Divine Spells

Unlike arcane spells, divine spells draw power from the strength of the spellcaster’s beliefs. Divine spells tend to be less flashy, destructive, and disruptive than arcane spells. What they do that arcane spells don’t do is heal.

Preparing Divine Spells

Divine Magical Writings

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).