Clerical Magic

   At 9th level, a paladin becomes eligible to cast clerical spells. Table 8 shows the number of spells a paladin receives at each level. The table also indicates the spell level cast. For example, if a 13th-level paladin casts the 2nd-level slow poison spell, the effects persist for 5 hours; the spell's duration is 1 hour/level and, as shown on Table 8, a 13th-level paladin casts it at 5th level. A paladin's spells never rise beyond 9th level.

   Paladins only have access to spells of the Combat, Divination, Healing, and Protective spheres. For reference, Table 9 lists all spells from the PH available to paladins. The following restrictions also apply:

• Paladins don't get bonus spells for high Wisdom scores.

• Paladins can't use priestly magical items, nor can they cast spells from clerical or druidical scrolls. However, they may use any magical items intended for the warrior group, even if priests use them too.

Table 8: Paladin Spell Progression

Paladin

Casting

Priest Spell Levels

Level

Level

1

2

3

4

9

1

1

-

-

-

10

2

2

-

-

-

11

3

2

1

-

-

12

4

2

2

-

-

13

5

2

2

1

-

14

6

3

2

1

-

15

7

3

2

1

1

16

8

3

3

2

1

17-18

9

3

3

3

1

19

9

3

3

3

2

20

9

3

3

3

3

Table 9: Paladin Spells

Level

Name

Sphere

1

Cure Light Wounds

Healing

1

Detect Magic

Divination

1

Detect Poison

Divination

1

Endure Cold/Endure Heat

Protection

1

Magical Stone

Combat

1

Protection from Evil

Protection

1

Sanctuary

Protection

1

Detect Snares and Pits*

Divination

1

Locate Animals and Plants

Divination

1

Shillelagh*

Combat

2

Augury

Divination

2

Chant

Combat

2

Detect Charm

Divination

2

Find Traps

Divination

2

Know Alignment

Divination

2

Resist Fire/Resist Cold

Protection

2

Slow Poison

Healing

2

Speak with Animals

Divination

2

Spiritual Hammer

Combat

2

Withdraw

Protection

2

Barkskin*

Protection

3

Dispel Magic

Protection

3

Locate Objects

Divination

3

Magical Vestment

Protection

3

Negative Plane Protection

Protection

3

Prayer

Combat

3

Remove Curse

Protection

3

Remove Paralysis

Protection

3

Speak with Dead

Divination

3

Protection from Fire*

Protection

4

Cure Serious Wounds

Healing

4

Detect Lie

Divination

4

Divination

Divination

4

Neutralize Poison

Healing

4

Protection from Evil,

Protection

  10' Radius

4

Spell Immunity

Protection

4

Tongues

Divination

4

Protect. from Lightning*

Protection

4

Reflecting Pool*

Divination

4

Repel Insects

Protection

  * Italicized entries were classified as druidic spells in the original AD&D® rules. Paladins using the 1st Edition may not choose any of these spells.

   Optional spell restriction: At the DM's discretion, AD&D® 2nd Edition paladins may be forbidden to cast the italicized spells on Table 9.

   At 3rd level, a paladin gains the ability to turn undead. The number and type of undead turned depends on the paladin's level, as per Table 10.

   A paladin turns undead just like a priest of two levels lower than the paladin. The player rolls 1d20 and consults the relevant column of Table 10. A result equal to or greater than the listed number indicates success. A "T'' means the attempt succeeds automatically; no roll is necessary. A "D'' means the targeted undead are destroyed. Turning attempts can't be made against categories of undead indicated by a dash. A successful roll, or a "T'' or "D'' notation, affects 2-12 (2d6) undead. Only one die-roll is made per turning attempt, regardless of the composition of the undead group.

Use the same die result on all applicable columns of Table 61. (See Chapter 2 for more about this ability.)

Table 10:

Turning Undead (Paladin)

Paladin

Category of Undead

Level

1

2

3

4

5

6

7

8

9

10

11

12

13

3

10

13

16

19

20

-

-

-

-

-

-

-

-

4

7

10

13

16

19

20

-

-

-

-

-

-

-

5

4

7

10

13

16

19

20

-

-

-

-

-

-

6

T

4

7

10

13

16

19

20

-

-

-

-

-

7

T

T

4

7

10

13

16

19

20

-

-

-

-

8

D

T

T

4

7

10

13

16

19

20

-

-

-

9

D

D

T

T

4

7

10

13

16

19

20

-

-

10

D*

D

D

T

T

4

7

10

13

16

19

20

-

11

D*

D*

D

D

T

T

4

7

10

13

16

19

20

12-13

D*

D*

D*

D

D

T

T

4

7

10

13

16

19

14-15

D*

D*

D*

D*

D

D

T

T

4

7

10

13

16

16+

D*

D*

D*

D*

D*

D

D

T

T

4

7

10

13

Key to Categories

1: Skeleton (or 1 HD undead)

2: Zombie

3: Ghoul (or 2 HD undead)

4: Shadow (or 4 HD undead)

5: Wight (or 5 HD undead)

6: Ghast

7: Wraith (or 6 HD undead)

8: Mummy (or 7 HD undead)

9: Spectre (or 8 HD undead)

10: Vampire (or 9 HD undead)

11: Ghost (or 10 HD undead)

12: Lich (or 11+ HD undead)

13: Special undead, including one-of-a-kind creatures, free-willed undead of the Negative Plane, outer planes undead, and certain greater and lesser deities.

* An additional 2d4 creatures of this type are turned.

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