Divine Spells

The following spells may be cast by divine spellcasters.

Spells printed in bold italic text can be found under Spells.

0-level Divine 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 feet.
Haywire. Causes a single device to behave randomly and erratically.
Inflict Minor Wounds. Touch attack, 1 point of damage.
Light. Object shines like a torch.
Mending. Repairs small breaks or tears in objects.
Read Magic. Read scrolls and magical writing.
Resistance. Subject gains +1 on saving throws.
Virtue. Subject gains 1 temporary hp.

1st-level Divine 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.
Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
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).
Degauss. Erases a single device that contains electronic data.
Faerie Fire. Pale glow surrounds and outlines creatures and objects in a 5-foot-radius burst.
Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Instant Identify. Determines all magic properties of a single magic item.
Magic Weapon. Weapon gains +1 bonus.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Remove Fear. +4 on saves against fear for one subject + one additional subject/four levels.
Sanctuary. Opponents can’t attack you, and you can’t attack them.
Shield of Faith. Aura grants +2 or higher deflection bonus.
Summon Vivilor I. Summons a 1st-level vivilor from Shadow to fight for you.
Trace Purge. Removes physical traces of the subject’s presence or passage.

2nd-level Divine 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).
Darkness. Causes an object to radiate darkness out to a 20-foot radius.
Dataread. You can access and read data stored in any machine-readable data source.
Daylight. Object touched sheds light as bright as full daylight in a 60-foot radius.
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.
Shield Other. You take half of the subject’s damage. Subject gains +1 deflection bonus to Defense and +1 resistance bonus to saves.
Silence. Negates sound in 15-foot radius.
Speak with Animals. You can comprehend and communicate with animals.
Spider Climb. Grants ability to travel on walls and ceilings.
Summon Vivilor II. Summons a 2nd-level vivilor or 1d3 1st-level vivilors to fight for you.
Zone of Truth. Subjects within range cannot lie.

3rd-level Divine 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).
Magic Circle. 10-foot-radius area grants +2 bonus to Defense and saves, counters mind control, and hedges out summoned and conjured creatures of specified allegiance.
Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
Recharge. Removes debilitating conditions and grants a +4 bonus on Fortitude saves against poison for 1 minute.
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.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shadowmoth Plague. Summons a cloud of shadowmoths that fills a 5-foot-high, 10-foot-radius spread.
Shutdown. Electric devices in area cease to function for the duration of the spell.
Status. Monitors condition and position of one ally per 3 caster levels.
Summon Vivilor III. Summons a 3rd-level vivilor, 1d3 2ndlevel vivilors, or 1d4+1 1st-level vivilors to fight for you.
Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
Water Breathing. Subjects can breathe underwater.

4th-level Divine Spells
Crawling Carpet. Summons a 10-foot-radius carpet of monstrous centipedes, scarab beetles, or spiders.
Cure Critical Wounds. Cures 4d8 +1/level damage (max +10).
Discern Lies. Reveals deliberate falsehoods.
Divination. Provides useful (if cryptic) advice to a single question.
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).
Magic Bullets. Enchants bullets with the power to cure light wounds or inflict light wounds.
Neutralize Poison. Detoxifies venom in or on subject.
Restoration. Restores level and ability score drains.
Spell Immunity. Subject is immune to one spell per four levels.
Summon Vivilor IV. Summons a 4th-level vivilor, 1d3 3rdlevel vivilors, or 1d4+1 2nd-level vivilors to fight for you.
Tongues. Speak any language.
Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.

5th-level Divine 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.
Rage of Bees. Summons 1d3 swarms of sentient killer bees to fight for you.
Raise Dead. Restores life to subject who died up to 1 day/level ago.
Scrying. Spies on subject from a distance.
Spell Resistance. Subject gains spell resistance 12 + your caster level.
Summon Vivilor V. Summons a 5th-level vivilor, 1d3 4thlevel vivilors, or 1d4+1 3rd-level vivilors to fight for you.
Synchronicity. Subject isn’t delayed by the inconveniences of modern life.
True Seeing. See all things as they really are.
Wall of Stone. Creates a stone wall that can be shaped.

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