1st Edition Paladin Spells (Part 2)

Following up on the previous post, here are the remaining paladin-specific spells, converted from 5E
to 1E format. The 5E paladin spell list goes up to 5th level, but in 1E paladins can only cast up to 4th level spells, thus this list is a little smaller than the total list of paladin spells in 5th edition.

Third Level

Aura of Vitality

Level: 3
Components: V
Range: Self (3″ radius)
Casting Time: 3 segments
Duration: 1 turn
Area of Effect: Special
Saving Throw: Neg.

This spell fills you with healing energy. One time during the duration of the spell, you can cure wounds on any individual within 30 feet of your position, causing them to regain 2d6 hit points. If cast on an unwilling subject, they are entitled to a saving throw to avoid the spell’s effect.

Blinding Smite
Level: 3
Components: V
Range: Self
Casting Time: 3 segments
Duration: 1 turn
Area of Effect: 1 weapon
Saving Throw: None

This spell will create a special field in any single weapon you hold. The next time the weapon hits an enemy before the end of the spell, it will ring with a thunderous clap, inflicting an additional 3d8 h.p. of damage. In addition, unless it is able to make a saving throw vs. spells, it will be blinded for the duration of the spell, with a -4 penalty “to hit”. If the weapon does not hit, the spell effect wears off at the end of the spell’s effect. Only one target will be affected by the weapon.

Crusader’s Mantle

Level: 3
Components: V
Range: Self
Casting Time: 3 segments
Duration: 1 turn
Area of Effect: 30′ radius
Saving Throw: None

This spell creates an aura around you that inspires all friendly creatures within 30′ of you to greater feats of martial skill. For the duration of the spell, all friendly creatures inflict an additional 1d4 h.p. of damage when they hit. The radius of effect moves with you.

Elemental Weapon

Level: 3
Components: V, S
Range: Touch
Casting Time: 3 segments
Duration: 1 hour
Area of Effect: 1 weapon
Saving Throw: None

This spell allows you to temporarily imbue a single weapon with a +1 bonus for both “to hit” and an additional 1d4 h.p. to damage inflicted. If you are 13th level, the weapon will have a +2 bonus to hit, and if you are 15th level or higher, the weapon will have a +3 bonus to hit.

Fourth Level

Aura of Life

Level: 4
Components: V
Range: Self
Casting Time: 3 segments
Duration: 1 hour
Area of Effect: 30′ radius
Saving Throw: None

This spell infuses you with positive energy, which radiates out from you in a 30′ radius and moves with you. All friendly creatures in the area of effect get a +4 bonus to all saving throws when attacked by undead creatures or creatures native to the negative material plane. If any friendly creature within the area of effect starts a round with 0 or fewer hit points and is still alive, that creature will be increased by 1 additional hit point.


Aura of Purity

Level: 4
Components: V, S
Range: Self
Casting Time: 4 segments
Duration: 1 hour
Area of Effect: 30′ radius
Saving Throw: Neg.

This spell surrounds you with an aura that protects against disease and other conditions. For the duration of the spell, all non-hostile creatures within 30′ of you will be immune to all diseases, including mummy rot, but already-existing diseases are unaffected. In addition, they will have a +4 bonus to all saving throws vs. poison, petrification, fear, blindness, deafness, and paralysis. Finally, they will also take half damage from any non-fatal poison. The aura moves as you do.

Staggering Smite

Level: 4
Components: V
Range: Self
Casting Time: 4 segments
Duration: 1 turn
Area of Effect: 1 weapon
Saving Throw: Neg.

This spell will create a special field in any single weapon you hold. The next time the weapon hits an enemy before the end of the spell, it will cut through into their mind itself, inflicting an additional 4d6 h.p. of damage. In addition, unless it is able to make a saving throw vs. spells, it will be stunned and suffer a -4 penalty to all “to hit” rolls, saving throws for the next 1d4 rounds. If the weapon does not hit, the spell effect wears off at the end of the spell’s effect. Only one target will be affected by the weapon.

Written by 

Wargamer and RPG'er since the 1970's, author of Adventures Dark and Deep, Castle of the Mad Archmage, and other things, and proprietor of the Greyhawk Grognard blog.