Divine Spells
Simplex Spells
Bless: Increase attack and damage of group members by +1 for round per CL
Detect Poison: Detects poison in one creature or object.
Disrupt Undead: Deal 1d6 per 2 CL to undead in 15 ft radius, harmless to living.
Harm: Deal 1d4 per 2 CL negative damage with a touch attack, heals undead
Purify Food and Drink: Purifies 5 cu. ft. of food and/or water.
Tend: Heals target when used, see text as situation affects the outcome.
Virtue: Subject gains 2 hp of regenerative warding per HD.
Level 1 Spells
Align Weapon: Make your weapon damage holy/unholy.
Calm: Remove fear and protect from fear on a single target.
Close Wound: Heal wounds to prevent long-term injuries.
Double Time: Gain a 30 ft. bonus to ground speed
Enhance Weapon: Imbue your weapon with at least +1 enhancement bonus to attack and damage for a time
Fervor: Gain at least a +1 holy/unholy bonus to AC and damage for a time.
Harming Touch: Melee Touch deals 1d8 + 1d8 per HD negative damage to foe
Healing Touch: Heal touched ally for 1d8 + 1d8 per CL. No disease chance
Hustle: Gain an extra 30 ft. of movement on move actions for a time.
Renew: Cure fatigue, reduce exhaustion, recover 1d4 hp per round in an area
Shield: Gain +4 Shield Enhancement bonus and some force resistance for a time
Soul Bolster: Gain Temporary health based on CL and PMA. Also gain immunity to fear.
Soul Burn: Deal damage to foe based on CL and PMA. Also fear opponent
Vivum Pulse: Lightning fast spell heals allies in sight and gives a minor fortitude bonus for a round.
Level 2 Spells
Alleviate, minor: Restore a small amount of ability damage.
Blindness: Subjects that fail their saves become permanently blind.
Consecration: Create an area that weakens undead and demons, strengthens mortals and angels.
Counterspell: Cancel out an enemy spell caster's spell
Desecration: Create and area that weakens mortals and angels, strengthens undead and demons
Directed Ward: Apply a moderate strength ward to a target.
Hold Humanoid: Hold a humanoid creature in its square for a time
Panacea: Remove many battle conditions with a touch.
Polyglot: Speak, understand, read, and write any language, for a long time
Remove Blindness: Subject's sight is restored.
Scan: Learn important information about a target
Sight of Sin: See the weight of sin on a creature's Soul
Thaumic Pulse: Subject at range is hit with at least 1d10 positive or negative energy.
Level 3 Spells
Anointed Weapon: Coat weapon in (un)holy energy and gain damage bonuses.
Channeled Ward: Put a regenerative warding on allies for a brief time.
Lesser Dispel Magic: Instantly remove magic effects from willing target, save for unwilling.
Golden Rays: Shoot rays that deal heat damage and deal double damage to undead
Harming Ray: Deal at least 1d8 negative energy damage with a ranged touch attack
Heal Injury: Short Description: Remove most injuries with a touch spell.
Healing Ray: Heal targets at a range for at least 2d8 positive energy
Hopelessness: Fill a subject's mind with hopelessness and break their morale
Invisibility Purge: Reveal invisible creatures in a small area around the caster.
Remove Poison: Remove poison from a target.
Revitalize: Restore fatigue and exhaustion, give immunities and temporary HP
Shared Pain: Take half of incoming damage for a selected target
Smooth Guile: Gain a temporary bonus when telling lies
Supplication: Grants luck bonus to nearby allies and a luck penalty to nearby enemies
Level 4 Spells
Cure Disease: Remove a disease and allow recover of the target.
Mass Fervor: Give allies at least a +1 holy/unholy bonus to AC and damage for a time.
Grief: Give a target a false memory that applies a penalty to will saves and causes other effects.
Harming Burst: Damage enemies in 20 ft. radius around yourself for at least 1d8 health.
Healing Burst: Heal allies in 20 ft. radius around yourself for at least 1d8 health
Holy Fire: A lash of (un)holy energy and fire to cleans your foes
Infection: Give a subject a disease
Martial Reversal: Give a 50% chance for a subject's weapon to strike them instead.
Universal Energy Warding, minor: Gain a small amount of broad energy resistance for a short time
Level 5 Spells
Bestow Curse: Apply a non-wound affliction to a creature as a curse.
Break Curse: Break most non-item-based curses on a subject.
Consecrated Recovery: Remove one serious affliction and protect the target from immediate relapse.
Flay the Flesh: Rend away parts of the target's body causing bleed damage and severe wounds.
Interposing Ward: Quickly place a ward on a creature that is not the caster.
Mantra: Inspire concentration in allies, and break the concentration of foes
Missile Bulwark: Protection from all missile spells and ranged weaponry
Thaumic Chain Bolt: Deal at least 1d10 positive or negative damage to selected targets in an area
Level 6 Spells
Greater Dispel Magic: Instantly remove a large amount of magic effects from willing target, save for unwilling
Divine Rush: Gain combat bonuses for a short time
Martial Reversal, mass: Subjects have a 50% chance for their weapons to strike themselves rather than their opponents
Vespers: Short Description: Heal for a moderate amount, cure all conditions, and be immune to them for the duration.
Vivum Torrent: Very swift healing spell heals for at least 1d6 positive energy and gives minor luck bonus to fortitude.
Level 7 Spells
Adamant Barrier: Apply a powerful ward to a touched creature.
Communion: Speak with a greater attendant for insight and information
Harming Multi-Pulse: Heal three targets for a larger amount.
Healing Multi-Pulse: Heal three targets for a larger amount.
Inner Focus: Become immune to fear, stifle, and figments. Distractions are less effective for the duration.
Judgement: Expose a target's soul to the judgement of a god or the dead
Rods From the Gods: Rain metal rods into some squares. These rods deal piercing damage once per round
Vivify: Revive a very recently deceased person to half hp
Level 8 Spells
Contingency: Prepare a spell to go off with a pre-determined trigger
Flogging Focus: A spell caster's focus can be used as a weapon
Sacred Scarab: Infuse a target with multiple bonuses and spell resistance for a time
Voiding Sphere: Conjure a deadly sphere that pulls all creatures in
Weight of Inevitability: Force enemies to feel certain their efforts will fail.
Level 9 Spells
Divine Injunction: Give a command with the force of the divine behind it
Radia's Reconstitution: Reform even after being obliterated.
Reaving Maelstrom: Negative energy aura drains the life of enemies, heals allies