Divine Spells

0-Level Acolyte 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 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and magical writing.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.
1st-level Acolyte Spells
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.
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).
Inflict Light Wounds: Touch, 1d8 +1/level damage (max +5).
Magic Weapon: Weapon gains +1 bonus.
Remove Fear: +4 on saves against fear for one subject + one additional subject/four levels.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd-Level Acolyte Spells
Aid: +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Augury: Learn whether an action will be good or bad.
Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
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.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
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.
Silence: Negates sound in 15-ft: radius.
Spider Climb: Grants ability to travel on walls and ceilings.
Zone of Truth: Subjects within range cannot lie.
3rd-level Acolyte Spells
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.
Inflict Serious Wounds: Touch attack, 3d8 +1/level damage (max +10).
Locate Object: Senses direction toward object (specific or type).
Prayer: Allies gain +1 on most rolls, and enemies suffer -1.
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.
Status: Monitors condition and position of one ally per 3 caster levels.
Water Breathing: Subjects can breathe underwater.
4th-level Acolyte Spells
Cure Critical Wounds: Cures 4d8 +1/level damage (max +10).
Discern Lies: Reveals deliberate falsehoods.
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).
Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max +10).
Neutralize Poison: Detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Tongues: Speak any language.
5th-level Acolyte Spells
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.
Raise Dead: Restores life to subject who died up to 1 day/level ago.
True Seeing: See all things as they really are.
Wall of Stone: Creates a stone wall that can be shaped: Cures 4d8 +1/level damage (max +10).