The following spells may be cast by divine spellcasters.
Spells printed in bold italic text can be found under Spells.
Create Water.
Creates 2 gallons/level of pure water.
Cure Minor Wounds.
Cures 1 point of
damage.
Detect Magical Aura.
Detects spells, magic items within 60 feet.
Haywire. Causes a single device to behave randomly and erratically.
Light.
Object shines like a torch.
Mending. Repairs small breaks or tears in objects.
Read Magic.
Read scrolls and magical writing.
Virtue.
Subject gains 1 temporary hp.
Bane.
Enemies suffer -1 attack, -1 on saves against fear.
Bless.
Allies gain +1 attack and +1 on saves against fear.
Cause Fear.
One creature flees for 1d4 rounds.
Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Command.
One subject obeys one-word command for 1 round.
Comprehend Languages.
Understand all spoken and written languages.
Cure Light Wounds.
Cures 1d8 +1/level
damage (max +5).
Degauss. Erases a single device that contains electronic data.
Faerie Fire. Pale glow surrounds and outlines creatures and objects in a 5-foot-radius burst.
Inflict Light Wounds.
Touch, 1d8 +1/level
damage (max +5).
Instant Identify. Determines all magic properties of a single magic item.
Magic Weapon.
Weapon gains +1 bonus.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Remove Fear.
+4 on saves against fear for one subject + one additional subject/four levels.
Sanctuary. Opponents can't attack you, and you can't attack them.
Shield of Faith.
Aura grants +2 or higher deflection bonus.
Trace Purge. Removes physical traces of the subject's presence or passage.
Augury.
Learn whether an action will be good or bad.
Cure Moderate Wounds.
Cures 2d8 +1/level
damage (max +10).
Darkness. Causes an object to radiate
darkness out to a 20-foot radius.
Dataread. You can access and read data stored in any machine-readable data source.
Daylight. Object touched sheds light as bright as full
daylight in a 60-foot radius.
Delay Poison.
Stops
poison from harming subject for 1 hour/level.
Enhance Ability.
Subject gains +5 bonus to one
ability score for 1 min./level.
Hold Person.
Holds one person helpless; 1 round/level.
Lesser Restoration.
Dispels magic ability penalty or repairs 1d4 ability
damage.
Remove Paralysis.
Frees one or more creatures from paralysis, hold, or slow.
Resist Energy.
Ignores 10 points of
damage/round from one energy type.
Shatter. Sonic vibration damages objects or crystalline creatures.
Shield Other. You take half of the subject's
damage. Subject gains +1 deflection
bonus to Defense and +1 resistance bonus to saves.
Silence.
Negates sound in 15-foot radius.
Speak with Animals. You can comprehend and communicate with animals.
Spider Climb.
Grants ability to travel on walls and ceilings.
Zone of Truth.
Subjects within range cannot lie.
Animate Dead.
Creates undead skeletons and zombies.
Bestow Curse.
-6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
Cure Serious Wounds.
Cures 3d8 +1/level
damage (max +10).
Dispel Magic.
Cancels magical spells and effects.
Glyph of Warding.
Inscription harms those who pass it.
Locate Object.
Senses direction toward object (specific or type).
Magic Circle. 10-foot-radius area grants +2
bonus to Defense and saves, counters mind control, and hedges out summoned and conjured creatures of specified
allegiance.
Prayer.
Allies gain +1 on most rolls, and enemies suffer -1.
Recharge. Removes debilitating conditions and grants a +4 bonus on Fortitude saves against
poison for 1 minute.
Remove Curse.
Frees object or person from curse.
Remove Disease.
Cures all diseases affecting subject.
Searing Light.
Ray deals 1d8/two levels, more against undead.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shadowmoth Plague. Summons a cloud of shadowmoths that fills a 5-foot-high, 10-foot-radius spread.
Shutdown. Electric devices in area cease to function for the duration of the spell.
Status.
Monitors condition and position of one ally per 3 caster levels.
Water Breathing.
Subjects can breathe underwater.
Crawling Carpet. Summons a 10-foot-radius carpet of monstrous centipedes, scarab beetles, or spiders.
Cure Critical Wounds.
Cures 4d8 +1/level
damage (max +10).
Discern Lies.
Reveals deliberate falsehoods.
Divination. Provides useful (if cryptic) advice to a single question.
Faith's Fury.
Damages and blinds creatures with a specific
allegiance.
Freedom of Movement.
Subject moves normally despite impediments.
Greater Magic Weapon.
+1 bonus/three levels (max +5).
Magic Bullets. Enchants bullets with the power to
cure light wounds or
inflict light wounds.
Neutralize Poison.
Detoxifies venom in or on subject.
Spell Immunity. Subject is immune to one spell per four levels.
Tongues.
Speak any language.
Via Negativa. Crackling energy deals 4d6 points of
damage per round to grappled foe; +5 bonus to
grapple checks.
Wall Walk. Subject can move on ceilings and walls at normal
speed as well as hold and wield
weapons.
Break Enchantment.
Frees subjects from enchantments, alterations, curses, and petrification.
Flaming Wrath.
Smites foes with fire (1d6/level).
Greater Command.
As command, but affects one subject/level.
Insect Plague.
Insect horde limits vision, inflicts
damage, and weak creatures flee.
Mass Cure Light Wounds.
Cures 1d8 +1/level
damage for many creatures.
Mass Inflict Light Wounds.
Deals 1d8 +1/level
damage to many creatures.
Rage of Bees. Summons 1d3 swarms of sentient killer bees to fight for you.
Raise Dead.
Restores life to subject who died up to 1 day/level ago.
Scrying. Spies on subject from a distance.
Synchronicity. Subject isn't delayed by the inconveniences of modern life.
True Seeing.
See all things as they really are.
Wall of Stone.
Creates a stone wall that can be shaped.