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.