Hi guys, I have decided to create this guide to the Paladin Spells, giving you my thoughts and opinions on each spell and whether or not they are worth memorizing. Remember these are just my Opinion.
Guide to colour scheme:
Red= This is a bad spell, don't use it. Are you using this spell? Take 1d4 emotional damage.
Green= This is an okay spell, use if there is not a better option
Blue= This is a very good spell you should definitely consider.
Purple= This is an absolute must.
Level 1 spells
Bless Lasts a 60 seconds per level, increases your AB and increases saves against fear (only useful for the Paladins allies). This is a good spell for a level one, all additions to your attack bonus will be very useful. Can recommend.
Bless Water Use your hard earned gold to create a common, rarely used item. Don't even bother with this one, unless you really need holy water for RP.
Bless Weapon OoOh shiny. But seriously, this is actually a very useful spell, not just for fighting undead but also for overcoming damage reduction on evil enemies. A must if you are fighting undead. Plus who doesn't want a Shiny sword? Edit: For some reason the visual effect does not stay on the weapon for long, The spell is still great but you may not have the visual
Blessed Aim A good spell for bow users. Although it states it is only for allies, this spell also affects the caster, can be stacked with bless for a +2 AB.
Cure Light Wounds Considering you will have Lay on Hands, which will heal more health in general. There is little point in using this spell. Leave the healing to the Clerics.
Deafening Clang Increase your damage by 1d4 with a chance to deafen your opponents. If you make an opponent deaf they will have a 20% spell failure and bard songs won't buff them. This spell is really worth using. Note: Due to this spells low duration, it is best to cast it just before a large fight.
Detect Poison Only useful for RP. otherwise it is just a slot waste.
Detect Undead No real value, sure you can see undead on the mini-map which could be useful for certain DM events. Otherwise it is just a waste of a slot (which you have very few of)
Disrupting Strike A "Feat" spell. In order to use this spell you need to use the feat to activate it. Edit: After further testing, this does indeed work. It has a very interesting animation to it. However, the damage is not spectacular. I stand with my Original view. Stick with bless weapon.
Divine FavorA favorite of Clerics and Paladins alike. This spell with give you 3 AB and 3 magical damage (is very good on servers with persistent spell). Its only downside is its very short duration. But this spell is useful for boss battles.
Endure Elements Actually surprisingly useful. Its duration is great and it actually deters certain creatures from using elemental attacks on you (they cheat). It will reduce all element damage done to you by 10 but vanishes after you take 20 points worth. However, it is still worth considering.
Exorcism More for RP if anything. Can be used against spirits or Incorporeal creatures, but only for 1d6 damage. Really not worth the slot, unless you are Exorcising a player for an Event (even then that is best left to a Cleric).
Lesser Energized Shield Reduces damage from a chosen element by 5 and will inflict 1d4 damage to an attacker. Honestly not worth it, the duration is poor, the damage is pitiful and the resistance is next to useless. Save the slot
Lesser Restoration Always handy to have one available should you get hit by attribute reducing spell. Of course you could just buy lesser restoration potions if you want to save the slot. It depends which you favor more, your spell slot or your gold.
Lionheart Make someone immune to fear (those cowards). Doesn't last long and most player characters will be fairly resistant to fear anyway. Being a Paladin you are already Immune and give your allies additional saving throw against fear. Little real value, avoid.
Magic Weapon Useful only to the brand new Paladins who are too poor to afford a better weapon. This spell will be made Redundant very quickly. Use it only until you get a +2 or better weapon, Then use the slot for something else.
Omen of Peril Gives you an indicator of an areas difficulty. Handy for RP and that is about it. Best to just ask about the areas rather than wasting your spell slot.
Protection from Alignment Always useful to have. Give you +2 (deflection) AC, +2 to all saving throws, immunity to mind effecting spells and spell like abilities from chosen alignment. As the bulk of the creatures on this server are evil, this is worth having.
Resistance Vive la resistance!. But seriously, It gives you +1 to Universal saves. But its duration is rather rubbish. Best just to get an Item if you are that desperate for saving throws.
Second Wind gives you "Toughness" feat for an hour per level, effectively giving you 1hp per level, which really stacks up. Health is always important so I can recommend this spell. Warning: Always ensure that your health is above the extra hit points before resting. Just in case it kills you.
Silverbeard If a Paladin became a Pirate that would be his nickname. But being serious: This spell will give you a +2 sacred bonus to your AC (meaning it stacks with anything). Useful before going into a boss fight, but its low duration makes it worthless during prolonged battles or grinding. Edit: Due to new information from Chad. This spell is being upgraded to Blue. If you can spare the slot of Extended as well as the level 1 slot you can get 27 minutes duration out of this.
Strategic Charge Grants you the Mobility feat for the duration of the spell. Only really useful if you move in and out of combat taking attacks of opportunity like a crazy fool (In which case you'd probably have Mobility anyway). Has a low Duration, really isn't worth it.
Virtue Amazing, a grand total of ONE extra hit point for 60 seconds per level, feel its might. Seriously, avoid this one. Just use second wind if you need the HP (you get more and it lasts longer)