Pathfinder Spell Cards - Paladin Core Rulebook Spells

Transcription

Pathfinder Spell Cards – Paladin Core Rulebook SpellsThese spell cards are intended for use with the Pathfinder RPG and use the spell text from thePathfinder Roleplaying Game Reference Document (http://paizo.com/pathfinderRPG/prd/).Artwork used in these cards is listed in the Artwork Licenses and Credit section. These cards arelicensed under the OGL 1.0a, the Paizo Publishing, LLC Community Use Policy, and the CreativeCommons Attribution-NonCommercial-NoDerivatives – 3.0 Unported licenses. Licenses for artworklisted in the Artwork Licenses and Credits section take priority on a case-by-case basis.I would like to offer thanks Paizo Publishing for the Pathfinder RPG, to all those who offeredsuggestions and feedback on the Paizo forums, and to the specific individuals and posters who providedextra help to this project: JboygoldKromeSanityfair (Advent Studios)If you have any issues to report, or questions please contact me at Caedwyr@gmail.com, or on thePaizo forums in the thread “Free Spell Cards” rds).Spell List InformationAn M or F appearing at the end of a spell's name in the spell lists denotes a spell with a material or focus component,respectively, that is not normally included in a spell component pouch.Order of Presentation: In the spell lists and the short descriptions that follow them, the spells are presented inalphabetical order by name except for those belonging to certain spell chains. When a spell's name begins with“lesser,” “greater,” or “mass,” the spell is alphabetized under the second word of the spell name instead.Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific numberof Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, still have character levelsequal to their Hit Dice.Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purposeof casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwisespecified. The word “level” in the short descriptions that follow always refers to caster level.Creatures and Characters: The words “creature” and “character” are used synonymously in the short descriptions.Paladin Spells1st-Level Paladin SpellsBless: Allies gain 1 on attack rolls and saves against fear.

Bless WaterM: Makes holy water.Bless Weapon: Weapon strikes true against evil foes.Create Water: Creates 2 gallons/level of pure water.Cure Light Wounds: Cures 1d8 damage 1/level (max 5).Detect Poison: Detects poison in one creature or small object.Detect Undead: Reveals undead within 60 ft.Divine Favor: You gain 1 per three levels on attack and damage rolls.Endure Elements: Exist comfortably in hot or cold regions.Magic Weapon: Weapon gains 1 bonus.Protection from Chaos/Evil: 2 to AC and saves, plus additional protection against selected alignment.Read Magic: Read scrolls and spellbooks.Resistance: Subject gains 1 on saving throws.Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.Virtue: Subject gains 1 temporary hp.2nd-Level Paladin SpellsBull's Strength: Subject gains 4 to Str for 1 min./level.Delay Poison: Stops poison from harming subject for 1 hour/level.Eagle's Splendor: Subject gains 4 to Cha for 1 min./level.Owl's Wisdom: Subject gains 4 to Wis for 1 min./level.Remove Paralysis: Frees one or more creatures from paralysis or slow effect.Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.Shield OtherF: You take half of subject's damage.Undetectable Alignment: Conceals alignment from magical detection for 24 hours.Zone of Truth: Subjects within range cannot lie.3rd-Level Paladin SpellsCure Moderate Wounds: Cures 2d8 damage 1/level (max. 10).Daylight: 60-ft. radius of bright light.Discern Lies: Reveals deliberate falsehoods.Dispel Magic: Cancels one magical spell or effect.Heal Mount: As heal on horse or other special mount.Magic Circle against Chaos/Evil: As protection from chaos, but 10-ft. radius and 10 min./level.Magic Weapon, Greater: Weapon gains 1 bonus/four levels (max 5).Prayer: Allies get 1 bonus on most rolls, enemies –1 penalty.

Remove Blindness/Deafness: Cures normal or magical blindness or deafness.Remove Curse: Frees object or person from curse.4th-Level Paladin SpellsBreak Enchantment: Frees subjects from enchantments, transmutations, and curses.Cure Serious Wounds: Cures 3d8 damage 1/level (max 15).Death Ward: Grants bonuses against death spells and negative energy.Dispel Chaos: 4 bonus against attacks by chaotic creatures.Dispel Evil: 4 bonus against attacks by evil creatures.Holy Sword: Weapon becomes 5, deals 2d6 damage against evil.Mark of Justice: Designates action that triggers curse on subject.Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.RestorationM: Restores level and ability score drains.

BlessBless WaterEnchantment (compulsion) [mind-affecting]VSDFCasting Time: 1 standard actionComponents: V, S, DFRange: 50 ftArea: The caster and all allies within a 50-ft burst, centered on thecasterDuration: 1min/levelSaving Throw: noneSpell Resistance: yes (harmless)Bless WeaponTransmutation [good]VSMCasting Time: 1 minuteComponents: V, S, M (5 lbs. of powdered silver worth 25 gp)Range: touchTarget: flask of water touchedDuration: instantaneousSaving Throw: Will negates (object)Spell Resistance: yes (object)VSThis transmutation imbues a flask (1 pint) of water with positive energy, turning itinto holy water.Bless fills your allies with courage. Each ally gains a 1 morale bonus onattack rolls and on saving throws against fear effects.Treat this attack as a ranged touch attack with a range increment of 10 feet. A flaskbreaks if thrown against the body of a corporeal creature, but to use it against anincorporeal creature, you must open the flask and pour the holy water out onto thetarget. Thus, you can douse an incorporeal creature with holy water only if you areadjacent to it. Doing so is a ranged touch attack that does not provoke attacks ofopportunity.Level Cle1, Pal1Caedwyr Publishing OGL1.0a Illustration 2009 Dan Scott www.danscottart.comVSWhen laying your hand upon a living creature, you channel positive energy thatcures 1d8 points of damage 1 point per caster level (maximum 5). Sinceundead are powered by negative energy, this spell deals damage to theminstead of curing their wounds. An undead creature can apply spell resistance,and can attempt a Will save to take half damage.Level Brd1, Cle1, Dru1, Pal1, Ran2Caedwyr Publishing OGL 1.0a Illustration - Giovanni LanfrancoVSYou determine whether a creature, object, or area has been poisoned or ispoisonous. You can determine the exact type of poison with a DC 20Wisdom check. A character with the Craft (alchemy) skill may try a DC 20Craft (alchemy) check if the Wisdom check fails, or may try the Craft(alchemy) check prior to the Wisdom check. The spell can penetratebarriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead,or 3 feet of wood or dirt blocks it.Level Cle0, Dru0, Pal1, Ran1, Sor0, Wiz0Caedwyr Publishing OGL 1.0a Illustration - Evelyn de MorganThis spell generates wholesome, drinkable water, just like clean rain water.Water can be created in an area as small as will actually contain the liquid,or in an area three times as large—possibly creating a downpour or fillingmany small receptacles. This water disappears after 1 day if not consumed.Note: Conjuration spells can't create substances or objects within acreature. Water weighs about 8 pounds per gallon. One cubic foot of watercontains roughly 8 gallons and weighs about 60 pounds.Caedwyr Publishing OGL 1.0a Illustration - Giotto di BondoneDivine FavorDivinationCasting Time: 1 standard actionComponents: V, SRange: close (25 ft 5 ft/2levels)Target or Area: one creature, one object, or a 5-ft cubeDuration: instantaneousSaving Throw: noneSpell Resistance: noCasting Time: 1 standard actionComponents: V, SRange: close (25 ft 5 ft/2levels)Effect: up to 2 gallons of water/levelDuration: instantaneousSaving Throw: noneSpell Resistance: noLevel Cle0, Dru0, Pal1Caedwyr Publishing OGL 1.0a Illustration - Edward Robert HughesDetect PoisonConjuration (healing)Casting Time: 1 standard actionComponents: V, SRange: touchTarget: creature touchedDuration: instantaneousSaving Throw: Will half (harmless); see textSpell Resistance: yes (harmless); see textLevel Pal1Caedwyr Publishing OGL 1.0a Illustration - Dante Gabriel RossettiCure Light WoundsVSIn addition, all critical hit rolls against evil foes are automatically successful, soevery threat is a critical hit. This last effect does not apply to any weapon thatalready has a magical effect related to critical hits, such as a keen weapon or avorpal sword.A direct hit by a flask of holy water deals 2d4 points of damage to an undeadcreature or an evil outsider. Each such creature within 5 feet of the point where theflask hits takes 1 point of damage from the splash.Level Cle1, Pal1Casting Time: 1 standard actionComponents: V, SRange: touchTarget: weapon touchedDuration: 1 min/levelSaving Throw: noneSpell Resistance: noConjuration (creation) [water]This transmutation makes a weapon strike true against evil foes. The weapon istreated as having a 1 enhancement bonus for the purpose of bypassing the DRof evil creatures or striking evil incorporeal creatures (though the spell doesn'tgrant an actual enhancement bonus). The weapon also becomes good-aligned,which means it can bypass the DR of certain creatures. (This effect overrides andsuppresses any other alignment the weapon might have.) Individual arrows or boltscan be transmuted, but affected projectile weapons (such as bows) don't confer thebenefit to the projectiles they shoot.Holy water damages undead creatures and evil outsiders almost as if it were acid.A flask of holy water can be thrown as a splash weapon.Bless counters and dispels bane.Create WaterTransmutationEndure ElementsEvocationVSCasting Time: 1 standard actionComponents: V, S, DFRange: personalTarget: youDuration: 1 minCalling upon the strength and wisdom of a deity, you gain a 1 luck bonuson attack and weapon damage rolls for every three caster levels you have(at least 1, maximum 3). The bonus doesn't apply to spell damage.DFAbjurationVSCasting Time: 1 standard actionComponents: V, SRange: touchTarget: creature touchedDuration: 24 hoursSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)A creature protected by endure elements suffers no harm from being in ahot or cold environment. It can exist comfortably in conditions between –50and 140 degrees Fahrenheit without having to make Fortitude saves. Thecreature's equipment is likewise protected.Endure elements doesn't provide any protection from fire or cold damage,nor does it protect against other environmental hazards such as smoke,lack of air, and so forth.Level Cle1, Pal1Caedwyr Publishing OGL 1.0a Illustration 2009 Dan Scott www.danscottart.comLevel Cle1, Dru1, Pal1, Ran1, Sor1, Wiz1Caedwyr Publishing OGL 1.0a Illustration - Utagawa Kuniyoshi

Magic WeaponProtection from ChaosTransmutationVSDFCasting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: weapon touchedDuration: 1 min/levelSaving Throw: Will negates (harmless, object)Spell Resistance: yes (harmless, object)Casting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: creature touchedDuration: 1 min/level (D)Saving Throw: Will negates (harmless)Spell Resistance: no; see textVSMagic weapon gives a weapon a 1 enhancement bonus on attack and damagerolls. An enhancement bonus does not stack with a masterwork weapon's 1 bonuson attack rolls.You can't cast this spell on a natural weapon, such as an unarmed strike (instead,see magic fang). A monk's unarmed strike is considered a weapon, and thus it canbe enhanced by this spell.Level Cle1, Pal1, Sor1, Wiz1DFThis spell wards a creature from attacks by chaotic creatures, from mental control,and from summoned creatures. It creates a magical barrier around the subject at adistance of 1 foot. The barrier moves with the subject and has three major effects.First, the subject gains a 2 deflection bonus to AC and a 2 resistance bonus onsaves. Both these bonuses apply against attacks made or effects created bychaotic creatures.VSMYou imbue the subject with magical energy that protects it from harm,granting it a 1 resistance bonus on saves.DFResistance can be made permanent with a permanency spell.Level Brd0, Cle0, Dru0, Pal1, Sor0, Wiz0Caedwyr Publishing OGL 1.0a Illustration 2009 Paizo Publishing LLC This spell wards a creature from attacks by evil creatures, from mental control, andfrom summoned creatures. It creates a magical barrier around the subject at adistance of 1 foot. The barrier moves with the subject and has three major effects.Third, the spell prevents bodily contact by evil summoned creatures. This causesthe natural weapon attacks of such creatures to fail and the creatures to recoil ifsuch attacks require touching the warded creature. Summoned creatures that arenot evil are immune to this effect. The protection against contact by summonedcreatures ends if the warded creature makes an attack against or tries to force thebarrier against the blocked creature. Spell resistance can allow a creature toovercome this protection and touch the warded creature.Level Cle1, Pal1, Sor1, Wiz1VSLesser restoration dispels any magical effects reducing one of the subject'sability scores or cures 1d4 points of temporary ability damage to one of thesubject's ability scores. It also eliminates any fatigue suffered by thecharacter, and improves an exhausted condition to fatigued. It does notrestore permanent ability drain.Level Cle2, Dru2, Pal1Caedwyr Publishing OGL 1.0a Illustration - Peter Nicolai ArboCaedwyr Publishing OGL 1.0aIllustration 2009 Jason Engle, Paizo Publishing LLC Bull’s StrengthTransmutationVSYou can decipher magical inscriptions on objects—books, scrolls,weapons, and the like—that would otherwise be unintelligible. Thisdeciphering does not normally invoke the magic contained in the writing,although it may do so in the case of a cursed or trapped scroll. Furthermore,once the spell is cast and you have read the magical inscription, you arethereafter able to read that particular writing without recourse to the use ofread magic. You can read at the rate of one page (250 words) per minute.The spell allows you to identify a glyph of warding with a DC 13 Spellcraftcheck, a greater glyph of warding with a DC 16 Spellcraft check, or anysymbol spell with a Spellcraft check (DC 10 spell level).Read magic can be made permanent with a permanency spell.VirtueConjuration (healing)Casting Time: 1 standard actionComponents: V, S, F (a clear crystal or mineral prism)Range: personalTarget: youDuration: 10 min/levelLevel Brd0, Cle0, Dru0, Pal1, Ran1, Sor0, Wiz0Caedwyr Publishing OGL 1.0a Illustration - Evelyn de MorganLesser RestorationCasting Time: 3 roundsComponents: V, SRange: touchTarget: creature touchedDuration: instantaneousSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)FFirst, the subject gains a 2 deflection bonus to AC and a 2 resistance bonus onsaves. Both these bonuses apply against attacks made or effects created by evilcreatures.Third, the spell prevents bodily contact by chaotic summoned creatures. Thiscauses the natural weapon attacks of such creatures to fail and the creatures torecoil if such attacks require touching the warded creature. Summoned creaturesthat are not chaotic are immune to this effect. The protection against contact bysummoned creatures ends if the warded creature makes an attack against or triesto force the barrier against the blocked creature. Spell resistance can allow acreature to overcome this protection and touch the warded creature.AbjurationDivinationVSSecond, the subject immediately receives another saving throw (if one was allowedto begin with) against any spells or effects that possess or exercise mental controlover the creature (including enchantment [charm] effects and enchantment[compulsion] effects). This saving throw is made with a 2 morale bonus, using thesame DC as the original effect. If successful, such effects are suppressed for theduration of this spell. The effects resume when the duration of this spell expires.While under the effects of this spell, the target is immune to any new attempts topossess or exercise mental control over the target. This spell does not expel acontrolling life force (such as a ghost or spellcaster using magic jar), but it doesprevent them from controlling the target. This second effect only functions againstspells and effects created by evil creatures or objects, subject to GM discretion.ResistanceCasting Time: 1 standard actionComponents: V, S, M/DF (a minature cloak)Range: touchTarget: creature touchedDuration: 1 minuteSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)DFCasting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: creature touchedDuration: 1 min/level (D)Saving Throw: Will negates (harmless)Spell Resistance: no; see textSecond, the subject immediately receives another saving throw (if one was allowedto begin with) against any spells or effects that possess or exercise mental controlover the creature (including enchantment [charm] effects and enchantment[compulsion] effects). This saving throw is made with a 2 morale bonus, using thesame DC as the original effect. If successful, such effects are suppressed for theduration of this spell. The effects resume when the duration of this spell expires.While under the effects of this spell, the target is immune to any new attempts topossess or exercise mental control over the target. This spell does not expel acontrolling life force (such as a ghost or spellcaster using magic jar), but it doesprevent them from controlling the target. This second effect only functions againstspells and effects created by chaotic creatures or objects, subject to GM discretion.Caedwyr Publishing OGL 1.0a Illustration - Daniel MacliseRead MagicAbjuration [good]VSLevel Cle1, Pal1, Sor1, Wiz1Caedwyr Publishing OGL 1.0a Illustration 2009 Dan Scott www.danscottart.comProtection from EvilAbjuration [lawful]Casting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: creature touchedDuration: 1 minSaving Throw: noneSpell Resistance: yes (harmless)TransmutationVSMWith a touch, you infuse a creature with a tiny surge of life, granting the subject 1temporary hit point.Casting Time: 1 standard actionComponents: V, S, M/DF (a few hairs, or a pinch of dung from a bull)Range: touchTarget: creature touchedDuration: 1 min/levelSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)The subject becomes stronger. The spell grants a 4 enhancement bonus toStrength, adding the usual benefits to melee attack rolls, melee damage rolls, andother uses of the Strength modifier.DFDFLevel Cle0, Dru0, Pal1Level Cle2, Dru2, Pal2, Sor2, Wiz2Caedwyr Publishing OGL 1.0a Illustration - Frederick LeightonCaedwyr Publishing OGL 1.0a Illustration - Unknown

Delay PoisonEagle’s SplendorConjuration (healing)VSDFCasting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: creature touchedDuration: 1 hour/levelSaving Throw: Fortitude negates (harmless)Spell Resistance: yes (harmless)The subject becomes temporarily immune to poison. Any poison in itssystem or any poison to which it is exposed during the spell's duration doesnot affect the subject until the spell's duration has expired. Delay poisondoes not cure any damage that poison may have already done.Owl’s WisdomTransmutationVSMCasting Time: 1 standard actionComponents: V, S, M/DF (feathers or droppings from an eagle)Range: touchTarget: creature touchedDuration: 1 min/levelSaving Throw: Will negates (harmless)Spell Resistance: yesDFThe transmuted creature becomes more poised, articulate, and personally forceful.The spell grants a 4 enhancement bonus to Charisma, adding the usual benefitsto Charisma-based skill checks and other uses of the Charisma modifier. Bards,paladins, and sorcerers (and other spellcasters who rely on Charisma) affected bythis spell do not gain any additional bonus spells for the increased Charisma, butthe save DCs for spells they cast while under this spell's effect do increase.Remove ParalysisTransmutationVSMCasting Time: 1 standard actionComponents: V, S, M/DF (feathers or droppings from an owl)Range: touchTarget: creature touchedDuration: 1min/levelSaving Throw: Will negates (harmless)Spell Resistance: yesDFThe transmuted creature becomes wiser. The spell grants a 4enhancement bonus to Wisdom, adding the usual benefit toWisdom-related skills. Clerics, druids, and rangers (and otherWisdom-based spellcasters) who receive owl's wisdom do not gain anyadditional bonus spells for the increased Wisdom, but the save DCs fortheir spells increase.Conjuration (healing)VSCasting Time: 1 standard actionComponents: V, SRange: close (25 ft 5 ft/2levels)Targets: up to four creatures, no two of which can be more than 30 ftapartDuration: instantaneousSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)You can free one or more creatures from the effects of temporary paralysisor related magic, including spells and effects that cause a creature to gainthe staggered condition. If the spell is cast on one creature, the paralysis isnegated. If cast on two creatures, each receives another save with a 4resistance bonus against the effect that afflicts it. If cast on three or fourcreatures, each receives another save with a 2 resistance bonus.The spell does not restore ability scores reduced by penalties, damage, ordrain.Level Brd2, Cle2, Dru2, Pal2, Ran1Level Brd2, Cle2, Pal2, Sor2, Wiz2Caedwyr Publishing OGL 1.0a Illustration - Johann Christoph KolbCaedwyr Publishing OGL 1.0a Illustration - UnknownResist EnergyDFCasting Time: 1 standard actionComponents: V, S, DFRange: touchTarget: creature touchedDuration: 10 min/levelSaving Throw: Fortitude negates (harmless)Spell Resistance: yes (harmless)This abjuration grants a creature limited protection from damage ofwhichever one of five energy types you select: acid, cold, electricity, fire, orsonic. The subject gains resist energy 10 against the energy type chosen,meaning that each time the creature is subjected to such damage (whetherfrom a natural or magical source), that damage is reduced by 10 pointsbefore being applied to the creature's hit points. The value of the energyresistance granted increases to 20 points at 7th level and to a maximum of30 points at 11th level. The spell protects the recipient's equipment as well.Resist energy absorbs only damage. The subject could still sufferunfortunate side effects.Resist energy overlaps (and does not stack with) protection from energy. Ifa character is warded by protection from energy and resist energy, theprotection spell absorbs damage until its power is exhausted.Level Cle2, Dru2, Pal2, Ran1, Sor2, Wiz2Caedwyr Publishing OGL 1.0a Illustration - Utagawa KuniyoshiCaedwyr Publishing OGL 1.0aIllustration 2010 Matt Dixon, Paizo Publishing LLC FCasting Time: 1 standard actionComponents: V, S, F (a pair of platinum rings worth 50gp worn by bothyou and the target)Range: close (25 ft 5 ft/2levels)Target: one creatureDuration: 1 hour/level (D)Saving Throw: Will negates (harmless)Spell Resistance: yes (harmless)This spell wards the subject and creates a mystic connection between youand the subject so that some of its wounds are transferred to you. Thesubject gains a 1 deflection bonus to AC and a 1 resistance bonus onsaves. Additionally, the subject takes only half damage from all wounds andattacks (including those dealt by special abilities) that deal hit point damage.The amount of damage not taken by the warded creature is taken by you.Forms of harm that do not involve hit points, such as charm effects,temporary ability damage, level draining, and death effects, are not affected.If the subject suffers a reduction of hit points from a lowered Constitutionscore, the reduction is not split with you because it is not hit point damage.When the spell ends, subsequent damage is no longer divided between thesubject and you, but damage already split is not reassigned to the subject.Caedwyr Publishing OGL 1.0a Illustration - UnknownZone of TruthAbjurationAbjurationVSLevel Cle2, Pal2Undetectable AlignmentShield OtherAbjurationVSLevel Cle2, Dru2, Pal2, Ran2, Sor2, Wiz2VSCasting Time: 1 standard actionComponents: V, SRange: close (25 ft 5 ft/2levels)Target: one creature or objectDuration: 24 hoursSaving Throw: Will negates (object)Spell Resistance: yes (object)Enchantment (compulsion) [mind-affecting]VSAn undetectable alignment spell conceals the alignment of an object or acreature from all forms of divination.DFCasting Time: 1 standard actionComponents: V, S, DFRange: close (25 ft 5ft/2levels)Area: 20-ft radius emanationDuration: 1 min/levelSaving Throw: Will negatesSpell Resistance: yesCreatures within the emanation area (or those who enter it) can't speak anydeliberate and intentional lies. Each potentially affected creature is alloweda save to avoid the effects when the spell is cast or when the creature firstenters the emanation area. Affected creatures are aware of thisenchantment. Therefore, they may avoid answering questions to which theywould normally respond with a lie, or they may be evasive as long as theyremain within the boundaries of the truth. Creatures who leave the area arefree to speak as they choose.If you and the subject of the spell move out of range of each other, the spellends.Level Cle2, Pal2Caedwyr Publishing OGL 1.0a Illustration - Edmund DulacLevel Brd1, Cle2, Pal2Caedwyr Publishing OGL 1.0aIllustration 2009 Ben Wooten, Paizo Publishing LLC Level Cle2, Pal2Caedwyr Publishing OGL1.0a Illustration - El Greco

Cure Moderate WoundsDaylightConjuration (healing)VSCasting Time: 1 standard actionComponents: V, SRange: touchTarget: creature touchedDuration: instantaneousSaving Throw: Will half (harmless); see textSpell Resistance: yes (harmless); see textDiscern LiesEvocation [light]VSWhen laying your hand upon a living creature, you channel positive energy thatcures 2d8 points of damage 1 point per caster level (maximum 10). Sinceundead are powered by negative energy, this spell deals damage to theminstead of curing their wounds. An undead creature can apply spell resistance,and can attempt a Will save to take half damage.Casting Time: 1 standard actionComponents: V, SRange: touchTarget: object touchedDuration: 10 min/level (D)Saving Throw: noneSpell Resistance: noVSYou touch an object when you cast this spell, causing the object to shedbright light in a 60-foot radius. This illumination increases the light level foran additional 60 feet by one step (darkness becomes dim light, dim lightbecomes normal light, and normal light becomes bright light). Creaturesthat take penalties in bright light take them while within the 60-foot radius ofthis magical light. Despite its name, this spell is not the equivalent ofdaylight for the purposes of creatures that are damaged or destroyed bysuch light.Heal MountDivinationDFCasting Time: 1 standard actionComponents: V, S, DFRange: close (25 ft 5 ft/2levels)Targets: one creature/level, no two of which can be more than 30 ftapartDuration: concentration, up to 1 round/levelSaving Throw: Will negatesSpell Resistance: noConjuration (healing)VSCasting Time: 1 standard actionComponents: V, SRange: touchTarget: your mount touchedDuration: instantaneousSaving Throw: Will negates (harmless)Spell Resistance: yes (harmless)Heal mount enables you to channel positive energy into the paladin’sspecial mount to wipe away injury and afflictions. It immediately ends anyand all of the following adverse conditions affecting the target: abilitydamage, blinded, confused, dazed, dazzled, deafened, diseased,exhausted, fatigued, feebleminded, insanity, nauseated, poisoned,sickened, and stunned. It also cures 10 hit points of damage per level ofthe caster, to a maximum of 250 points at 15th level.Each round, you concentrate on one target, who must be within range. Youknow if the target deliberately and knowingly speaks a lie by discerningdisturbances in its aura caused by lying. The spell does not reveal the truth,uncover unintentional inaccuracies, or necessarily reveal evasions.Each round, you may concentrate on a different target.Heal mount does not remove negative levels or restore permanentlydrained ability score points.If daylight is cast on a small object that is then placed inside or under alight-proof covering, the spell's effects are blocked until the covering isremoved.If used against an undead creature, heal mount instead acts like harm.Daylight brought into an area of magical darkness (or vice versa) istemporarily negated, so that the otherwise prevailing light conditions existin the overlapping areas of effect.Daylight counters or dispels any darkness spell of equal or lower level, suchas darkness.Level Brd2, Cle2, Dru3, Pal3, Ran3Caedwyr Publishing OGL 1.0a Illustration - Jean DelvilleLevel Brd3, Cle3, Dru3, Pal3, Sor3, Wiz3Caedwyr Publishing OGL 1.0a Illustration - Joseph Mallord William TurnerGreater Magic WeaponVSMDFThis spell gives a weapon an enhancement bonus on attack and damage rolls of 1 per four caster levels (maximum 5). An enhancement bonus does not stackwith a masterwork weapon’s 1 bonus on attack rolls. This bonus does not allow aweapon to bypass damage reduction aside from magic.VSDFYou bring special favor upon yourself and your allies while bringing disfavorto your enemies. You and each of your allies gain a 1 luck bonus on attackrolls, weapon damage rolls

Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word "level" in the short descriptions that follow always refers to caster level.