Divine Spell List:


Level 0:


Detect Magic
Mending
Cure Minor Wounds
Create Water (C)
Divine Call
Detect Morality (C)

Level 1:


Resist Energy
Distant Message (C)
Cure Wounds (C)
Bless (C)
Endure Elements (C)

Level 2:


Sleep (C)
Divine Wrath (C)
Divine Cure
Status
Divine Shield

Level 3:


Dispel Magic
Life Sphere (C)
Divine Power
Black Grave (M)

Level 4:


Antimagic Field (M)
Seek Location
Summon Avatar (C)
Tongues

Level 5:


Dominate Person
Raise Dead (M)(C)
Spell Resistance

Level 6:


Plane Shift
Healing Spirit
Divine Wisdom

Level 7:


Mind Blank
Divine Verdict

Level 8:


Miracle (M)


Detect Magic


Divination
Level: Divine 0, Arcane 0
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. Any magic item or spell effect you look at glows with magic. The color of the aura tells you the school of the spell or item.

Mending


Transmutation
Level: Divine 0, Arcane 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target:    Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You repair any damage the target object has taken. The object must still be intact.

A destroyed magic item or ended spell leaves a lingering aura for 2d6 minutes after ending. Creatures are not magical in themselves, but if they are summoned, the spell that summoned them registers.

Cure Minor Wounds


Necromancy (Healing)
Level: Divine 0

This spell functions like cure wounds, except that it cures only 1d3 points of damage.

Create Water


Transmutation (Creation) [Water]
Level: Divine 0
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Creation spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Chain: If cast as a first level spell or higher, Create Water can also create enough food to feed up to 1 person per 2 caster levels (round up). The created food is highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours.

Divine Call


Divination
Level: Divine 0
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to ask your god/goddess a single yes/no question. If your god/goddess knows the answer (gods do know a fair bit, but are by no means omniscient), they will answer the question. If your god/goddess does not know the answer, you get no response. In addition, there is a 20% chance you get no response anyway. A cleric who gets no response has no way to tell whether it was the consequence of a failed or successful call.

Detect Morality

Divination
Level: Divine 0
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect moral alignment. Any creature you look at glows with an colored aura. The color of the aura tells you if the creature is good, evil or neither.

Chain: If cast as a first level spell or higher, Detect Morals also reveals the ethics of those you see; the aura also reveals if the creatures are lawful, chaotic or neither.

Resist Energy


Abjuration
Level: Divine 1, Arcane 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of three energy types you select: electricity, fire, or ice. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Distant Message


Divination
Level: Divine 1 (Chain), Arcane 1 (Chain)
Components: V
Casting Time: 1 minute
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No

You contact a particular creature with which you are familiar and send a message of four words to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately.

Chain: When cast from a higher level spell slot, this spell allows the sending of more words. The number of words that can be sent is the spell level plus one squared.

Cure Wounds


Necromancy (Healing)
Level: Divine 1 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

By gesturing to a living creature, you channel positive energy that cures 2d8 points of damage.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Chain: When cast from a higher level spell slot, this spell heals more damage. For each additional spell level, increase the healing by 2d8 points.

Bless


Enchantment
Level: Divine 1 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and saving throws.

Chain: When cast from a higher level spell slot, this spell provides larger bonuses. For each additional spell level, increase the morale bonus by +1.

Endure Elements


Abjuration
Level: Divine 1 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell protects the target from extreme heat and cold. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Chain: If cast as a third level spell or higher, Endure Elements also protects the target from lack of air. The amount of time before they start taking suffocation damage is multiplied by 10; once they start taking suffocation damage, they take it once per minute (as opposed to once per round).

Sleep


Enchantment (Compulsion) [Mind-Affecting]
Level: Divine 2 (Chain), Arcane 2 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a magical slumber to come upon creatures with a total CR of up to 4. Creatures with the lowest CR are affected first.

Among creatures with equal CR, those who are closest to the spell’s point of origin are affected first. Remaining CR that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Chain: When cast from a higher level spell slot, this spell effects more creatures. For each additional spell level, increase the total CR of creatures affected bonus by 2.

Divine Wrath


Evocation [Electricity]
Level: Divine 2 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You call upon your god's power to smite your foes. A bolt of lightning strikes your target; the bolt deals 1d6 points of electricity damage to the target.

Chain: When cast from a higher level spell slot, this spell deals more damage. For each additional spell level, increase the damage by 1d6 points.

Divine Cure


Necromancy (Healing)
Level: Divine 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature is cured of all diseases and poisons that they are suffering from.

Status


Divination
Level: Divine 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and how many hit points they have. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Divine Shield


Enchantment
Level: Divine 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You
Duration: 3 rounds/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Your god shields you from harm. You gain a +4 bonus to Armor Class.

Dispel Magic


Abjuration
Level: Divine 3, Arcane 3
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One spellcaster, creature, or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use dispel magic to end one ongoing spell that has been cast on a creature or object or to temporarily suppress the magical abilities of a magic item. A dispelled spell ends as if its duration had expired. Dispel magic can dispel spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

You can also use dispel magic to specifically end one spell affecting the target or one spell affecting an area. You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a summoned monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item Craft DC (DC = the item Craft DC). If you succeed, all the item's magical properties are suppressed for 1d4 minutes, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a handy haversack) is temporarily closed. A magic item's physical properties are unchanged; a suppressed magic sword is still a sword. Artifacts are unaffected by mortal magic such as this.

You automatically succeed on dispel checks against any spell that you have cast.

Black Grave


Necromancy
Level: Divine 3, Arcane 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You raise the target corpse from the dead as a zombie or skeleton (your choice).

The undead you create remains under your control indefinitely. No matter how many times you cast this spell, however, you can control undead with a total challenge rating equal to your character level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled (you choose which creatures are released).

If you are an evil character with turn undead, any undead you might command by virtue of your power to command undead do not count toward this limit.

Material Component: Black onyx worth 25 gp times the CR of the created undead.

Life Sphere


Necromancy (Healing)
Level: Divine 3 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 200 ft.
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

Life sphere creates a massive amount of positive energy in one area and heals every creature within the area for 2d8 points of damage.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Chain: When cast from a higher level spell slot, this spell heals more damage. For each additional spell level, increase the healing by 2d8 points.

Divine Power


Enchantment
Level: Divine 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Calling upon the divine power of your patron, you imbue your target with increased power. They gain a +3 enhancement bonus to one ability score of your choice. Spellcasters do not gain any additional bonus spells for the increased ability scores, but the save DCs for their spells does increase. If this spell is used to increase Intelligence, the increase does not grant extra skill points.

Antimagic Field


Abjuration
Level: Divine 4, Arcane 4
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No

You create a field of energy around you that stops all magic in the area. For the duration of the spell, no magic functions within 10 feet of you. This stops all of the following:

-Spells being cast from inside the area (including you).
-Spells targeting anything inside the area.
-Spell-like and supernatural abilities being used inside the area.
-Magic items functioning inside the area.
-Summoned creatures entering the area.

Two or more antimagic fields sharing any of the same space have no effect on each other.

Material Component: Sapphires worth a total of least 250 gp.

Seek Location


Divination
Level: Divine 4, Arcane 4
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Saving Throw: None or Will negates
Spell Resistance: No

This spell detects the location of a single object or creature. You must have seen the object or creature at least once before. You learn the exact location of the chosen object or creature.

Creatures can make a Will save to negate this spell; objects get no saving throw.

Summon Avatar


Translocation (Summoning)
Level: Divine 4 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a minor avatar of your deity (see Minor Divine Avatar). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. By talking to the avatar, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Chain: If cast as a sixth level spell or higher, Summon Avatar instead summons a Major Divine Avatar.

Tongues


Divination
Level: Divine 4
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Dominate Person


Enchantment (Compulsion) [Mind-Affecting]
Level: Arcane 5, Divine 5
Components: V, S
Casting Time: 1 minute
Range: 30 ft.
Target: One humanoid
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a DC 10 Perception will reveal that the victim is under magical control.

Changing your instructions or giving a dominated creature a new command is a move action.



Raise Dead


Necromancy (Healing)
Level: Divine 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one month per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

A raised creature has 1 hit point. Poisons and diseases are cured in the process of raising the subject. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

The spell cannot bring back a creature that has died of old age.

Material Component: Diamonds worth a total of least 5,000 gp.

Chain: If cast as a seventh level spell or higher, Raise Dead allows you to raise a creature from the dead using just some small portion of the creature’s body; the spell recreates the rest. If you travel to the target creature in the afterlife, you don't even need any part of their body; the spell recreates the whole thing. In addition, you can raise a creature that has been dead for no more than 1 year per caster level. However, if cast as a seventh level spell or higher, the required diamonds increases to 10,000 gp.

Spell Resistance


Abjuration
Level: Divine 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The creature gains spell resistance equal to 10 + their Constitution score.

Plane Shift


Translocation (Teleportation)
Level: Divine 6, Arcane 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and touched willing creatures
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You move yourself to another plane of existence or alternate dimension. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring up to additional willing creatures equal to your caster level minus 4 (carrying gear or objects up to its maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.

If cast on the Material Plane or the Astral Plane, Plane Shift moves the targets to the same point on the other plane.

If cast at a planar window on the Astral Plane, Plane Shift moves the targets to the other side of the window.

If cast on any other plane, Plane Shift moves the targets to that planes window on the Astral Plane.

Note: Plane Shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Healing Spirit


Necromancy (Healing)
Level: Divine 6
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 1 minute or see text
Saving Throw: Will negates (harmless) or Will partial; see text
Spell Resistance: No

You create a spirit of healing energy around your target. Each round for the next 10 rounds, your target is healed 30 hit points. This healing occurs at the start of your targets turn.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to negate some of the effect. At the start of each of their turns, they can make a Will save; if they pass this Will save, this spell ends.

Divine Wisdom


Divination
Level: Divine 6
Components: V, S
Casting Time: 1 minute
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows you to ask your god/goddess three questions. If your god/goddess knows the answer to a question (gods do know a fair bit, but are by no means omniscient), they will answer it. If your god/goddess does not know the answer, you get no response.

Mind Blank


Abjuration
Level: Divine 7, Arcane 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: No
Spell Resistance: No

Your target is immune to all Divination spells. No Divination spell can give any information about them. Scrying spells can not see them. Furthermore, spells can not take control of the target's actions.

Divine Verdict


Enchantment
Level: Divine 7
Range: 30 ft.
Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions like divine power, except that it affects multiple creatures. The same ability score is increased for all of them.

Wish/Miracle


Evocation
Level: Divine 8, Arcane 8
Components: V, M
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes

Wish/Miracle lets you create nearly any type of effect. For example, it can do any of the following things.

-Duplicate any spell of 7th level or lower.
-Create any item of up to 2,000 gp in value.
-Add a +20 insight bonus to the next skill check you make.
-Make someone 10 years younger.
-Produce any other effect whose power level is in line with the above effects.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 8th-level spell). When wish/miracle duplicates a spell with a material component, you must provide that component.

Wish/Miracle is actually two spells with the same effect. Wish is an arcane spell cast by Sorcerers and Wizards; Miracle is a divine spell cast by Clerics and Favored.

Material Component: Emeralds worth a total of least 2,000 gp.