Optional Spell Abilities for Paladins
The paladin's spell powers can be customized, just like those of any other class. Some of the options available include the following:
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Circle of Power (5 CP): If the paladin has a holy sword, he can project a circle of power 10' in diameter. This circle dispels hostile magic at a level equal to the experience level of the paladin.
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Curative (10 CP): Cure diseases of all types once a week for every five experience levels. For example, a 10th level paladin can use his cure disease ability two times a week. (This ability is ineffective against lycanthropy.)
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Detection (5 CP): Detect evil monsters or creatures up to 60' away by concentrating. A paladin can do this as often as he wishes, but each use takes one round.
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Faithful Mount (5 CP): The paladin can summon a special steed at 4th level. This faithful steed might not be a horse—it may be any creature the DM deems appropriate. This steed is bonded to the paladin. However, this steed does not simply appear when called. The paladin likely must find his mount in a memorable way, such as on a quest.
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Healing (5 CP): The ability to heal himself or another by the laying on of hands once a day. The paladin can restore two hit points per his experience level.
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Health (5 CP): Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.)
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Poison Resistance (10 CP): The character gains a +1 bonus to all saving throws versus poison.
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Priest Spells (10 CP): Paladins can cast spells beginning at 4th level. Paladins do not gain extra spells for possessing high Intuition scores, nor can they cast spells from cleric or druid scrolls. The spell progression chart for paladins appears below.
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Protection from Evil (5 CP): The paladin has a natural aura with a 10' radius. Within this aura, summoned or evil creatures suffer a –1 penalty to all attack rolls. Creatures affected by this aura know the paladin to be the source of their discomfort.
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Resist Charm (10 CP): Paladins with this ability gain a +2 bonus to saving throws versus charm-like spells and abilities.
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Saving Throw Bonus (10 CP): Paladins with this ability gain a +2 bonus to all saving throws.
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Turn Undead (10 CP): When the paladin attains 3rd level he can turn undead. This ability functions as if the paladin were a cleric two levels lower. For example, a 6th level paladin would turn undead as a 4th level cleric. See the Player's Handbook for information on turning undead.
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Weapon Specialization (10 CP): This paladin can specialize in a particular weapon. The character point cost must be met in addition.
Optional Restrictions
A paladin can gain bonus character points to spend on the above abilities by accepting voluntary restrictions on his warrior abilities. The restrictions are the same as those listed for Fighters.
Table 20: Paladin Spell Progression
| Paladin Level | Casting Level | Spell Level |
|---|---|---|
| 4 | 1 | 1 |
| 5 | 1 | 1 |
| 6 | 2 | 2 |
| 7 | 2 | 2, 1 |
| 8 | 3 | 2, 1 |
| 9 | 3 | 2, 2 |
| 10 | 4 | 2, 2, 1 |
| 11 | 4 | 2, 2, 2 |
| 12 | 5 | 3, 2, 2 |
| 13 | 5 | 3, 2, 2 |
| 14 | 6 | 3, 2, 2, 1 |
| 15 | 7 | 3, 3, 2, 1 |
| 16 | 8 | 3, 3, 3, 1 |
| 17 | 9* | 3, 3, 3, 1 |
| 18 | 9* | 3, 3, 3, 2 |
| 19 | 9* | 3, 3, 3, 3 |
| 20 | 9* | 4, 3, 3, 3 |
- Maximum level of spell ability
Alternate Sphere Access (5+)
Refer to Table 6 : Access Costs in the previous chapter. Standard paladins have the equivalent of minor access to the spheres of combat, divination, healing, and protection, totaling 20 CPs. A paladin may choose to have minor access to any combination of alternate spheres totaling 20 CPs or less. Note that the paladin only pays for minor access, but still gains the ability to cast 4th-level spells. The paladin may exchange spheres for 5 CPs or buy additional spheres at the cost listed in Table 6.
Increased Spell Power (7)
A paladin with this power casts spells with an effective casting level only four levels less than his true level and has no maximum casting level. Normally, a 9th-level paladin casts spells as a 1st-level priest, but with this ability the 9th-level paladin casts spells with the power of a 5th-level priest. Spell progression is unaffected; only level-based characteristics of an individual spell are affected by this ability.
Increased Spell Progression (10/15)
A paladin with this power gains his spell ability earlier than 9th level. For 10 points, he begins to gain spells at 7th level; for 15 points, he begins to gain spells at 4th level. In all other respects, his spell powers are unchanged, and he simply enters Table 17 in the PHB at the level indicated. Each level he gains from that point on advances him one level on the chart, so a 7th-level paladin with this ability uses the 9th-level entry and goes on to the 10th-level entry when he rises to 8th level.
Optional Spell Limitations for Paladins
Since the scope of this book is simply to discuss magical powers, the paladin class-design options have not been included in their entirety. Players interested in creating customized paladin characters should refer to the Player's Option: Skills & Powers book. The abilities above simply add to the slate of available powers for paladin characters.
If you wish to use these special advantages without the Skills & Powers rules, you can simply assign the paladin an experience point penalty of 30% plus 1% per point spent. If a paladin chooses increased spell progression and increased spell power, his total penalty would be 30% + 10% + 7%, or 47%; if the DM awards 3,000 experience points for an adventure, the paladin would gain 1,410 less than normal, only collecting 1,590 experience points. This slower advancement counters the character's unusual advantages.
Optional Restrictions
A fighter can gain bonus character points to spend on the above abilities by accepting a voluntary restriction on his normal abilities. The restrictions with their point values follow:
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Limited armor (5/10/15): A fighter with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he cannot wear any armor at all, this restriction is worth 15 CPs. (The character can always use a shield.)
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Limited weapon selection (5): A fighter with this restriction is limited in his choice of weapons. He can choose to gain proficiency only in melee weapons (no missile weapons allowed); he can choose to learn only cleric weapons (bludgeoning weapons); or he can choose to learn only thief weapons (club, dagger, dart, hand crossbow, knife, lasso, short bow, sling, broadsword, long sword, short sword, and staff).
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Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.