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Palanan
2017-05-21, 02:24 PM
If you could choose from all the paladin spells in 3.5 and Pathfinder, which ones would you rank as most useful?

Assume all official 3.5 and Paizo material is on the table, as well as Dragon content. I’m primarily interested in go-to, must-have spells, but I’d also like to hear about niche spells that can be extremely useful in the right situation.

Dagroth
2017-05-21, 04:20 PM
I know you didn't ask, but the Battle Blessing Feat turns all Paladin Spells into Swift Action Spells.

This makes most Paladin Spells even more spectacular.

Rhino's Rush, Holy Sword, Divine Favor, Break Enchantment, Death Ward, Angelskin, Flame of Faith, Knight's Move, Find the Gap, Undead Bane Weapon, Draconic Might, Lawful Sword (combine with Holy Sword & Undead Bane Weapon to really give CE undead a hard time!), Revenance, Sacred Haven.

Elandris Kajar
2017-05-21, 06:47 PM
I know you didn't ask, but the Battle Blessing Feat turns all Paladin Spells into Swift Action Spells.


What book is that from?

Palanan
2017-05-21, 07:09 PM
Originally Posted by Dagroth
Rhino's Rush, Holy Sword, Divine Favor, Break Enchantment, Death Ward, Angelskin, Flame of Faith, Knight's Move, Find the Gap, Undead Bane Weapon, Draconic Might, Lawful Sword (combine with Holy Sword & Undead Bane Weapon to really give CE undead a hard time!), Revenance, Sacred Haven.

For that matter, where are all of these from?

I certainly appreciate the long list, but I’m not sure if these are 3.5, Pathfinder or a mix, and it would help to at least know the book(s) they’re found in.

flappeercraft
2017-05-21, 07:15 PM
Battle Blessing is from CC

Pex
2017-05-21, 07:22 PM
Pathfinder spells but only if playing a Pathfinder paladin.

Widen Aura, doubling the range of your auras. That's a big help, especially when you share your smite evil with party members. You can make your whole party into "paladins" and incinerate the BBEG.

Erik the Green
2017-05-22, 03:03 AM
Favor of the Martyr, Pal 4 (latest version in the Spell Compendium) offers some sweet immunities for 1 minute/level: charms & compulsions, pain & pain effects, dazed, exhausted, fatigued, nauseated, sickened, staggered, and/or stunned. It also grants the effects of Diehard (and Endurance, FWIW). Hit up your friendly neighborhood cleric for Life's Grace (Cleric 5, also in the SPC) at the same time and you can pretty much say "I'll stop when I'm dead" to anything.

T.G. Oskar
2017-05-22, 03:17 AM
I know you didn't ask, but the Battle Blessing Feat turns all Paladin Spells into Swift Action Spells.

This makes most Paladin Spells even more spectacular.

Rhino's Rush, Holy Sword, Divine Favor, Break Enchantment, Death Ward, Angelskin, Flame of Faith, Knight's Move, Find the Gap, Undead Bane Weapon, Draconic Might, Lawful Sword (combine with Holy Sword & Undead Bane Weapon to really give CE undead a hard time!), Revenance, Sacred Haven.

Lemme make it a nice little list, and add a few spells I consider worthwhile:
1st level
Bless Weapon (3.5 PHB/PF CRB): makes your weapon good-aligned, allows confirming all crits, and in the case of Pathfinder, it also grants the equivalent of ghost touch against evil creatures.
Deafening Clang (3.5 SpC): swift-action, adds a die of sonic damage to all attacks made during your turn, plus deafens. It's great on a full attack. Sort of a mini-smite, if you think about it.
Divine Favor (3.5 PHB/PF CRB): an increasing luck-based bonus to attack and damage rolls, which stacks with other bonuses you might get
Divine Sacrifice (3.5 PrC): take damage, get a huge boost to damage (a return ratio on average of 5:3 in terms of damage dealt/damage taken), and lasts for a few rounds. Just make sure to have healing available.
Lesser Restoration (3.5 PHB/PF CRB): sure, it's a Cleric spell, but you get somewhat better use out of it because 1st level slots are easier to recover (Pearls of Power)
Hero's Defiance (PF APG): obviously meant for use with the Pathfinder Paladin. You get to use one Lay on Hands as you fall unconscious, which means a ton of d6's worth of healing plus mercies, as an immediate action. Otherwise known as "not dying because of HP". In 3.5, it can only be used once, and that's it.
Knight's Calling (PF APG): basically, you pull an enemy towards you, and if it gets close, you get a free AoO. It's an enchantment spell, so Mind Blank ruins it. But, it's an early spell though.
Protection from Evil (3.5 PHB/PF CRB): much better in its 3.5 incarnation, because it blocks mind-affecting abilities, but it's no slouch in either game.
Rhino's Rush (3.5 SpC): double damage on a charge. I don't think I have to say more.
Shield of Fortification (PF ACG): get the Light Fortification armor quality for a while, as a 1st level spell, for minutes/level.
Silverbeard (3.5 SpC): on one hand, it's a +2 to AC, which isn't that great. On the other, it's a sacred bonus to AC gained early and lasts for minutes, which is a decent boost nonetheless.
Stunning Barrier (PF ACG): you get a minor boost to AC and saves (deflection and resistance, though, so they won't stack), but you get a nice ability to stun enemies that attack you, and requires a Will save, so chances are it'll work wonderfully against melee targets.
Sun Metal (PF UC): it's 1d4 fire damage, but accessible while it still works. It has a lot of fiddly bits, and 3.5 has a MUCH better incarnation, but as a 2nd level spell
Tactical Acumen (PF UC): a way to boost bonuses from flanking, high ground, cover, etc. It starts as a measly +1, but improves to a +4, which is pretty solid.

2nd level

Angelskin (3.5 SpC): sure, it's minor, but DR 5/evil is hard to beat. Pretty decent early on.
Checkmate's Light (3.5 SpC): like Bless Weapon, but against chaotic creatures, and your allies get a minor bonus against fear effects. Kinda nifty.
Conduit of Life (3.5 CC): while PF Paladins get to heal themselves as a swift action with Lay on Hands, 3.5 Paladins get...the ability to heal themselves a bit less each time they channel positive energy (turn undead, lay on hands, divine feats...ooh, that last one is nice!) Of course, if you steal it for Pathfinder, you get that using LoH as a swift action just got better, and if you can channel positive energy to heal everyone, you...do that as well. Hmm... Oh, and if you get healed by a spell, you can discharge the spell for a larger burst of healing, but who cares?
Corruption Resistance (PF APG): like Resist Energy, but for alignment-based attacks. Resist Energy is great, so this spell is great as well.
Divine Protection (3.5 SpC): +1 morale bonus to AC and saves is never a bad thing, though a Cleric also gets this spell
Energized Shield (3.5 SpC): sure, it's quirky, because it's a minor Resist Energy effect (limited to resist 10 to one element), but if you get a way to shield bash (say, the Agile Shield Fighter feat from 3.5's Player's Handbook II), it's a cool boost to damage. Still - quirky.
Flame of Faith (3.5 SpC): remember what I said about PF's Sun Metal spell, which had a better incarnation in 3.5? Well, compare 1d4 fire damage to the Flaming Burst weapon quality. However, by the time you get this, many enemies get fire resistance, so...yeah...
Holy Javelin (PF HA): this is a spell I didn't realize they got, and it's pretty nifty. It works ONLY against Evil creatures (which is the alignment you'll usually face), it deals 1d6 damage every turn, and imposes penalties, and it's a ranged touch attack, and it has no saving throw. Sure, it lasts only for a handful of rounds (about 2 rounds in 3.5, about 4 in Pathfinder), but it's pretty solid nonetheless.
Ironskin (PF MC): it's Barkskin, but ridiculously buffed (+4 enh. bonus to natural armor at start, +7 at the end), plus you can discharge it to ignore a critical hit or sneak attack. It's personal only, but it's one huge boost to AC nonetheless.
Litany of Righteousness (PF UC): in short - what Rhino's Rush would love to be. If you have a good aura (you do, of course), you deal double damage for 1 round. Also, any ally with an Aura of Good (good-aligned Cleric, another Paladin, a good-aligned Inquisitor if you play PF), so it could be a potential buff to allies as well
Mark of Doom (3.5 PHBII): a fun but quirky little spell. It deals retributive damage each time the opponent makes an offensive action (attack, cast a spell/use an SLA, make an AoE, etc.) Sure, it's a measly 1d6, but that stacks up pretty quick. Better yet - it has no saving throw, no SR, and has a nice range. Also a Cleric spell, but who cares when you get Battle Blessing so as to NOT lose your turn?
Paladin's Sacrifice (PF APG): basically, a supercharged Shield Other useful if you HAVE to save someone, no questions asked. You take full damage for that ally, plus any effects it suffered.
Resist Energy (3.5 PHB/PF CRB): an old mainstay, it grants up to 30 points of resistance to an energy type, which can mean the difference between life and death in a battle.
Righteous Vigor (PF APG): damn useful spell. Each time you hit an ally with a melee attack, you get a +1 bonus to attack rolls and temporary hit points that happen to stack (up to 20). That means you build a buffer AND also happen to make your attacks more accurate. Sure, the effect resets once you whiff once, but it gets to stack up pretty quickly.
Shield Other (3.5 PHB/PF CRB): one of my favorite spells, because it's "tank and forget" to an extent. Sure, your ally has to heal nonetheless, but you reduce its chances to die from HP damage, which is what your squishy ally probably needs the most. And, when you need to heal, your Cleric has all the more reasons to use an AoE healing spell. Or just...you know, forget about it. PF Clerics can channel energy to heal at an area, PF Paladins can self-heal pretty easily, and 3.5 Crusaders can spank and AoE heal later on.
Shield of Warding (3.5 SpC): as long as you carry a shield, you get a decent sacred bonus to AC and Reflex saves. It stacks up potentially to +5 (less if you're a 3.5 Pally), which is pretty swell
Weapon of Awe (PF APG): the damage is kinda minor, but it stacks with a lot of stuff. It's the chance to shaken (or worsen a fear effect) with a crit that makes it so nice. Of course, it loses its luster later on when just about every single enemy gets immunity to fear effects.

3rd level

Axiomatic/Holy Storm (3.5 SpC): in essence, an AoE damage spell that affects only chaotic/evil creatures, deals decent DoT, and also makes ranged attacks harder to land. Oh, and chaotic/evil outsiders take double damage from the spell (also, chaotic outsiders may randomly get hit with 5d6 damage, just because)
Angelic Aspect (PF CoP): what Visage of the Deity would like to be. See addendum for details; also, the Paladin can't get Visage of the Deity, so there's that.
Deadly Juggernaut (PF UC): a disgusting little spell. Basically, each time you kill someone, you get a bonus to stuff as if you had increased your Strength by 2, plus stackable DR. Lasts minutes/level, as well. Again, disgusting little spell. Luck bonus, so doesn't stack with Prayer or Divine Favor.
Find the Gap (3.5 SpC): the first attack you make during the round becomes a touch attack, for rounds/level. That first attack just WON'T FAIL, period.
Greater Magic Weapon (3.5 PHB/PF CRB): when you need your weapon to hit harder. There's a distinction between the two - in 3.5, you can never get higher than +3, whereas in PF you don't get the benefits from having the weapon innately be +3 or higher. Otherwise, solid spell nonetheless.
Greater Shield of Fortificaion (PF ACG): as Shield of Fortification, but 50% reduction. Not half bad.
Greater Stunning Barrier (PF ACG): as Stunning Barrier, except it lasts longer (at least as long as your caster level worth of stunning attempts), and the bonuses are untyped, so they stack with everything. Pretty much a spell you won't ever be forgetting to prepare.
Holy Whisper (PF APG): lasts only for 1 round, but it's a solid "get out of a jam" spell - it grants buffs to allies for 1 round, and evil enemies get sickened (or worse, if they're outsiders). The Will save kills it, but it's not half bad.
Magic Circle against Chaos/Evil (3.5 PHB/PF CRB): Protection from Evil's bigger brother. Enough said.
Marks of Forbiddance (PF APG): when you absolutely MUST protect your healer or caster, you cast this, and they can't attack each other. Which is great when the caster uses AoE spells, or the healer just needs to move forth and heal or buff at its leisure. Allows a Will save, tho.
Prayer (3.5 PHB/PF CRB): this spell is a little gem that most people miss. It's a minor luck bonus to all allies, but what few people remember is that it ALSO works as a debuff to enemies, no save, no SR, and it works on saves AND skill checks. So - every single effect that requires a saving throw? Easier to land. Of course, it's a Cleric spell, but by the level you get this, Clerics get to cast better and shinier spells, so might as well help your friend out with this.
Undead Bane Weapon (3.5 SpC): so that you can kill undead faster.
Wrathful Mantle (PF APG): a spell that works if an ally doesn't have a Cloak of Resistance with a higher bonus. Also, you can discharge the spell for a minor burst of Force damage.

4th level
Archon's Trumpet (PF CoP): it allows a Fort save, but it's a paralysis effect that affects even non-evil creatures.
Bestow Grace of the Champion (PF UM): make a good ally a pseudo-Paladin for a few rounds. It's a really powerful spell (particularly if you're playing a PF Pally), but I don't like it because it cheapens the class itself.
Blessing of the Righteous (3.5 PHBII): your allies' weapons get to deal holy damage. Might not seem like much, except it stacks with the Holy weapon quality. Clerics can cast it, tho.
Bloodsworn Retribution (PF Dwarves of Golarion): a quirky spell, but if you make the right oath, you can get a solid bonus on a lot of stuff (as long as that stuff gets you one step closer to your oath, of course)
Break Enchantment (3.5 PHB/PF CRB): yeah, it's also a Cleric spell, and a Wizard spell, and whatnot, but you can use it on a scroll for good effect. Don't forget the power of having spells on your spell list to use as scrolls with little to no difficulty.
Burst of Glory (PF APG): can be cast if you go unconscious, as an immediate action - but, you get to heal your allies, damage your enemies, and cast Prayer as well. Pretty nifty - Righteous Aura is stronger, but riskier.
Crusader's Edge (PF ISM): for when you wanna kill evil outsiders faster. Plus a nausea effect on a critical hit.
Death Ward (3.5 PHB/PF CRB): in 3.5, this spell effectively negates the entire school of Necromancy. In PF...it got nerfed (you're no longer outright immune to death, just highly resistant to it).
Dispel Chaos/Evil: get a bunch of bonuses, negate a spell cast on yourself...it's a Swiss Army spell of sorts. Nifty.
Draconic Might (3.5 SpC): you get a ton of benefits, such as a huge enhancement bonus to Strength, Constitution and Charisma, increases to natural armor, and some immunities.
Eaglesoul (3.5 ISM): you get a ton of benefits (notice a trend), but the most notable is a long-lasting boost to initiative checks. Then you spend it to go Ranger on an evil creature, except it's what Favored Enemy would dream to be.
Favor of the Martyr (3.5 SpC): even MORE benefits, including immunity to non-lethal damage. Just what you get immunity against? Well, against charms, compulsions, daze, exhaustion, fatigue, nausea, pain effects, sickness, stagger or stun, plus the effect of Diehard feat for free. Oh, and Endurance as well. For minutes/level.
Greater Angelic Aspect (PF CoP): as Angelic Aspect, but sickeningly good. See appendix for an explanation.
Guardian of Faith (PF ACG): take Protection from Evil, add the benefit of Shield of Faith to it, and allow it to switch to whoever needs it the most. This is the spell in a nutshell.
Holy Sword (3.5 PHB/PF CRB): get any weapon to be +5, holy, and grant a Magic Circle against Evil effect as well. It supersedes any other spell you have, but when you're with a wimpy longsword and not your Holy Avenger, might as well use it.
Lawful Sword (3.5 SpC): as Holy Sword, but axiomatic instead of holy, and MC against Chaos instead of Evil.
Litany of Vengeance (PF UC): each time the target gets hit, it takes 5 points of damage. Lasts for 1 round and costs a swift action, but it's pretty solid.
Resounding Blow (PF APG): the uber-version of Deafening Clang. Better sonic damage, lasts for longer, stagger on a smite, stun and deafen on a crit, and can be granted to an ally. Also, it's innately a swift action.
Righteous Aura (3.5 SpC): you get a sacred bonus to Charisma while it works, but the idea is that, if they take you down, you go out in a blaze of...oh, dammit, that's a PF spell! Well, this one heals everyone, deals a ton of damage to enemies...and then you get pulverized. Have fun!
Sacred Haven (3.5 SpC): another Swiss Army spell. You grant a stacking boost to AC (sacred bonus), the benefit of Uncanny Dodge, you know the status of all your allies, and you can use Lay on Hands on a distance. That last one is even better for PF Paladins, who can heal a ton of damage and use it several times per day.
Sacred Nimbus (PF HA): like Fire Shield, but it deals damage only against evil creatures and allows you to dodge evil attacks.
Sacrificial Oath (PF APG): take Shield Other, remove the minor bonuses to AC and saves, and instead make it work like Paladin's Sacrifice. This is that kind of spell, and it's just insanely good, because it implies the enemy is affected by nothing. PF Paladins get it good, while 3.5 Paladins just slap Favor of the Martyr and forget about just anything they have to face. And Death Ward.
Seed of Life (3.5 CC): fast healing to an ally for a handful of rounds, with the ability to discharge for a burst heal.

That doesn't include Sanctified Spells from Book of Exalted Deeds, or spells from 3.5's campaign settings (there are a few super nice Paladin spells in Eberron's Forge of War supplement, BTW).

3.5
PHB(II) = Player's Handbook (II)
SpC = Spell Compendium
CC = Complete Champion

PF
CRB = Core Rulebook
APG = Advanced Player's Guide
ACG = Advanced Class Guide
UC = Ultimate Combat
UM = Ultimate Magic
CoP = Champions of Purity
ISM = Inner Sea Magic
HA = Horror Adventures

The reason I set this apart is because the explanation takes some time. The long story short is - Angelic Aspect is far, FAR better than Visage of the Deity, in almost every way, save for one.

Let's take the lesser versions of each, about the only moment VotD beats AA. The PF spell grants minor resistances, low-light vision, and the benefit of Protection from Evil; the 3.5 spell grants better resistances, and a bonus to Charisma. While Prot. vs. Evil is a solid spell, you can get it as a 1st level spell; the enhancement bonus can be gained as an item, but the spell slot used for it is higher. That said, a 3.5 Paladin gains access to Lesser VotD at 4th level at most, while the PF Paladin gets Lesser Angelic Avenger at 2nd, which is pretty much a steal.

Then, the "base" versions. VotD basically makes you a celestial (or fiendish) creature, granting resistances, DR/magic, SR and darkvision; AA grants similar things, except it drops SR and halves the resistances, and in exchange gains DR/evil and flight. Angelic Avenger also keeps the low-light vision and Protection from Evil benefits, so you end up with SR (and 3.5's Smite Evil/Good) vs. flight and Prot. from Evil, having the latter end up superior (spell resistance can be a chore). Paladins can't cast Visage of the Deity at all, whereas Angelic Aspect takes up a 3rd level slot for Paladins, and a 5th level slot for everyone else (compare to a 7th level spell). PF Clerics get AA one level earlier than VotD, as well.

Finally, Greater VotD versus Greater AA. The 3.5 spell grants the benefits of a half-celestial/half-fiend, including flight, bonuses to all ability scores, resistances and immunities, SR and DR, amongst others. You only lack the SLAs of the template, but for the most part it's pretty solid. The PF spell gets all from the earlier versions, but upgrades Protection from Evil into a full-power Protective Aura (Magic Circle against Evil at double strength + Lesser Globe of Invulnerability), outright immunity to certain energy types, a better fixed flight speed and truespeech (AKA Tongues) for the duration. While you lack the SR, Lesser GoI means many of the lower-level spells will be flat-out ignored. PF Paladins get to cast this spell, while 3.5 Paladins never get to cast Greater Visage of the Deity. Also, PF Clerics get to cast Greater Angelic Aspect 1 level earlier than Greater Visage of the Deity. GAA's damage reduction is also better.

So, why do I say that AA flat out beats VotD in almost everything? Because it's gained earlier, offers most of the same benefits, gets flight earlier, drops the finicky spell resistance for a better spell effect, grants a better damage reduction, and a superior benefit for the higher-level spell. What little benefit you gain from VotD is the bonuses to stats.

However, there's a caveat - if you can research one spell into the other, you could end up with a deadly Cleric on your hands, what with the benefits of both spells stacking to an extent. Think about it - outsider type, protective aura, truespeech, bonuses to all stats, immunities, resistances, two types of damage reduction and also (fixed) spell resistance, all at the cost of an 8th level and a 9th level spell?

Anyways, for Paladins, the fact that they can only access the lesser version of VotD and are forbidden access to the higher-level versions pretty much makes the discussion academical. Angelic Aspect is a superb boost to any Paladin, period.

Palanan
2017-05-22, 11:04 AM
Originally Posted by T.G. Oskar
Lemme make it a nice little list….

My gawd, it’s full of awesome. :smalltongue:



Thanks for writing up this mini-guide, and I especially appreciate the book citations. This looks to be outstandingly helpful.