That's no problem at all! Please excuse how sincerely long this is!
PALADIN ABILITIES
DIVINE HEALTH The divine magic flowing through Six makes her immune to disease. This does not include the Darkspawn taint or magical disease, just your run of the mill sicknesses.
DIVINE SENSE: Six can sense "strong evil and good" when she focusses hard, but only a number of times a day (six, with her canon update!) This essentially means she can sense strong evil and powerful good, with evil registering like an odour and good like music in her ears. In a Thedas setting, since there aren't really any celestial good creatures for her to sense this would be nerfed immediately. In the case of evil creatures she would be able to pick up on the undead (like the Redcliffe zombies). She would not be able to pick up on Darkspawn, because that's a Grey Warden thing and it should stay that way. Attempting to use this ability more times than she can with her daily limit will cause severe head pain/migraines, and using it up to the limit and a bit before her limit will tire her out and make her head ache in a way that cannot be cured by magical means.
LAY ON HANDS Her blessed touch can heal wounds. Six can use a special pool of her magic to heal people, but only a limited amount each day before she gets tired/exhausted and cannot do it anymore. This is 40HP, which would translate to being able to stabilise, but not completely heal, someone, or heal a series of smaller wounds rather than one big one. It's not an unlimited pool and she has to rest before she can use it again after she's 'spent'.
DIVINE SMITE When Six hits an enemy with her weapon she can use her Paladin powers to deal specialised radiant damage. For this to work transferred into a Thedas-type setting with the Dragon age world damage types (where radiant doesn't exist) and with Six's powers coming from a spirit, it would mean she can use her Paladin magic to add a little extra Spirit-type damage power to her attacks rather than it being radiant. As this smite counts as using a Paladin spell slot, she wouldn't be able to use it constantly with every attack - she has a limited amount of magic she can use and this power would draw on that.
AURA OF PROTECTION People around her/in her aura are able to better dodge the effects of spells, but only within ten feet of her and not always successfully - it's an ability that protects people passively in D&D, but transferring this into Thedas might make it better used as a limited, active ability. This would mean that if Six concentrates with her magic she can help protect her allies with a thin barrier as long as they stay within ten feet and in eye line with her, otherwise the aura falters and fails.
AURA OF DEVOTION People around Six as less susceptible to being charmed by magical means. As this isn't something that's a natural occurrence in Thedas it won't really have much of an effect unless someone she's near is being specifically targeted by some magic that might control their mind.
SACRED WEAPON Whatever weapon Six is using can be imbued with her energy, making her attacks a little bit stronger for one minute. The weapon also lights up (in a 20ft radius) and becomes a magical weapon for the period of time. If she goes unconscious or loses the weapon the magic ends. She can only have the weapon "enchanted" like this for a minute at a time and the fact that the sword lights up is a disadvantage in most cases as it makes her a glaring target.
TURN THE UNHOLY Using her magic and when holding her holy symbol, Six can force fiends or undead (zombies/etc in Thedas) to run away from her. This frightens the creatures she prays against and makes them want to get away from her as quickly as possible. As there aren't really a huge amount of undead creatures for Six to fight in Thedas this naturally isn't going to be as useful to her as it might be canonly, and is generally a means of escape, as any damage done to these creatures will make her spell on them end.
LEVEL ONE SPELLS
PROTECTION FROM EVIL AND GOOD One person Six enchants is protected against her choice of creature (which, in Thedas, would be limited to the undead). It makes them harder to be seen by these creatures and they cannot be frightened by them. If they're already frightened then they're no longer scared. The spell also includes effects like charming and possession, but those effects won't or be relevant in the context of undead creatures in Thedas so will be nerfed immediately. She can also only use this spell if the person she wants to protect is within touching distance. It also only last ten minutes and as a concentration spell she cannot use it with any other spell that requires her to concentrate on it.
SANCTUARY Using her magic, Six can ward an ally within eye line of her from attack. It makes them slightly more difficult to hit by ranged and magical spells, but in Thedas won't be particularly effective against melee attacks. It will act as a kind of magical shield to help deflect attacks. It lasts a minute and once one attack has been defended against it ends.
CURE WOUNDS Like her Lay on Hands ability, Six can use cure wounds to heal injuries. She can use this spell to heal minor wounds, like deep cuts or fractures, or use more of her magical power to heal a more dangerous wound. She cannot use it constantly, however, as her pool of magic will exhaust her eventually and she will run out of strength to do it. The person she is curing must be within touching distance of her and it won't work on anything with undead elements or spirits.
SEARING SMITE Using this spell Six can make her blade incredibly hot to the touch and deal fire damage to her target where, in rare cases, she can set the target on fire as a result. If the person she sets on fire is on fire then... They take more fire damage until her spell ends or they put out the fire themselves. The spell itself lasts for only a minute and is a concentration spell, meaning she can't use it with any other spell that requires her to concentrate.
THUNDEROUS SMITE The first time (and only the first time) Six hits a target with a melee weapon it makes a cracking noise like thunder echoing around her. The use of her magic like this means that the target takes damage from a thunderous shock to their body and is pushed away from her, but only by ten feet.
SHIELD OF FAITH For up to ten minutes Six can put a barrier around a person to protect them from damage. It will not survive an onslaught of attacks and will eventually falter. It is a concentration spell, so she can't use it with any other magical ability that requires her to concentrate and the person must be in within eyesight for her to be able to use it.
SECOND LEVEL SPELLS:
FIND STEED Essentially, Six can summon a magical mount. While in D&D this is expended to a list of different animals, in Thedas it would be limited to only a horse, and only one that is big enough to carry her. It's not a very clever animal and can only understand one language (Trade/Common). It takes Six ten minutes to cast this spell and if the horse takes damage it disappears. Since fey/fiend/celestial isn't a thing in Thedas, the horse should appear as a kind of spirit animal. She also won't be able to communicate with it telepathically anymore and will have to use her words. It's not necessarily a useful spell in as part of the Inquisition as she's going to have some access to live horses, but can be used if she needs to travel somewhere alone.
BRANDING SMITE Six can imbue her sword with radiant (now Spirit) damage, dealing extra pain to someone she's attacking. If they're invisible, she can turn them visible as a result. This spell lasts for one minute only and as a concentration spell she cannot use any other concentration spell at the same time of it or she will lose the effects.
LESSER RESTORATION She can touch a creature and can end either one disease or one condition afflicting it. The condition can be something like being blinded, deafened, paralyzed, or poisoned by magical/herbal means. The condition has to be something from a poison/spell and it can't be a long-lasting medical effect like a disability.
ZONE OF TRUTH Six can create a 15 foot sphere centred where she chooses. Until the spell ends creatures cannot speak a deliberate lie while within the sphere. If the person knows the sphere is there they can avoid answering questions by being deliberately obtuse and talking around the topic. This would require opt-in from players and it can "fail" on those that don't want it to work on them for IC/OOC reasons in order to make this workable in an ingame setting. It only lasts for ten minutes, on people within those fifteen feet of her.
PROTECTION FROM POISON She can touch a creature and if they're is poisoned, she can neutralize the poison. If there's more than one poison, she neutralizes one she knows is present, or one at random. For one hour, the person is more resistant to poisons and less able to be made sick because of them.
Six has seven spell slots, which means she can only cast seven spells a day (four of her first level and three at second level). In the Thedas setting this would be a limited pool of magical strength that, when she's used all the magic she can, would exhaust her mentally and leave her with her still decent physical fighting abilities. A good deal of her spells are concentration spells, meaning she can't use two of them at a time without one or the other breaking/ending. Her magical healing abilities aren't at the level of a spirit healer or someone with specific training in magic, but she can work well instead as a quick-healing combat field medic, healing a handful of small wounds or one big wound. All her spells would also require the target to be at least in eye line with her and in the case of anything to do with healing/poison they have to be within touching distance.
Re: REVISIONS
PALADIN ABILITIES LEVEL ONE SPELLS SECOND LEVEL SPELLS: Six has seven spell slots, which means she can only cast seven spells a day (four of her first level and three at second level). In the Thedas setting this would be a limited pool of magical strength that, when she's used all the magic she can, would exhaust her mentally and leave her with her still decent physical fighting abilities. A good deal of her spells are concentration spells, meaning she can't use two of them at a time without one or the other breaking/ending. Her magical healing abilities aren't at the level of a spirit healer or someone with specific training in magic, but she can work well instead as a quick-healing combat field medic, healing a handful of small wounds or one big wound. All her spells would also require the target to be at least in eye line with her and in the case of anything to do with healing/poison they have to be within touching distance.