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 |
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.)
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.