Legends of Faerûn
By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your paladin Spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of paladin Spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin Spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Charisma is your spellcasting ability for your paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a paladin spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
You can use a holy Symbol as a spellcasting focus for your paladin Spells.