Paladin Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Paladin Class. Paladins serve as beacons for their allies within the chaos of battle. Their magic makes them well suited to defending others and blessing the fallen with the strength to continue fighting. Each Class has its own set of spells with some over-lapping through different classes.
Below you will find information on each Paladin Spell, their effects, and level requirements.
Paladin Spells
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Level 1
Bless
Enchantment
Bless Weapon
Transmutation
Challenge Evil
Enchantment
Cure Light Wounds
Conjuration
Divine Favor
Evocation
Protection from Chaos/Evil
Abjuration
Resistance
Abjuration
Restoration, Lesser
Conjuration
Stunning Barrier
Abjuration
Unbreakable Heart
Enchantment
Veil of Heaven
Abjuration
Veil of Positive Energy
Abjuration
Virtue
Transmutation
Level 2
Arrow of Law
Evocation
Aura of Greater Courage
Abjuration
Bestow Grace
Abjuration
Blessing of Courage and Life
Conjuration
Blessing of Luck and Resolve
Enchantment
Bull's strength
Transmutation
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
Effortless Armor
Transmutation
Litany of Eloquence
Enchantment
Litany of Entanglement
Conjuration
Owl's Wisdom
Transmutation
Protection from Chaos/Evil, Communal
Abjuration
Remove Paralysis
Conjuration
Resist Energy
Abjuration
Level 3
Level 4
Angelic Aspect, Greater
Transmutation
Bestow Grace of the Champion
Transmutation
Blessing of Luck and Resolve, Mass
Enchantment
Break Enchantment
Abjuration
Burst of Glory
Enchantment
Chains of Light
Conjuration
Crusader's Edge
Transmutation
Cure Serious Wounds
Conjuration
Death Ward
Necromancy
Eaglesoul
Conjuration
Forced Repentance
Enchantment
Holy Sword
Evocation
Inspiring Recovery
Conjuration
Neutralize Poison
Conjuration
Oath of Peace
Abjuration
Paladin Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Paladin Spells
Spell |
School |
Description |
Level |
Bless | Enchantment | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
1 |
Bless Weapon | Transmutation | This transmutation makes a weapon strike true against evil foes. The weapon in your primary hand is treated as a magic weapon for the purpose of overcoming DR. The weapon also becomes good-aligned, which means it can overcome the DR of certain evil creatures. In addition, all critical threats against evil foes automatically confirm, so every threat is a critical hit. |
1 |
Challenge Evil | Enchantment | You challenge an evil creature to bring the fight to you, or suffer the consequences. You gain a +2 sacred bonus on all melee attacks against the subject of the spell. Every round if the target has not made at least one attack on you, it becomes sickened. If you move away from the target, the spell ends |
1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. |
1 |
Divine Favor | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. |
1 |
Firebelly | Abjuration | A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of dire damage (Reflex half, SR applies). Each time you use this breath weapon, the remaining duration of the spell is reduced by 1 minute. |
1 |
Grace | Abjuration | Until the end of the round, your movement does not provoke attacks of opportunity. | 1 |
Haze of Dreams | Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. |
1 |
Magic Weapon | Transmutation | Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. |
1 |
Protection from Chaos/Evil | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. | 1 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves | 1 |
Restoration, Lesser | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. |
1 |
Stunning Barrier | Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. |
1 |
Unbreakable Heart | Enchantment | The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. |
1 |
Veil of Heaven | Abjuration | For the duration of this spell, you gain a +2 sacred bonus to AC and on saves. Both of these bonuses apply only against attacks or effects created by outsiders with the evil subtype. You can dismiss this spell as a swift action todeal 1d8 points of damage + 1 point per paladin level to all such outsiders within 5 feet. A Will save halves this damage. |
1 |
Veil of Positive Energy | Abjuration | When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you |
1 |
Virtue | Transmutation | With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. | 1 |
Arrow of Law | Evocation | You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged touch attack. | 2 |
Aura of Greater Courage | Abjuration | When you cast this spell you strengthen your paladin‘s aura of courage. Until the end of its duration, all allies within that aura are immune to fear (magical or otherwise). If you do not have the aura of courage class feature, aura of greater courage has no effect. |
2 |
Bestow Grace | Abjuration | With this spell you can bestow your divine grace on another good creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a sacred bonus to its saving throws equal to its Charisma bonus (if any) on all saving throws. |
2 |
Blessing of Courage and Life | Conjuration | With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect last, the target receives a +2 morale bonus on saving throws against fear and death effects. |
2 |
Blessing of Luck and Resolve | Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving throws against fear efffects. If the target fails a saving throw against fear, it rerolls the save with a +4 morale bonus and takes the new result, even if it is worse. After that the spell's effect ends. |
2 |
Bull's Strength | Transmutation | Grants a +4 enhancement to strength. | 2 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
Effortless Armor | Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). |
2 |
Litany of Eloquence | Enchantment | Your litany is a fascinating diatribe of grace, causing your target to do nothingbut listen. The target is fascinated. Any damage to the target automatically breaks the effect. |
2 |
Litany of Entanglement | Conjuration | Your litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled. |
2 |
Owl's Wisdom | Transmutation | Grants a +4 enhancement to wisdom. | 2 |
Protection from Chaos/Evil, Communal | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures. |
2 |
Remove Paralysis | Conjuration | Removes paralysis from target creature. | 2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Angelic Aspect | Transmutation | You take on an aspect of an angelic being, including some of its physical characteristics. | 3 |
Archon's Aura | Evocation | You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. |
3 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. |
3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already caused. |
3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Greater Magic Weapon | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. |
3 |
Holy Whisper | Evocation | You whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. | 3 |
Prayer | Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. |
3 |
Remove Blindness | Conjuration | Remove blindness cures blindness, whether the effect is normal or magical in nature. | 3 |
Remove Curse | Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. |
3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
Angelic Aspect, Greater | Transmutation | As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and true speech as supernatural abilities. | 4 |
Bestow Grace of the Champion | Transmutation | You channel the power of good and law into the target, temporarily giving it powers similar to those of a paladin. The target gains immunity to diseases and immunity to fear. It adds its Charisma bonus to all its saving throws. This spell has no effect if cast on a paladin. Target has to be lawful good. |
4 |
Blessing of Luck and Resolve, Mass | Enchantment | This spell functions like Blessing of Luck and Resolve, except that it affects multiple creatures. | 4 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 4 |
Burst of Glory | Enchantment | Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). | 4 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. | 4 |
Crusader's Edge | Transmutation | When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. | 4 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 4 |
Death Ward | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. | 4 |
Eaglesoul | Conjuration | You call forth a surge of holy power, which grants you the following benefits: a +2 sacred bonus to AC, a +4 sacred bonus to Strength, resistance 5 to acid and fire, a +5 sacred bonus on all Persuasion (when used to intimidate) checks made against evil creatures, a +2 bonus on Initiative checks, and fast healing 2. Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed. |
4 |
Forced Repentance | Enchantment | You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if the target is attacked. |
4 |
Holy Sword | Evocation | This spell allows you to channel holy power into the weapon in your primary hand. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). |
4 |
Inspiring Recovery | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). |
4 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
Oath of Peace | Abjuration | Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but meaning you can't attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 sacred bonus to AC and on saving throws, as well as DR 10/evil. If you make a direct or indirect attack or show any hostility toward any creature, the spell immediately ends. |
4 |
Resounding Blow | Evocation | On a successful melee attack, your weapon resounds. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. |
4 |
Restoration | Conjuration | This spell functions lik ea lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 4 |
Shield of Dawn | Evocation | Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. |
4 |
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