Seekers of the Misty Isle
1st Level Paladin of Freedom Spells
Anarchic Water: Makes chaotic-aligned anarchic water.
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Swift Bless Weapon: Weapon strikes true against evil foes for 1 round.
Blessed Aim: +2 bonus for allies’ ranged attacks.
Clear Mind: +4 on saves against mind-affecting spells and abilities.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Deafening Clang: Weapon deals sonic damage, deafens.
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Divine Sacrifice: You sacrifice hit points to deal extra damage.
Endure Elements: Exist comfortably in hot or cold environments.
Lesser Energized Shield: Shield provides user resistance 5, shield bash deals +1d6 damage.
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.
Find Temple: You know direction of your deity’s nearest temple.
Golden Barding: Your mount gets force armor.
Grave Strike: You can sneak attack undead for 1 round.
Holy Spurs: Special mount’s speed increases by 40 ft. for 1 round.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Lionheart: Subject gains immunity to fear.
Magic Weapon: Weapon gains +1 bonus.
Moment of Clarity: Subject gains second save against mind-affecting spell or ability.
Lesser One Mind: You gain +4 on Spot and Listen checks while mounted.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Lesser Restoration: Dispels magical ability penalty or repairs 1d4 ability damage.
Resurgence: You grant subject a second chance at a saving throw.
Rhinos Rush: Next charge deals double damage.
Second Wind: Dispel fatigue, grant bonus on Constitution checks.
Sense Heretic: Glow reveals when evil creature is near.
Silverbeard: You grow a hard silver beard that gives +2 bonus to armor.
Sticky Saddle: You become stuck to special mount, gain +10 Ride checks.
Strategic Charge: You gain the benefits of the Mobility feat.
Travelers Mount: Creature moves faster but can’t attack.
Virtue: Subject gains 1 temporary hp.
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Warning Shout: Allies are no longer flat-footed.