Category:Paladin spells

Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

Level 1

 * Bless: Allies are filled with courage, granting a +1 bonus on to-hit rolls and saves versus fear.
 * Cure light wounds: Heals an ally for ✅ hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Divine Favor: The strength and wisdom of a deity are called upon to grant a +1 bonus per three levels on to-hit rolls and damage rolls.
 * Lesser Restoration: Dispels magical effects reducing one of an ally’s ability scores, eliminates fatigue, and improves exhaustion from fatigue.
 * Protection from evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from evil magical controls and compulsions.
 * Resistance: Imbues an ally with magical energy that protects it from harm giving a resistance bonus on saves.
 * Virtue: Grants 10, +2 per caster level over caster level 4 (max 20) temporary hit points to an ally.
 * Seek Eternal Rest: Grants +4 sacred bonus to level for the purpose of turning undead.

Level 2

 * Angelskin: The subject gains damage reduction 5/evil. The target must be Lawful Good.
 * Bull's Strength: An ally gains a +4 enhancement bonus to Strength for 1 min./level.
 * Eagle's Splendor: An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
 * Owl's Wisdom: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Remove Paralysis: This spell frees an ally from paralysis and the effects of a Slow spell.
 * Resist energy: Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 11th). Energy types available are: fire, sonic, electricity, cold and acid.

Level 3

 * Cure moderate wounds: Heals an ally for ✅ + hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Dispel magic: Removes ongoing spells that have been cast on a target, on a successful caster level check of DC 11 + the spell's caster level.
 * Magic Circle Against Evil: Casts Protection from evil on multiple targets.
 * Prayer: Gives special favor to allies and disfavor to enemy targets, giving a +1 luck bonus to allies' attack rolls, weapon damage, saves, and skill checks and a -1 penalty to enemies for the same rolls.
 * Remove blindness: Cures blindness in one ally.
 * Remove curse: Removes all curses on an ally.

Level 4

 * Break Enchantment: Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.


 * Cure Serious Wounds: Heals an ally for 3d6 + 6 + max(caster level, 15) hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).


 * Death Ward: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.


 * Holy Sword: Channels holy power to turn a Blessed Cold Iron weapon into a +5 Holy Cold Iron weapon that grants its wielder a continuous Protection From Evil effect while equipped. The holy weapon is permanent, but is destroyed on dungeon exit.


 * Neutralize Poison: Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.


 * Restoration: Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.