dann steigt die Temporären Trefferpunkte und der Kälteschaden um zusätzlich 5 für jeden Zauberplatz Grad über dem ersten.;Paladin (Conquest)
einen Angriffswurf oder einen Rettungswurf ausführt
you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours
it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature
fiend
but is blocked by 1 foot of stone
poisonous creature
the damage increases by 1d6 for each slot level above 1st. ;Paladin (Ancients)
elementals
or if some other effect douses the flames (such as the target being submerged in water)
the sleeper takes damage
the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Paladin
the creature becomes hostile again
the target can make a Wisdom saving throw at the end of each of its turns. On a success
the spell that created the light is dispelled. ;Paladin (Oathbreaker)
a pony
you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Paladin
as long as you have seen it up close - within 30 feet - at least once. Alternatively
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. ;Paladin (Crown)
you can command any or all of them at the same time
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level
the spell ends for that creature. ;Paladin (Conquest)
and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)
fiends
or thunder.;Paladin (Ancients)(Vengeance)
you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area
deafened
the target is banished with a faint popping noise
it doesn't make a saving throw
an affected target can make a Wisdom saving throw. If it succeeds
Run over there
a rhinoceros
being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Devotion)
or the nearest creature of a specific kind (such as a human or a unicorn)
or other spell effects
and slashing damage.;Paladin
returning to its home plane. If the target is native to the plane you're on
it instead takes no damage if it succeeds on the saving throw.;Paladin (*)(Crown)
rolling along the surface of the ground. The vapors
or peoples
• powerful celestials
and the spell ends.
Since this spell induces a natural disease in its target
elementals
Run over there
greater restoration
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Vengeance)(Redemption)
a creature takes 4d8 radiant damage
remove magical diseases
or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw
the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly