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Special note on spells, if someone has a spell they would like added, please inform the FL and he will work on adding it, anyone interested on helping in the creation of new spells, again, inform the FL.
Level 1 spells
Holy Bolt: Auto Spell:This is a divine spell granted the priest by his faith. The spell only works against the undead. When cast it does 5 DP to the target. An OS/CS doubles the damage to 10 DP. At level 8, the damage doubles.
Bless: SD Required: Duration: 3 rounds: Upon uttering the bless spell, the caster raises the morale of friendly creatures and any saving throw rolls they make against fear effects by +1. Furthermore, it raises their SD rolls by +5. A blessing, however, affects only those not already engaged in melee combat. A second use of this spell is to bless a single item (for example, a crossbow bolt for use against a rakshasa). The weight of the item is limited to one pound per caster level and the effect lasts until the item is used or the spell duration ends. Multiple bless spells are not cumulative. This spell can be reversed by the priest to a curse spell that, when cast upon enemy creatures, lowers their morale and attack rolls by -5. OS/CS will double duration.
Zeal: SD Special: This allows the paladin to make a second strike doing the same damage as the first strike. The paladin must first roll to see if the first strike hits, if it does the second auto hits, either the first target, or if a second is close enough, the second target. The second strike does exactly the same damage as the first. If the first misses, the second does also and SP will be subtracted.
Level 2 Spells
Vigor Self: SD Required: Duration: Special: Can only be casted ONCE per combat: Adds +10 DP to the paladin for the duration of combat, if a second combat is entered at the end of the first, with only a brief pause, the effects carry over. If at the end of the combat, the paladins DP is 10 or below, they must immediately roll SC or die from the wounds. OS doubles the DP and allows the paladin to survive to 5 DP or lower after the combat is over.
Sanctuary: SD Required: Duration: 2 hours + 1 hour per level: Area of Effect: 10 Sq.Ft. + 5ft. per level: When the paladin casts a sanctuary spell, any creature of evil alignment or any undead, entering into the area of effect, will have a saving throw at 1/2, those that fail will either be repelled violently or just be turned. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows those in the warded area heal wounds, for example, or to bless, chant or cast a light in the area and so on. OC/CS will double duration.
Holy Shield: Auto Spell: Duration 3 rounds: MUST have shield: This gives the paladins shield an extra +1 of protection. All blows connecting with the paladin will be at -1 damage. This increases to +2 at 6th, and +3 at 12th. At 12th the duration doubles as does the cost.
Level 3 spells
Cure Light Wounds: Auto Spell: When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. OS/CS will double amount healed.
Slow Poison: SD Required: Duration: 1 hour Per level: When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, if cast upon the victim before the poison takes full effect. While this spell does not neutralize the venom, it does prevent it from substantially harming the individual for the duration of its magic in the hope that, during that spell period, the poison can be fully cured. All effects of poison when this spell is cast are at Half time. If it does 1 DP per round, then it will be every other round. OS/CS doubles effect.
Level 4 spells
Prayer: SD Required: Duration: 1 Round Per level: By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls by those in the area of effect who are friendly to the priest gain +5 SD bonuses and +2 to all save checks, while those of the priest's enemies suffer -5 SD penalties and -1 to save checks. Once the prayer spell is uttered, the priest can do other things. OS/CS doubles duration.
Level 5 spells
Cure Serious Wounds: Auto Spell: Duration: Permanent: Area of Effect: 1 creature: This spell is a more potent version of the cure light wounds spell. When laying his hand upon a creature, the priest heals 2d8+1 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. OS/CS doubles the effect.
Level 6 spells
Repel Undead: SD Required: Duration: 1 turn Per level: Area of Effect: 10-ft.: When this spell is cast, the priest creates an invisible barrier to all sorts of undead, and undead will not approach within 10 feet of the caster while the spell is in effect. OS/CS raises the area to 20-ft. and doubles the duration.
Level 7 spells
Fist of Heavens: SD Required: SC for Half: A powerful spell, the fist of heavens does amazing damage at lower levels, this is not without cost however. This spell requires great sacrifice on the behalf of the caster. When cast, the caster may not make ANY action on the following round at all. The effect of this spell is a powerful thunderbolt that will do 20 DP of damage to a single target. However, if multiple targets are available it will do 15 DP to the "main" target, 10 DP to two, second targets and 5 DP to 4 final targets. When used against the undead, it will also produce 1D10 Holy Bolts (see rules for holy bolts) that will strike at random. At level 10, the priest no longer is required to take the round of recovery.
Level 8 spells
Neutralize Poison: SD Required: Area of Effect: 1 creature or 1 cu. ft. of substance Per every 2 levels: By means of a neutralize poison spell, the priest detoxifies any sort of venom in the creature or substance touched. Note that an opponent, such as a poisonous reptile or snake (or even an envenomed weapon of an opponent) unwilling to be so touched requires the priest to roll a successful attack in combat. This spell can prevent death in a poisoned creature if cast before death occurs. The effects of the spell are permanent only with respect to poison existing in the touched creature at the time of the touch; thus, creatures (and objects) that generate new poison are not permanently detoxified.
Level 9 Spells
Blessed Weapon: SD Required: Duration 5 rounds: This allows the paladins weapon to become blessed by his faith allowing a bonus of +1 damage to everything except undead, where it gains a whopping +5 damage. Because of the strain of faith, this spell can not be rechared for 2 rounds after it wears off.
Level 10 spells
Vigor Other: SD Required: Duration: Special: Can only be casted ONCE per combat: Adds +10 DP to the target for the duration of combat, if a second combat is entered at the end of the first, with only a brief pause, the effects carry over. If at the end of the combat, the targets DP is 10 or below, they must immediately roll SC or die from the wounds. OS doubles the DP and allows the paladin to survive to 5 DP or lower after the combat is over.
Level 11 spells
Raise Dead: SD Required: Area of Effect: 1 person Saving Throw: Special: When the priest casts a raise dead spell, he can restore life to a dwarf, gnome, half-elf, halfling, or human (other creatures may be allowed, at the DM's option). The length of time that the person has been dead is of importance, as the priest can raise persons dead only up to a limit of one day for each experience level of the priest (i.e., a 9th-level priest can raise a person who has been dead for up to nine days).
Note that the body of the person must be whole, or otherwise missing parts are still missing when the person is brought back to life, not less than 3. Likewise, other ills, such as poison and disease, are not negated. The raised person must roll a successful resurrection survival check (SC, No bonuses apply) to survive the ordeal, or lose 1 DP Per each point that they missed the roll by, PERMANENTLY (No one shall drop below 15 DP. Further, the raised person is weak and helpless, needing a minimum of one full day of rest in bed for each day or fraction he was dead. The person has 1 hit point when raised and must regain the rest by natural healing or curative magic. A character's level at the time of first having this spell cast upon them is an absolute limit to the number of times he can be revived by this means.
Level 12 spells
Fanaticism: SD Required: Duration 5 rounds: This is a powerful spell. The paladin, as well as those that are in his group, take on a fervent light in their eyes. All in the party get -2 to initiative as well as gaining a whopping +5 damage. A fanatical paladin can whip themselves into such a fever that they gain an additional attack every round.
Level 13 spells
Charge: SD Required: With this spell the paladin charges forth into battle filled with their lust for what is right. The advantage to this is that it gives the paladin first strike, even over that of a thief. This first attack is that of a shield bash, damage based upon the type of shield. If no shield is used it a shoulder charge. This first blow will stun the opponent for 1D4 rounds. When charging into a crowd of multiple enemies, the paladin after taking this first blow can strike a second one with their weapon to a second target.
Level 14 spells
None at this time.
Level 15 spells
None at this time.