F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell. If race, the spell might only target members of the listed race (the spell will say this if it does), but often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag (or a member of his family) for the aid of one of his divine family members. For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time.
Y This spell has a Mythic version.
0-Level Spells Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
Vigor: Give someone a +1 bonus on their next melee damage roll.
1st-Level Spells BlessY: Allies gain +1 on attack rolls and saves against fear.
Burning HandsY: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
CommandY: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all languages.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Endure ElementsY: Exist comfortably in hot or cold regions.
Face of the DevourerR: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
Obscuring MistY: Fog surrounds you.
Protection from ChaosY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from GoodY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from LawY: +2 to AC and saves, plus additional protection against selected alignment.
Shield the Banner: Protect your tribe's banner with a sanctuary-like effect.
SleepY: Puts 4 HD of creatures into magical slumber.
2nd-Level Spells Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance: Fascinates 2d6 HD of animals.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
DarknessY: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming target for 1 hour/level.
Enemy's HeartR: Absorb an enemy’s power by eating it’s heart.
Inner Focus: Ignore divine focus components of your spells.
InvisibilityY: Subject is invisible for 1 min./level or until it attacks.
Mirror ImageY: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Rovagug's FuryR: Create a minor earthquake to trip creatures.
Scorching RayY: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
WebY: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
3rd-Level Spells Animate DeadMY: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blood Rage: Inspire a number of creatures into a rage, increaing their strength but lowering their AC.
ContagionY: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
DaylightY: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Lightning BoltY: Electricity deals 1d6/level damage.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Tongues: Speak and understand any language.
4th-Level Spells Cure Critical WoundsY: Cures 4d8 damage + 1/level (max +20).
Minor Creation: Creates one cloth or wood object.
Polymorph: Gives one willing subject a new form.
RestorationM: Restores level and ability score drains.
StoneskinMY: Grants DR 10/adamantine.
Wall of FireY: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5th-Level Spells Baleful PolymorphY: Transforms subject into harmless animal.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
CommuneM: Deity answers one yes-or-no question/level.
HealY: Cures 10 points/level damage, all diseases and mental conditions.
Major Creation: As minor creation, plus stone and metal.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
True SeeingM: Lets you see all things as they really are.
Wall of StoneY: Creates a stone wall that can be shaped.