, Confusion, Dazed, Dazzled, 
  Deafened, diseased, Exhausted, Fatigued, 
  Feeblemind, insanity, Nauseated, Sickened, 
  Stunned, and / or being poisoned. 
   This spells does not remove Negative Levels, 
  ability Drain, & lost levels. 
  Remove Blindness/Deafness(PH p270) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures either Blindness or Deafness in the 
  touched target (magical or otherwise).  This 
  spell will repair damaged eyes & ears, but 
  will not replace them if actually missing. 
  Smite Heretic(BoED p107) 
  <Conj, VS/DF, 1StdAct, Personal, 10min/lvl> 
  – If the caster uses his/her ‘Smite Evil’ class 
  ability against an Evil creature that can cast 
  Divine spells, the caster gains a +2 Sacred 
  bonus to attack & does +2 hp per Paladin 
  level (instead of +1 hp per lvl). 
  Divination 
  Blessed Sight(BoED p92) 
  <Div, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s eyes glow white & he/she can see 
  the Alignment Aura of Evil creatures, spells, 
  or objects in a 120’ Cone-shaped Emanation.  
  Although similar to Detect Evil, this spell 
  does not require concentration & sees the 
  location & strengths of all auras within the 
  emanation on the first round. 
  This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
   An “Overwhelming” aura may Stun a Good-
  aligned caster for 1 round. 
  Discern Lies(PH p221) 
  <Div, VS/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl, WillNeg, no SR> 
  – Each round, the caster may concentrate on one 
  target within range.  If the target knowingly 
  tells a lie, the caster can see the disturbance in 
  its aura, though not the truth. 
  Know Greatest Enemy(MoF p103) 
  <Div, V/DF, 1StdAct, Close-range, Concentration up 
  to 1rnd/lvl> 
  – Determines relative power level of creatures 
  within a quarter circle extending out to the 
  end of Close-range.  In effect, the caster 
  knows the Challenge Rating of each creature. 
  This spell can be blocked by any magic of 3rd 
  level or higher that blocks scrying. 
  Mark of the Hunter(CDiv p168) 
  <Div, VSM(a bit of skin or bone from relevant favored 
  enemy), 1StdAct, Medium-range, 10min/lvl, 
  WillNeg, SR applies> 
  – One target creature who is a Favored Enemy of 
  the caster becomes easier for him/her to fight: 
  a) the caster’s Favored Enemy bonus against 
  the target improves by +4; 
  b) the target looses the AC bonus of Cover 
  (but not Total Cover) against the caster; 
  c) the target looses the Miss Chance of 
  Concealment (but not Total Concealment) 
  against the caster. 
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 3rd level 
   
  Page 5 
  Mind Bond(BoED p102) 
  <Div, VS/DF, 1StdAct, Close-range, 1rnd/lvl(D)> 
  – The caster and his/her Special Mount gain an 
  advantage in combat: 
  a) When the caster & the Special Mount 
  flank an opponent, each gains a +4 bonus 
  to their attack rolls (instead of a +2); 
  b) The Special Mount gains a +1 Competence 
  bonus on attack rolls for every three 
  Paladin levels the caster has (max +5) as 
  long as it remains within Close-range. 
  Enchantment 
  Prayer(PH p264) 
  <Ench(comp)[mind], VS/DF, 1StdAct, 1rnd/lvl, no 
  save, SR applies>  
  – All allies within 40’ radius Burst of the caster 
  gain +1 Luck bonus on attacks, damage, 
  saves, & skill checks. 
    All enemies within 40’ radius Burst of the 
  caster suffer a –1 Luck penalty on attacks, 
  damage, saves, & skill checks. 
  Evocation 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ 
  radius & dim light for another 60’.  The light 
  may be blocked by putting the object in a 
  container. 
   Treated as ‘sunlight’ for creatures who receive 
  penalties in those conditions, but is not real 
  sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
   This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Transmutation 
  Magic Weapon, Greater(PH p251) 
  <Trans, VSM(powdered lime, carbon)F(weapon)/DF, 
  1StdAct, Close-range, 1hr/lvl> 
  – Targeted manufactured weapon –or– a 
  bundled group of 50 projectiles gain an 
  Enhancement bonus to attack & damage of 
  +1 per four levels (max +5). 
   A Monk’s Unarmed Strike can be the target of 
  this spell. 
  Righteous Fury(MoF p114) 
  <Trans, VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the following benefits: 
  a) +1d4 temporary hp per level (max 10d4); 
  b) +2 Natural Armor bonus to AC; 
  c) +2 Enhancement bonus to Strength; 
  d) +2 Enhancement bonus to Dexterity; 
  e) +2 Sacred bonus on Fortitude saves; 
  f) any Undead that touches the caster 
  (including slam, bite, etc., attacks) takes 
  1hp damage from positive energy. 
  Undead Bane Weapon(PGF p117) 
  <Trans, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – One touched weapon or 50 grouped projectiles 
  becomes ‘Undead Bane’: 
  a) an extra +2 to hit & +2d6 damage when 
  attacking an Undead; 
  b) damage is considered ‘good’ for 
  purposes of overcoming Damage 
  Reduction; 
  c) gives off gray light as bright as a candle; 
  d) if the caster level is 9th or higher, the 
  touched weapon also gains a +1 
  Enhancement bonus (assuming it is not 
  already magical). 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 4th level 
   
  Page 6 
  4th Level 
   
  Abjuration 
  Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrifaction.  Each effect 
  is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw to 
  survive. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  Dispel Chaos(PH p222) 
  <Abj[law][touch attack], VS/DF, 1StdAct, Personal, 
  Until Discharged up to 1rnd/lvl> 
  – The caster gains a blue glow, which provides a 
  +4 Deflection bonus to AC against Chaotic 
  creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on a Chaotic creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching a Chaotic spell or an 
  enchantment cast by a Chaotic caster ends 
  the spell as per a successful casting of 
  Dispel Magic. 
  Dispel Evil(PH p222) 
  <Abj[good][touch attack], VS/DF, 1StdAct, Personal, 
  until discharged up to 1rnd/lvl> 
  – The caster gains a white radiance, which 
  provides a +4 Deflection bonus to AC against 
  Evil creatures.  The spell can run for its full 
  duration, or it can be discharged in 2 ways: 
  a) touch attack on an Evil creature from 
  another plane will force it home if it fails 
  its SR check (if any) and its Will save.   
  b) touching an Evil spell or an enchantment 
  cast by an Evil caster ends the spell as per 
  a successful casting of Dispel Magic. 
  Glory of the Marty(BoED p99) 
  <Abj[good], VSF(50gp platinum rings that must be 
  worn by caster & each subject), 1StdAct, Close-
  range, 1hr/lvl(D)> 
  – One subject per Caster level gains a +1 
  Deflection bonus to AC & a +1 Resistance 
  bonus to saves.  Half of all hit-point damage 
  that each target takes is actually taken by the 
  caster.   
  If the caster dies while under the effect of this 
  spell, each remaining subject is healed 1d8hp. 
  The spell ends for any subject that leaves Close-
  range. 
  Hand of Torm(MoF p99) 
  <Abj[variable alignment], VS/DF, 1Minute, 1hr/lvl> 
  – Creates an immobile 10’ radius area with a 
  glowing border & a representation of the 
  appropriate deity’s hand above it.  Any 
  creature who worships that deity or it wearing 
  its holy symbol can freely enter, but others 
  must make a Fortitude save each round or 
  become Stunned (those trying to leave the 
  warded do not need to save). 
  Sacred Haven(CDiv p178)(BoED p106) 
  <Abj, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – One touched creatures gains an aura of light: 
  a) +2 Sacred bonus to AC; 
  b) does not loose Dexterity modifier to AC 
  when Flat-Footed; 
  c) The caster knows the subject’s position 
  (distance & direction) and condition 
  (unharmed, wounded, disabled, staggered, 
  unconscious, dying, dead, etc.); 
  d) The caster can use his/her ‘Lay on Hands’ 
  ability on the subject at any range. 
  Conjuration 
  Cure Serious Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 3d8 +1/level damage (max +15) with 
  Positive Energy. 
  Neutralize Poison(PH p257) 
  <Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – The touched subject or object has all poison 
  removed from it immediately.  If a creature 
  was poisoned, it does not need to make any 
  further saving throws.  This spell does not 
  heal ability damage or drain taken from 
  earlier failed saves. 
   In addition, the subject cannot be poisoned for 
  10 minutes per level.  If the subject is a 
  poisonous creature, it cannot poison anyone 
  for the spell’s duration (WillNeg, SR applies) 
  Restoration(PH p272) 
  <Conj(heal), VSM(100gp diamond dust), 3Rounds, 
  Touch, Instantaneous> 
  – Touched creature is restored as follows: 
  a)  all Negative Energy Level are removed; 
  b) one lost Experience Level is restored if it 
  was drained within 1/day per level; 
  c) removes all ability penalties and temporary 
  ability Damage; 
  d) restores all permanently Drained points 
  from one ability score; and 
  e) eliminates Fatigue and Exhaustion.  
  Revenance(CDiv p178)(MoF p113) 
  <Conj(heal), VSM(500gp diamond dust)/DF, 
  1FullRound, Touch, 1min/lvl> 
  – The touched ally that was killed within 
  1rnd/lvl is restored to life for the spell’s 
  duration, and then dies again.  The target does 
  not loose a level & is at ½ hp.  Against the 
  creature that killed it, the target receives a +1 
  Morale bonus on All Actions.  The spirit 
  must be willing, cannot have died of old age, 
  have been killed by a ‘death effect’, or have 
  been an Undead, Construct, Elemental, or an 
  outsider.  The body must be intact. 
  Seek Eternal Rest(MoF p115) 
  <Conj(heal), V/DF, 1StdAct, Personal, 10min/lvl> 
  – The caster is considered 2 levels higher for 
  purposes of Turning or Destroying Undead. 
  Spiritual Chariot(CDiv p181) 
  <Conj(creat)[force], VS/DF, 1StdAct, Close-range, 
  1hr/lvl> 
  – A weightless chariot made of force appears 
  harnessed to the caster’s Special Mount.  It 
  can hold the caster and one Medium-sized 
  passenger (or 2 Small-sized).  The chariot 
  negates the weight of the passengers, 
  allowing the mount to travel at its normal 
  movement.  
   The passengers have Cover.  The driver gains a 
  +4 Sacred bonus on Handle Animal checks.   
   If the chariot is unhitched from the mount, the 
  spell ends.  
  Enchantment 
  Sword of Conscience(BoED p109) 
  <Ench(comp)[good][mind], V/DF, 1StdAct, Close-
  range, Instantaneous, WillNeg, SR applies> 
  – Target Evil creature takes Ability Damage to 
  its Wisdom & Charisma determined by it HD 
  and/or Level (as listed below): 
  Creature 
  1d6 
  1d8 
  2d6 2d8 
  Cleric of Evil God 
  0-1 
  2-4 
  5-10 11+ 
  Evil Outsider  
  0-1 
  2-4 
  5-10 11+ 
  Evil Elemental 
  0-2 
  3-8 
  9-20 21+ 
  any Undead 
  0-2 
  3-8 
  9-20 21+ 
  other Evil Creature 0-10 11-25 26-50 51+ 
  Evocation 
  Holy Sword(PH p242) 
  <Evoc[good], VS, 1StdAct, Touch, 1rnd/lvl> 
  – Touched melee weapon gains the following: 
  a) +5 Enhancement bonus to attacks & dmg; 
  b) +2d6 damage to Evil opponents 
  c) the weapon’s damage is treated as ‘good’ 
  for purposes of overcoming Damage 
  Reduction. 
  d) generates a Magic Circle against Evil.  If 
  the effect is dispelled or ends in any other 
  way, the caster may reactivate it as a Free 
  Action on his/her turn.  The effect ends 
  1rnd after the weapon leaves his/her hand. 
  This spell Suppresses all other enhancements & 
  spells on the target weapon. 
  Lawful Sword(PGF p105) 
  <Evoc[law], VS, 1StdAct, Touch, 1rnd/lvl> 
  – Touched melee weapon gains the following: 
  a) +5 Enhancement bonus to attacks & dmg; 
  b) +2d6 damage to Evil opponents. 
  c) the weapon’s damage is treated as ‘lawful’ 
  for purposes of overcoming Damage 
  Reduction. 
  d) generates a Magic Circle against Chaos.  
  If the effect is dispelled or ends in any 
  other way, the caster may reactivate it as a 
  Free Action on his/her turn.  The effect 
  ends 1rnd after the weapon leaves his/her 
  hand. 
  This spell Suppresses all other enhancements & 
  spells on the target weapon. 
  Lawful Sword(PGF p105)(RoF p190)   
  <Evoc, VS, 1StdAct, Touch, 1rnd/lvl> 
  – Touched weapon gains a +5 Enhancement 
  bonus to attacks, does double damage to 
  Chaotic opponents, and generates a Magic 
  Circle against Chaos as long as the weapon 
  remains in its caster’s hand.  This spell 
  suppresses any other spells or magics of the 
  touched weapon. 
  Necromancy 
  Blood of the Martyr(BoED p92) 
  <Necro(heal)[good], VS, 1StdAct, Medium-range> 
  – The caster transfers his/her own hit-points 
  (minimum 20) to a willing or unconscious 
  creature.  The subject is healed as per a Cure 
  Wounds spell, so any excess hp are lost.  The 
  caster looses the hp as if he/her had taken 
  damage. 
  Death Ward(PH p217) 
  <Necro, VS/DF, 1StdAct, Touch, 1min/lvl> 
  – Grants immunity to death spells & effects, 
  gaining Negative Levels, and Negative 
  Energy damage & ability loss. 
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Paladin Spell List – 4th level 
   
  Page 7 
  Favor of Ilmater(PGF p102) 
  <Necro, VS, 1StdAct, Medium-range, 1min/lvl> 
  – The following effects on the subject are 
  suppressed for the spell’s duration (whether 
  they were in effect before this spell or happen 
  during it):  Subdual damage, Charm effects, 
  Compulsions, attack that functions by causing 
  pain, Dazed, Exhausted, Fatigued, Nauseated, 
  Sickened, Staggered, or Stunned.  Also, the 
  target remains conscious & able to take a 
  single action if between –1 to –9 hp.   
  The subject also gain Feat: Endurance.  
  Mark of Justice(PH p252) 
  <Necro, VS/DF, 10Minutes, Touch, Permanent, no 
  save, SR applies> 
  – The caster draws an indelible mark on the 
  target & states the behavior that will activate 
  a curse.  The caster may choose one of the 
  following curses: 
  a) –6 on one ability (minimum 1);  
  b) –4 penalty on attacks, saves, and skill 
  checks; or 
  c) 50% chance of losing each action. 
   This spell is not effected by Dispel Magic.  It 
  can only be removed by Break Enchantment, 
  Limited Wish, Miracle, or Wish. 
   This spell can be removed with Remove Curse 
  only if its caster level is at least as high as 
  this spell’s caster level. 
  Transmutation 
  Visage of the Deity, Lesser(CDiv p187) 
  <Trans[good], VS/DF, 1StdAct, Personal, 1rnd/lvl> 
  – The caster becomes more like his/her deity: 
  a) +4 Enhancement bonus to Charisma; 
  b) Acid Resistance 10; 
  c) Cold Resistance 10; & 
  d) Electricity Resistance 10. 
  Weapon of the Deity(CDiv p188) 
  <Trans, V/DF, 1StdAct, Personal, 1rnd/lvl> 
  – When the caster wields his/her deity’s favored 
  weapon, it gains a +1 Enhancement bonus to 
  attack & damage for every 3 levels starting at 
  6th (i.e., +2 at 9th, etc.).  The caster is 
  considered proficient with the weapon.  Only 
  one end of a double weapon is effected. 
   The weapon gains an additional magical 
  enhancement, such as ‘defending’ or 
  ‘flaming’ that is appropriate for the deity.  
  See Weapons of the Deity Table for the list. 
  Winged Mount(CDiv p190)(BoED p112) 
  <Trans, VS/DF, 1StdAct, Touch, 10min/lvl> 
  – The caster’s Special Mount gains feathery 
  white wings, which grant it Fly 60’ with 
  Good maneuverability. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Spell Tables 
   
  Page 8 
  Spell Tables 
   
  Weapons of the Deity 
   
  Deity 
  Weapon 
  Bahamut 
  +n Frost Heavy-Pick 
  Boccob 
  +n Spell-Storing Quarterstaff 
  Corellon Larethian 
  +n Keen Longsword 
  Ehlonna 
  +n Frost Longsword 
  Erythnul 
  +n Mighty-Cleaving Morningstar 
  Fharlanghn 
  +n Defending Quarterstaff 
  Garl Glittergold 
  +n Returning Battleaxe 
  Gruumsh 
  +n Returning Shortspear 
  Heironeous 
  +n Shock Longsword 
  Hextor 
  +n Mighty-Cleaving Heavy-Flail 
  Kord 
  +n Mighty-Cleaving Greatsword 
  Kurtulmak 
  +n Shock Shortspear 
  Lolth 
  +n Keen Whip 
  Moradin 
  +n Throwing Warhammer 
  Nerull 
  +n Keen Scythe 
  Obad-Hai 
  +n Defending Quarterstaff 
  Olidammara 
  +n Keen Rapier 
  Pelor 
  +n Flaming Heavy-Mace 
  St. Cuthbert 
  +n Mighty-Cleaving Heavy-Mace 
  Vecna 
  +n Frost Dagger 
  Wee Jas 
  +n Dagger of Venom 
  Tiamat 
  +n Flaming Heavy-Pick 
  Yondalla 
  +n Defending Short-Sword 
  -default good- 
  +n Frost Warhammer 
  -default evil- 
  +n Mighty-Cleaving Light-Flail 
  -default neutral- 
  +n Defending Heavy-Mace 
  -default law- 
  +n Flaming Longsword 
  -default chaos- 
  +1 Shock Battleaxe 
   
   
  The value of ‘n’ is determined by the Caster level. 
  Caster Level 
  Enhancement bonus 
  up to 8th 
  +1 
  9th – 11th 
  +2 
  12th – 14th 
  +3 
  15th – 17th 
  +4 
  18th and higher 
  +5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 9 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 10 
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PHe)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH pXXX) 
  The default casting time for a 
  spell. 
  Full Round Action(PH pXXX) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 11 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’ or to ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living & heals the Undead. 
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
   
  Glossary 
   
  Page 12 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living & damages the Undead, who 
  typically receives a Will save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  Costs 2 movement to go through each hex. 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Paladin Spell Summaries 
   
  April 1, 2005 
  Appendix 
   
  Page 13 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
   
   
  Key to Sourcebooks 
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 3 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  UE 
  – 
  Unapproachable East 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PHe 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/DnD3.5Indexes/DnD3.5Index-Spells-Paladin.pdf