Paladin, Evil Level One Spells 1. Curse Item- Caster’s god curses target object to do 1D6 damage against the next good creature it touches 2. Curse Water- Target body of nonmoving water is cursed by caster's god 3. Mask Alignment I- Caster's alignment appears to be the opposite of what it is 4. Detect Poison- Caster can see all poisons in sight range 5. Confusion- Target creature acts randomly their next turn 6. Cause Fear- Target creature flees 7. Detect undead- Reveals undead within 60' radius 8. Discern Alignment I- Caster can tell whether target is chaotic, lawful or neutral 9. Poison I- Target creature is poisoned and itches as if covered in poison-ivy until midnight 10. Destroy Undead I- Target Undead Creature is destroyed Level Two Spells 1. Curse Weapon- Target blade is cursed by caster's god to do an additional D6 damage to next good creature attacked by it 2. Resistance I- Caster is protected from the next magical attack on them 3. Create Minor Undead- Raises target dead creature to serve the master until killed, creature moves and fights at half speed 4. Cure Light Wounds- Target creature is healed from bleeding, infection and other minor non-magical injuries (10HP) 5. Mask Alignment I- Caster's alignment appears as neutral 6. Sanctuary I- For 5 minutes RT, you cannot move or attack, or be attacked 7. Evil dagger- An evil dagger appears for 5 minutes RT to strike down good foes (1D6 damage) 8. Darkness- Caster creates magical darkness, cancels Light 9. Locate Person- Caster get a sense of in what direction the named person can be found 10. Endure Elements- Extreme elements such as wind, cold, heat, or lightning do not affect the caster for 5 minutes RT Level Three Spells 1. Sanctuary II- For 5 minutes RT, you cannot attack, or be attacked 2. Discern Alignment II- Caster can tell whether target is Good or Bad 3. Destroy Undead II- Target 2 undead creatures are destroyed 4. Create Water- Caster creates one gallon of water 5. Evil Sword- An evil sword appears for 5 minutes RT to strike down good foes 6. Divine Favor- Caster's god is more inclined to aid them 7. Evil Barrier- Caster is immune to next good spell cast on them 8. Poison II- Target is sick until midnight, moving at half speed 9. Holy Armor- Caster is immune to next evil blow 10. Transfer Damage- Target creature takes half of the damage of target attack on caster Level Four Spells 1. Create Moderate Undead- Raises target dead creature to serve the master until killed, creature moves and fights at normal speed, creature retains skills and abilities 2. Cure Moderate Wounds- Target creature is healed from bleeding, fractures, infection, poisons, and minor magical and non-magical injuries (20 HP) 3. Mask Alignment III- Caster’s alignment appears as they choose 4. Hide Lie- Caster is immune to any spells or abilities detecting or forcing truth 5. Dispel Magic- Negates target creatures magical effects currently in use, or temporarily disables target magic item 6. Heal Mount- Heals horse 7. Spectral Mount- Summons ghost-like horse for caster to ride without need of feeding or rest. Steed lasts for one trip 8. Circle Against Good- No good creature may enter or attack through a 10’ radius circle permeating from the caster. Evil creatures may pass through and disrupt it 9. Prayer I- Caster’s god will aid caster in battle 10. Cause Blindness/Deafness- Target creature goes blind or deaf for one round/level Level Five Spells 1. Discern Alignment III- Caster sees the alignment of everyone in their sight 2. Sanctuary III- For 1 minute RT, caster cannot be attacked 3. Poison III- Target gains chosen disease 4. Death Ward- Caster is immune from the next instant death spell cast on them 5. Destroy Undead III- Caster destroys target III undead 6. Freedom of Movement- Caster can move normally despite outside forces 7. Counterspell- Caster dispels target spells when it is being cast 8. Disrupt Good- Caster rebounds clerical or paladin spell back onto its caster 9. Virtue I- Caster temporarily is filled with power from his/her god for one attack/feat 10. Divine Favor II- Caster’s god will help caster once per day Level Six Spells 1. Prayer II- Caster's God aids caster and good allies in battle 2. Mask Alignment III- Target 5 Creatures have chosen alignment 3. Unconscious- Target conscious creature, 10 HP or less, becomes unconscious 4. Resistance II- Caster is protected from the next two magical attacks on them 5. Enrage Emotions- Target releases innermost feelings 6. Curse- Creates a major negative effect on target creature 7. Vampiric Touch- Harms touched target, heals caster 8. Heroes Feast- Caster creates a three-course meal for 3 people, cured and blessed 9. Evil Water- Target container of water becomes evil (1 gallon per level) 10. Power Word: Stun- Target creature is stunned Level Seven Spells 1. Divine Favor II- Caster's God will grant a boon of information to caster 2. Virtue II- Caster is filled with God's power for one battle 3. Helpless Bandage- Caster can bandage self instantly, even if unconscious 4. Slow- Target moves at half speed 5. Cheat Death- An attack or spell that would normally kill caster is avoided and reflected on target creature, can even be used when caster is unconscious 6. Unhallow- Target area is evil, regenerating undead and hurting good creatures, no creatures summoned by good creatures can enter this area 7. Foresight- Caster has a sixth sense about when trouble is coming 8. Shatter Barrier- Target barrier cast by creature of equal or lesser level is dispelled 9. Summon Spirit I- Caster summons a spirit to haunt target area or creature with a large ritual 10. Evil Item- Target item is evil, destroying minor good creatures, rebuking children and animals Level Eight Spells 1. Prayer III- Caster's God aids caster and all allies in battle 2. Dark Beam- Caster emits a powerful beam of light continually from their hand, destroying creatures hurt by darkness 3. Resistance III- Caster reflects next three magical attacks onto the caster 4. Break Enchantment (C)- All enchantments/curses/petrification etc within a 30' radius are dispelled 5. Dismissal- Target creature not from the current dimension that the caster is in must return instantly to their home dimension or plane 6. Discern Location- Caster knows precise location of creature or item, name not needed 7. Immune to Pain- Caster feels no pain, despite how much they endure 8. Whisper's Rune of Healing- Anyone reading rune is healed by whatever spell is cast into the rune 9. Summon Spirit II- Spirit or demon is summoned by caster to fight for them 10. Holy Rain- Target rain becomes holy water Level Nine Spells 1. Wish- God grants caster one minor wish (once per quest) 2. Virtue III- God manifests themself in caster 3. Cure Critical Wounds- Target creature is healed of any magical or non-magical injuries 4. Wings- Wings sprout from caster's back, enabling them to fly, spell ends at midnight. (once a week) 5. Minor Self Raise- Target falls into coma for one week, restores deceased caster's vital signs, they are incapacitated for one week 6. Wind Walk- Caster turns into wind and can travel great distances very quickly. Caster cannot fit through any area they would not normally be able to fit through 7. Recall- Caster teleports to previously chosen location 8. Refuge- Owner of touched target item teleports to item 9. Regeneration- Caster regenerates 10HP per round 10. Summon Spirit III- Caster’s god appears for a devastating attack (once a week) Paladin, Evil Level 10 Classes: Master Paladin- Paladin continues training in the ways of the paladin, perfecting their magical evil techniques, learning better raise spells and how to further serve their God Priest- Paladin follows their God's path, perhaps taking up residence in a temple, or building a new one. The paladin settles down, learning more about their God, the history and desires. They become more one with their God, learning more magical techniques, leaving their warrior background behind Full Devoted- Paladin goes on a quest for their God. If they succeed they become a devoted, one of their God's chosen, gaining special sadistic techniques. Holy Warrior- Paladin becomes a fighter for their God. Imbued by the strength of their deity they go on quests and adventures that their God requests, spreading their word and defeating any who stand in the way