Spells - Paladin
Peppermint Plate
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (well-chewed peppermint chewing gum)
Duration: Concentration, up to 1 hour
Class: Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
Inequality
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood and water, mixed)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Tamer
You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur:
- Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw.
- Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw.
- The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half.
These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.
Preserve
2nd-level biomancy (*can be replaced with abjuration)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (some ether)
Duration: 24 hours
Class: Cleric, Druid, Paladin, Ranger, Tamer, Wizard
With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 for the rules on harvesting). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.
Protection
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature silver shield worth 10 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer
You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
Shielding Word
2nd-level abjuration
Casting Time: 1 reaction, which you take when a creature within range that you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw
Range: 30 feet
Components: V
Duration: 1 round
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.
Sugar Rush
2nd-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (some candy)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action.
When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.
Food Coma
3rd-level enchantment (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes)
Duration: 1 hour
Class: Bard, Cleric, Druid, Paladin, Tamer
You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.
You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.
Aura of Impurity
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Components: V
Duration: Concentration, up to 1 minute
Class: Paladin, Tamer, Warlock
Enervating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature must roll a d4 and subtract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.
Blinding Radiance
4th-level evocation
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a strip of magnesium)
Duration: Concentration, up to 1 minute
Class: Cleric, Paladin, Sorcerer, Warlock
Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw. On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn’t blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Shackles of Pain
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of manacles)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Warlock
You link the vitality of a willing creature within range—the source—to the psyche of another creature within range—the target. The target must succeed on a Charisma saving throw or become linked to the source for 1 minute. Each time the source takes damage, the target takes psychic damage equal to half the damage the source took. If you yourself are the source, the creature takes this damage immediately before you make a Constitution saving throw to maintain your concentration. Whenever the target takes damage in this way, it can repeat the saving throw, ending the effect on a success.
Bone Cage
5th-level biomancy (*can be replaced with necromancy)
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S, M (the bones of at least one non-animated corpse, which the spell consumes)
Duration: 1 minute
Class: Cleric, Druid, Paladin, Warlock, Wizard
You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration:
| Size | Temporary Hit Points Gained |
|---|---|
| Small | 1d6+1 |
| Medium | 1d8+2 |
| Large | 1d10+5 |
| Huge | 1d12+12 |
| Gargantuan | 1d20+25 |
As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw, taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can’t be used in this way again.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.
Endure
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a gem-encrusted cockroach worth 250 gp, which the spell consumes)
Duration: 1 minute
Class: Cleric, Druid, Paladin, Ranger, Tamer, Warlock
Choose a willing creature you can see within range; it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies.
When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion.
If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level) or 1 day (9th level).