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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

Siphon Shield:

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