Divine Spells

* Light: Object shines like a torch.
* Guidance: +1 on one ATR, saving throw, or skill check.
* Resistance: Subject gains +1 on saving throws.
* Virtue: Subject gains +1 temporary HP.

Execration

* Inflict Minor Wounds: Touch attack, 1 damage.
* Nature
* Flare: Dazzles 1 creature (-1 on attack)
* Know Direction: You discern north.

Restoration

* Cure Minor Wounds: Cures 1 point of damage.
* Detect Poison: Detects poison in one creature or small object.
* Mending: Makes minor repairs to an object.
* Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Universal

* Detect Magic: Detects spells & magic items within 60ft.
* Create Water: Creates 2 gallons/level of pure water.
* Read Magic: Read scrolls and spellbooks.

* Bless: Allies gain +1 ATR and saves against fear.
* Protection from Evil: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
* Jump: Subject gets bonus on Jump checks.
* Longstrider: Increases your speed.
* Shillelagh: Cudgel or quarterstaff becomes +1 (1d10 damage) for 1min/level.
* Protection from Law: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
* Divine Favor: You gain +1 per 3 leve3ls on ATR and damage.
* Entropic Shield: Ranged attacks against you have a 20% miss chance.
* Magic Weapon: Weapons gains +1 bonus.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject +1 per four levels.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
* Protection from Good: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
* Protection from Chaos: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.

Damnation

* Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
* Bane: Enemy take -1 on attack rolls and saves against fear.
* Obscuring Mist: Fog surrounds you.
* Cause Fear: One Creature of level 5 or less flees for 1d4 rounds.
* Command: One subject obeys selected command for 1 round.
* Sanctuary: Opponents can't attack you, and you can't attack.
* Curse Water: Makes unholy water.
* Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.

Execration

* Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
* Produce Flame: 1d6 damage +1/level, tough or thrown.
* Inflict Light Wounds: Tough attack, 1d8 damage +1/level (max +5).
* Summon Monster I: Calls extraplanar creature to fight for you.

Nature

* Calm Animals: Calsm (2d4 + level) levels of animals.
* Charm Animal: Makes one animal your friend.
* Detect Animals or Plants: Detects kinds of animals or plants.
* Endure Elements: Exist comfortable in hot or cold environments.
* Entangle: Plants entangle everyone in 40ft radius circle.
* Hide from Animals: Animals can't perceive one subject/level.
* Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
* Pass Without Trace: One subject/level leaves no tracks.
* Speak with Animals: You can communicate with animals.
* Summon Nature's Ally I: Call animal to fight for you.

Restoration

* Bless Water: Makes holy water.
* Comprehend Languages: You understand all spoken and written languages.
* Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
* Deathwatch: Reveals how near death subjects within 30ft are.
* Detect Snares and Pits: Reveals natural or primitive traps.
* Goodberry: 2d4 berries each cure 1hp (max 8hp/24 hours).
* Hide from Undead: Undead can't perceive on subject/level.

Universal

* Detect Alignment: Reveals creatures, spells, or objects of selected alignment.
* Detect Undead: Reveals undead within 60ft.

### Level 2 Divine Spells

Benediction

* Align Weapon Chaos: Weapon becomes chaotic.
* Align Weapon Evil: Weapon becomes evil.
* Align Weapon Good: Weapon becomes good.
* Align Weapon Law: Weapon becomes lawful.
* Bear's Endurance: Subject gains +4 Vit for 1min/level.
* Bull's Strength: Subject gains +4 Str for 1min/level.
* Cat's Grace: Subject gains +4 Dex for 1min/level.
* Eagle's Splendor: Subject gains +4 Cha for 1min/level.
* Owl's Wisdom: Subject gains +4 Per for 1min/level.
* Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
* Spider Climb: Grants ability to walk on walls and ceilings.

Damnation

* Darkness: 20ft radius of supernatural shadow.
* Death Knell: Kill dying creature and gain 1d8 temporary HP, +2 Str, and +1 caster level.
* Desecrate: Fills area with negative energy, making undead stronger.
* Enthrall: Captivates all within 100ft + 10ft/level.
* Fog Cloud: Fog obscures vision.
* Gust of Wind: Blows away or knocks down small creatures.
* Hold Person: Paralyzes one humanoid for 1 round/level.
* Silence: Negates sound in 20ft radius.
* Undetectable Alignment: Conceals alignment for 24 hours.

Execration

* Chill Metal: Cold metal damages those who touch it.
* Fire Trap: Opened object deals 1d4 damage +1/level.
* Flame Blade: Touch attack deals 1d8 +1/two levels damage.
* Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
* Heat Metal: Make metal so hot it damages those who touch it.
* Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
* Shatter: Sonic vibration damages objects or crystalline creatures.
* Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
* Spiritual Weapon: Magical weapon attacks on its own.
* Summon Monster II: Calls extraplanar creature to fight for you.

Nature

* Animal Messenger: Sends a Tiny animal to a specific place.
* Animal Trance: Fascinates 2d6 HD of animals.
* Barkskin: Grants +2 (or higher) enhancement to natural armor.
* Calm Emotions: Calms creatures, negating emotion effects.
* Hold Animal: Paralyzes one animal for 1 round/level.
* Reduce Animal: Shrinks one willing animal.
* Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
* Summon Nature's Ally II: Calls animal to fight for you.
* Summon Swarm: Summons swarm of bats, rats, or spiders.
* Tree Shape: You look exactly like a tree for 1 hour/level.
* Warp Wood: Bends wood (shaft, handle, door, plank).
* Wood Shape: Rearranges wooden objects to suit you.

Restoration

* Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
* Augury: Learns whether an action will be good or bad.
* Consecrate: Fills area with positive energy, making undead weaker.
* Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
* Delay Poison: Stops poison from harming subject for 1 hour/level.
* Find Traps: Notice traps as a rogue does.
* Gentle Repose: Preserves one corpse.
* Make Whole: Repairs an object.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
* Shield Other: You take half of subject's damage.
* Status: Monitors condition, position of allies.
* Zone of Truth: Subjects within range cannot lie.

### Level 3 Divine Spells

Benediction

* Daylight: 60-ft. radius of bright light.
* Magic Circle Against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Circle Against Evil: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Circle Against Good: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Circle Against Law: As protection spells, but 10-ft. radius and 10 min./level.
* Magic Vestment: Armor or shield gains +1 enhancement per four levels.
* Wind Wall: Deflects arrows, smaller creatures, and gases.

Damnation

* Animate Dead: Creates undead skeletons and zombies.
* Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
* Blindness/Deafness: Makes subject blinded or deafened.
* Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
* Helping Hand: Ghostly hand leads subject to you.
* Obscure Object: Masks object against scrying.
* Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
* Quench: Extinguishes nonmagical fires or one magic item.
* Sleet Storm: Hampers vision and movement.
* Speak with Dead: Corpse answers one question/two levels.

Execration

* Contagion: Infects subject with chosen disease.
* Glyph of Warding: Inscription harms those who pass it.
* Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
* Searing Light: Ray deals 1d8/two levels, more against undead.
* Snare: Creates a magic booby trap.
* Summon Monster III: Calls extraplanar creature to fight for you.

Nature

* Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
* Diminish Plants: Reduces size or blights growth of normal plants.
* Dominate Animal: Subject animal obeys silent mental commands.
* Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
* Meld into Stone: You and your gear merge with stone.
* Plant Growth: Grows vegetation, improves crops.
* Speak with Plants: You can talk to normal plants and plant creatures.
* Spike Growth: Creatures in area take 1d4 damage, may be slowed.
* Stone Shape: Sculpts stone into any shape.
* Summon Nature's Ally III: Calls animal to fight for you.
* Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
* Water Breathing: Subjects can breathe underwater.
* Water Walk: Subject treads on water as if solid.

Restoration

* Continual Flame: Makes a permanent, heatless torch.
* Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
* Dispel Magic: Cancels magical spells and effects.
* Invisibility Purge: Dispels invisibility within 5 ft./level.
* Locate Object: Senses direction toward object (specific or type).
* Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
* Remove Blindness/Deafness: Cures normal or magical conditions.
* Remove Curse: Frees object or person from curse.
* Remove Disease: Cures all diseases affecting subject.

Universal

* Create Food and Water: Feeds three humans (or one horse)/level.

### Level 4 Divine Spells

Benediction

* Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
* Freedom of Movement: Subject moves normally despite impediments.
* Imbue with Spell Ability: Transfer spells to subject.
* Magic Weapon, Greater: +1/four levels (max +5).
* Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
* Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
* Spell Immunity: Subject is immune to one spell per four levels.

Damnation

* Dimensional Anchor: Bars extradimensional movement.
* Poison: Touch deals 1d10 Con damage, repeats in 1 min.
* Rusting Grasp: Your touch corrodes iron and alloys.
* Execration
* Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
* Summon Monster IV: Calls extraplanar creature to fight for you.

Nature

* Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
* Antiplant Shell: Keeps animated plants at bay.
* Blight: Withers one plant or deals 1d6/level damage to plant creature.
* Command Plants: Sway the actions of one or more plant creatures.
* Control Water: Raises or lowers bodies of water.
* Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
* Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
* Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
* Spike Stones: Creatures in area take 1d8 damage, may be slowed.
* Summon Nature's Ally IV: Calls animal to fight for you.

Restoration

* Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
* Death Ward: Grants immunity to death spells and negative energy effects.
* Discern Lies: Reveals deliberate falsehoods.
* Dismissal: Forces a creature to return to native plane.
* Divination: Provides useful advice for specific proposed actions.
* Reincarnate: Brings dead subject back in a random body.
* Restoration: Restores level and ability score drains.
* Sending: Delivers short message anywhere, instantly.
* Tongues: Speak any language.

### Level 5 Divine Spells

Benediction

* Dispel Chaos: +4 bonus against attacks by chaotic creatures.
* Dispel Evil: +4 bonus against attacks by evil creatures.
* Dispel Good: +4 bonus against attacks by good creatures.
* Dispel Law: +4 bonus against attacks by lawful creatures.
* Righteous Might: Your size increases, and you gain combat bonuses.
* Spell Resistance: Subject gains spell resistance 12 + level.
* Stoneskin: Ignore 10 points of damage per attack.

Damnation

* Command, Greater: As command, but affects one subject/level.
* Mark of Justice: Designates action that will trigger curse on subject.
* Scrying: Spies on subject from a distance.
* Symbol of Pain: Triggered rune wracks nearby creatures with pain.
* Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
* Unhallow: Designates location as unholy.

Execration

* Flame Strike: Smite foes with divine fire (1d6/level damage).
* Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
* Insect Plague: Locust swarms attack creatures.
* Slay Living: Touch attack kills subject.
* Summon Monster V: Calls extraplanar creature to fight for you.
* Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Nature

* Animal Growth: One animal/two levels doubles in size.
* Awaken: Animal or tree gains human intellect.
* Baleful Polymorph: Transforms subject into harmless animal.
* Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
* Commune with Nature: Learn about terrain for 1 mile/level.
* Control Winds: Change wind direction and speed.
* Summon Nature's Ally V: Calls creature to fight.
* Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
* Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
* Tree Stride: Step from one tree to another far away.
* Wall of Stone: Creates a stone wall that can be shaped.
* Wall of Thorns: Thorns damage anyone who tries to pass.

Restoration

* Atonement: Removes burden of misdeeds from subject.
* Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
* Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
* Disrupting Weapon: Melee weapon destroys undead.
* Hallow: Designates location as holy.
* Plane Shift: As many as eight subjects travel to another plane.
* Raise Dead: Restores life to subject who died as long as one day/level ago.
* True Seeing: Lets you see all things as they really are.

Universal

* Commune: Deity answers one yes-or-no question/level.

### Level 6 Divine Spells

Benediction

* Antilife Shell: 10-ft. -radius field hedges out living creatures.
* Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
* Bull's Strength, Mass: As bull's strength, affects one subject/level.
* Cat's Grace, Mass: As cat's grace, affects one subject/level.
* Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
* Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
* Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
* Planar Ally: As lesser planar ally, but up to 12 HD.
* Word of Recall: Teleports you back to designated place.

Damnation

* Banishment: Banishes 2 HD/level of extraplanar creatures.
* Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
* Forbiddance: Blocks planar travel, damages creatures of different alignment.
* Geas/Quest: As lesser geas, plus it affects any creature.
* Symbol of Fear: Triggered rune panics nearby creatures.
* Symbol of Persuasion: Triggered rune charms nearby creatures.

Execration

* Animate Objects: Objects attack your foes.
* Blade Barrier: Wall of blades deals 1d6/level damage.
* Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
* Harm: Deals 10 points/level damage to target.
* Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
* Summon Monster VI: Calls extraplanar creature to fight for you.

Nature

* Fire Seeds: Acorns and berries become grenades and bombs.
* Ironwood: Magic wood is strong as steel.
* Liveoak: Oak becomes treant guardian.
* Move Earth: Digs trenches and build hills.
* Repel Wood: Pushes away wooden objects.
* Spellstaff: Stores one spell in wooden quarterstaff.
* Stone Tell: Talk to natural or worked stone.
* Summon Nature's Ally VI: Calls creature to fight.
* Transport via Plants: Move instantly from one plant to another of the same kind.
* Wind Walk: You and your allies turn vaporous and travel fast.

Restoration

* Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
* Dispel Magic, Greater: As dispel magic, but +20 on check.
* Find the Path: Shows most direct way to a location.
* Heal: Cures 10 points/level of damage, all diseases and mental conditions.
* Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).

### Level 7 Divine Spells

Damnation

* Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
* Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
* Holy Word: Kills, paralyzes, slows, or deafens non-holy subjects.
* Scrying, Greater: As scrying, but faster and longer.
* Symbol of Stunning: Triggered rune stuns nearby creatures.
* Symbol of Weakness: Triggered rune weakens nearby creatures.
* Unholy Word: Kills, paralyzes, slows, or deafens non-unholy subjects.
* Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

Execration

* Destruction: Kills subject and destroys remains.
* Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
* Summon Monster VII: Calls extraplanar creature to fight for you.
* Sunbeam: Beam blinds and deals 4d6 damage.

Nature

* Animate Plants: One or more plants animate and fight for you.
* Changestaff: Your staff becomes a treant on command.
* Control Weather: Changes weather in local area.
* Creeping Doom: Swarms of centipedes attack at your command.
* Repulsion: Creatures can't approach you.
* Summon Nature's Ally VII: Calls creature to fight.
* Transmute Metal to Wood: Metal within 40 ft. becomes wood.

Restoration

* Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
* Ethereal Jaunt: You become ethereal for 1 round/level.
* Refuge: Alters item to transport its possessor to you.
* Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
* Restoration, Greater: As restoration, plus restores all levels and ability scores.
* Resurrection: Fully restore dead subject.

### Level 8 Divine Spells

Benediction

* Chaotic Aura: +4 to AC, +4 resistance, and spell resistance 25 against Lawful spells.
* Cloak of Chaos: +4 to AC, +4 resistance, spell resistance 25 against lawful spells.
* Cloak of Evil: +4 to AC, +4 resistance, spell resistance 25 against good spells.
* Cloak of Good: +4 to AC, +4 resistance, spell resistance 25 against Evil spells.
* Cloak of Law: +4 to AC, +4 resistance, spell resistance 25 against Chaotic spells.
* Holy Aura: +4 to AC, +4 resistance, and spell resistance 25 against evil spells.
* Lawful Aura: +4 to AC, +4 resistance, and spell resistance 25 against Chaotic spells.
* Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
* Shield of Law: +4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.
* Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
* Unholy Aura: +4 to AC, +4 resistance, spell resistance 25 against good spells.

Damnation

* Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
* Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
* Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
* Reverse Gravity: Objects and creatures fall upward.
* Symbol of Death: Triggered rune slays nearby creatures.
* Symbol of Insanity: Triggered rune renders nearby creatures insane.

Execration

* Finger of Death: Kills one subject.
* Fire Storm: Deals 1d6/level fire damage.
* Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
* Summon Monster VIII: Calls extraplanar creature to fight for you.
* Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Nature

* Animal Shapes: One ally/level polymorphs into chosen animal.
* Control Plants: Control actions of one or more plant creatures.
* Earthquake: Intense tremor shakes 80-ft. -radius.
* Repel Metal or Stone: Pushes away metal and stone.
* Summon Nature's Ally VIII: Calls creature to fight.
* Whirlwind: Cyclone deals damage and can pick up creatures.

Restoration

* Antimagic Field: Negates magic within 10 ft.
* Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
* Discern Location: Reveals exact location of creature or object.

### Level 9 Divine Spells

Damnation

* Energy Drain: Subject gains 2d4 negative levels.
* Soul Bind: Traps newly dead soul to prevent resurrection.

Execration

* Implosion: Kills one creature/round.
* Storm of Vengeance: Storm rains acid, lightning, and hail.
* Summon Monster IX: Calls extraplanar creature to fight for you.

Nature

* Antipathy: Object or location affected by spell repels certain creatures.
* Elemental Swarm: Summons multiple elementals.
* Foresight: 'Sixth sense' warns of impending danger.
* Shambler: Summons 1d4+2 shambling mounds to fight for you.
* Shapechange: Transforms you into any creature, and change forms once per round.
* Summon Nature's Ally IX: Calls creature to fight.
* Sympathy: Object or location attracts certain creatures.

Restoration

* Astral Projection: Projects you and companions onto Astral Plane.
* Etherealness: Travel to Ethereal Plane with companions.
* Gate: Connects two planes for travel or summoning.
* Heal, Mass: As heal, but with several subjects.
* True Resurrection: As resurrection, plus remains aren't needed.

Universal

* Miracle: Requests a deity's intercession.

### Divine Spells (Crusader Only)

* Level 1 Divine Spell - Bless Weapon: Weapon strikes true against foes of opposing alignment.
* Level 3 Divine Spell - Heal Mount: As heal on warhorse or other special mount.
* Level 4 Divine Spell - Align Weapon: Weapon becomes +5, deals +2d6 damage against opposing alignment.

Divine Spells (Inquisitor Only)

* Level 1 Spell - Alarm: Wards an area for 2 hours/level.
* Level 3 Spell - Darkvision: See 60 ft. in total darkness.
* Level 4 Spell - Nondetection: Hides subject from divination, scrying.