Divine Spells
0-Level Divine Spells (Orisons)
1st-Level Divine Spells
2nd-Level Divine Spells
- Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
- Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
- Augury M F: Learns whether an action will be good or bad.
- Bear s Endurance: Subject gains +4 to Con for 1 min./level.
- Bull s Strength: Subject gains +4 to Str for 1 min./level.
- Calm Emotions: Calms creatures, negating emotion effects.
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Desecrate M: Fills area with negative energy, making undead stronger.
- Eagle s Splendor: Subject gains +4 to Cha for 1 min./level.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Find Traps: Notice traps as a rogue does.
- Gentle Repose: Preserves one corpse.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Make Whole: Repairs an object.
- Owl s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shield Other F: You take half of subject s damage.
- Silence: Negates sound in 20-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon: Magic weapon attacks on its own.
- Status: Monitors condition, position of allies.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Zone of Truth: Subjects within range cannot lie.
3rd-Level Divine Spells
4th-Level Divine Spells
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Water: Raises or lowers bodies of water.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Death Ward: Grants immunity to death spells and negative energy effects.
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Divination M: Provides useful advice for specific proposed actions.
- Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
- Freedom of Movement: Subject moves normally despite impediments.
- Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
- Imbue with Spell Ability: Transfer spells to subject.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Restoration M: Restores level and ability score drains.
- Sending: Delivers short message anywhere, instantly.
- Spell Immunity: Subject is immune to one spell per four levels.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Tongues: Speak any language.
5th-Level Divine Spells
6th-Level Divine Spells
- Animate Objects: Objects attack your foes.
- Antilife Shell: 10-ft. field hedges out living creatures.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Bear s Endurance, Mass: As bear s endurance, affects one subject/ level.
- Blade Barrier: Wall of blades deals 1d6/level damage.
- Bull s Strength, Mass: As bull s strength, affects one subject/level.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dispel Magic, Greater: As dispel magic, but up to +20 on check.
- Eagle s Splendor, Mass: As eagle s splendor, affects one subject/level.
- Find the Path: Shows most direct way to a location.
- Forbiddance M: Blocks planar travel, damages creatures of different alignment.
- Geas/Quest: As lesser geas, plus it affects any creature.
- 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.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes Feast: Food for one creature/level cures and grants combat bonuses.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Owl s Wisdom, Mass: As owl s wisdom, affects one subject/level.
- Planar Ally X: As lesser planar ally, but up to 12 HD.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Symbol of Fear M: Triggered rune panics nearby creatures.
- Symbol of Persuasion M: Triggered rune charms nearby creatures.
- Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
- Wind Walk: You and your allies turn vaporous and travel fast.
- Word of Recall: Teleports you back to designated place.
7th-Level Divine Spells
- Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
- Control Weather: Changes weather in local area.
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Destruction F: Kills subject and destroys remains.
- Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Refuge M: Alters item to transport its possessor to you.
- Regenerate: Subject s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Repulsion: Creatures can t approach you.
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
- Scrying, Greater: As scrying, but faster and longer.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Symbol of Stunning M: Triggered rune stuns nearby creatures.
- Symbol of Weakness M: Triggered rune weakens nearby creatures.
- Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8th-Level Divine Spells
- Antimagic Field: Negates magic within 10 ft.
- Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
- Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Earthquake: Intense tremor shakes 80-ft.-radius.
- Fire Storm: Deals 1d6/level fire damage.
- Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
- Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
- Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Symbol of Death M: Triggered rune slays nearby creatures.
- Symbol of Insanity M: Triggered rune renders nearby creatures insane.
- Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.
9th-Level Divine Spells