Paladin and Ranger Spells

Paladin and Ranger

The Ranger and Paladin have their own spell list, otherwise they work the same as they always worked, including spell components.

Paladin Spell List

  • Cure Light Wounds (1st)(not reversible)
  • Cure Poison (1st)
  • Holy Shield (1st)(Diablo)
  • Protection from Evil (1st)(not reversible)
  • Shepherd (1st) (Diablo)
  • Strength (1st)
  • Cure Serious Wounds (2nd)(not reversible)
  • Consecrate Weapon (2nd)(Diablo)
  • Glorious Light (2nd)(Diablo)
  • Negative Plane Protection (2nd)(The spell has been reworked. It now confers immunity against all energy drain attacks in a 60’ foot radius during the duration of the spell, which is now 3 + 1 turns per level.)
  • Prayer (2nd)
  • Augury (3rd)
  • Cure Critical Wounds (3rd)(not reversible)
  • Divination (3rd)
  • Raise Dead (3rd)(not reversible)
  • Speak with Dead (3rd)
  • Heal (4th)(not reversible)
  • Restoration (4th)(not reversible)
  • Sacrifice (4th)(Diablo)
  • Tongues (4th)

Ranger Spell List

  • Cure Light Wounds (1st)(with a +2 bonus per level)
  • Animal Friendship (1st)
  • Messenger (1st)
  • Entangle (1st)
  • Negative Plane Protection (2nd)(The spell has been reworked. It now confers immunity against all energy drain attacks in a 60’ foot radius during the duration of the spell, which is now 3 + 1 turns per level.)
  • Consecrate Weapon (2nd)(Diablo)
  • Dispel Magic (2nd)
  • Polymorph Self (1st)(natural creatures only)
  • Remove Curse (2nd)
  • Lightning Fury (2nd)(Diablo)
  • Spike Growth (2nd)
  • Haste (3rd)(does not age the recipients of the spell)
  • Guided Arrow (3rd)(Diablo)
  • Lightning Bolt (3rd)(20d6 dice cap; caster and royal animal companion immune)
  • Plant Growth (3rd)

Paladin Mount

The expatriated paladin may also have a mount, as any other paladin. The paladin’s mount may be gained once the paladin is proven worthy (usually during a quest). Afterwards the intelligent, faithful mount follows the paladin throughout his adventures.

Royal Paladin Charger (Paladin)
Alignment: Neutral (good)
Hit Dice: Same as the paladin’s level; with a +4 bonus
Intelligence: As horse type +2
AC: Same as horse, with a +5 morale bonus
Move: As horse type, with a +6 morale bonus
THAC0: Same as Paladin
No. Attacks: As horse type, with a +1 morale bonus
Damage: As horse type, with a +4 morale bonus
Immunities: Your charger gains a bonus to his hit points per hit dice and saving throws equal to the paladins Combat Precision award bonus. Only light, medium, or heavy war horses apply as the paladin’s charger.
The charger gains 30 award points per hit dice.


Ranger Animal Companion

A ranger can call forth an animal companion, usually as part of their background. No special spells or rules dictate how the animal companion came to your charge. All that need be known is the ranger may only have one animal companion at a time. Should the animal companion be slain or run away, it may be replaced in time (usually one game).

Royal Animal Companion (Eagle and Giant Eagle, Hawk/Falcon, Owl and Giant Owl, Wolf, Dire Wolf, or Great Cat Only) (Ranger)
Alignment: Neutral (good)
Hit Dice: Same as the ranger’s level; with a +4 bonus
Intelligence: As creature type +2
AC: Same as animal, with a +5 morale bonus
Move: As creature type, with a +3 morale bonus
THAC0: Same as Ranger
No. Attacks: As creature type, with a +1 morale bonus
Damage: As creature type, with a +4 morale bonus
Immunities: Your animal companion gains a bonus to his hit points per hit dice and saving throws equal to the rangers Combat Precision award bonus.
The royal animal companion gains 30 award points per hit dice.

ERRATA
Giant Eagle/Owl: Can be used as a mount. CG in alignment.
Wolf and Die Wolf: Both have a chance to knockdown their prey. Save vs. paralyzation after a successful attack or be knocked down prone. Take an extra 1[W] + Strength damage per round pinned. Wolf gains a +4 to AC during this time.
Wolf: Has an effective 18 strength.
Dire Wolf: Can be used as a mount. Has an effective 18 (76) strength.

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Paladin and Ranger Spells

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