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Paladin Spells

Rule-only reference for paladin spells in Wyrdwood. Spell Focus and Greater Spell Focus effects are included where they change the spell.

Level 1

  • Bless: Friendly area buff with +1 attack and +1 to all saves for 1 turn per level.
  • Cure Light Wounds: Heals 1d8 + caster level.
  • Endure Elements: Resist 20 against acid, cold, fire, electricity, and sonic, up to 40 total per type.
  • Resistance: +1 to all saving throws for 1 round per level.
  • Virtue: Temporary hit points equal to 1d4 + caster level for 1 turn per level.
  • Protection from Alignment: Unchanged.
  • Divine Favor: 1 round per level; grants +1 to +6 attack and matching magical damage based on caster level.
  • Deafening Clang: Unchanged.
  • Bless Weapon: Unchanged.
  • Magic Weapon: +1 weapon enhancement for 1 hour per level.

Level 2

  • Aid: +2 attack, +1 to all saves, and 2d8 temporary hit points for 1 turn per level.
  • Bull's Strength: +1d4 + 1 Strength for 1 hour per level.
  • Remove Paralysis: Unchanged.
  • Resist Elements: Resist 30 against acid, cold, fire, electricity, and sonic, up to 60 total per type.
  • Eagle's Splendor: +1d4 + 1 Charisma for 1 hour per level.
  • Aura of Glory: Unchanged.

Level 3

  • Cure Moderate Wounds: Heals 2d8 + caster level.
  • Dispel Magic: Unchanged.
  • Prayer: Unchanged.
  • Remove Blindness and Deafness: Unchanged.
  • Magic Circle against Alignment: Unchanged.
  • Greater Magic Weapon: Unchanged.

Level 4

  • Cure Serious Wounds: Heals 3d8 + caster level.
  • Death Ward: Immunity to death effects for 1 hour per level.
  • Freedom of Movement: Unchanged.
  • Neutralize Poison: Unchanged.
  • Holy Sword: Unchanged.

Wyrdwood player reference.