1st-Level Spells Abadar's TruthtellingR: Force the target to speak the truth.
Alleviate Addiction: Ignore the effects of addictions.
Animal Purpose Training: Animal gains a new general purpose.
Aspect of the NightingaleR: Your voice becomes clear and plesant, like a nightingale.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
BlessY: Allies gain +1 on attack rolls and saves against fear.
Bless WaterM: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Blessed Fist: Target doesn’t provoke attacks of opportunity with unarmed strikes.
Blessing of the WatchR: Functions as bless, except lasts for 1 hour/level but only in the caster’s home city.
Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.
Challenge Evil: Sickens creature if it refuses to fight you.
Compel Hostility: Compels opponents to attack you instead of your allies.
Create Water: Creates 2 gallons/level of pure water.
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Deadeye's ArrowR: Create an arrow of crackling electricity to harm your enemies or alert your allies.
Detect Charm: Detect charms, compulsions, and possessions, along with who might be affecting who else with them.
Detect Demon: Sense the presence of demons, their servants, and the Abyss.
Detect Poison: Detects poison in one creature or object.
Detect the Faithful: Detect other worshippers of your deity.
Detect Undead: Reveals undead within 60 ft.
Diagnose Disease: Detect and identify diseases.
Divine FavorY: You gain +1 per three levels on attack and damage rolls.
Emblazon Crest: Display your crest on anything you carry.
Empower Holy Water: Empower holy water to deal more damage to the undead.
Endure ElementsY: Exist comfortably in hot or cold regions.
Enhance WaterR: Transform water into an alcoholic beverage.
Fallback StrategyR: Gain a free re-roll while this spell is active.
FirebellyR: Breathe fire and become resistant to it.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Grace: Movement doesn't provoke attacks of opportunity.
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down.
Hero's Defiance: Allows the use of lay on hands while falling unconscious.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Horn of Pursuit: Create three notes heard miles away.
Inner Focus: Ignore divine focus components of your spells.
IronbeardR: Create a brushy beard of stiff iron to use as defense and a weapon.
Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
Knight's Calling: Forces target to move toward you and fight you.
Know the EnemyY: Gain +10 on a monster Knowledge check.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
LinebreakerR: Bonus to speed when charging and +2 CMB with overrun and bull rush.
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Murderous CrowR: Conjure a supernaturally vicious and clever crow to watch over you.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
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.
Rally Point: Square gives good creatures bonuses.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Sanctify Corpse: Prevent a corpse from becoming an undead.
Serren's Swift Girding: Immediately clad a number of targets in armor.
Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target.
Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sun MetalY: Weapon touched bursts into flames.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tracking MarkR: Gain a supernatural ability to detect tracks and other clues.
Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.
Unwelcome HaloR: Force a halo around a target, preventing it from hiding in the dark.
Veil of HeavenR: Surround yourself with protection against evil outsiders.
Veil of Positive Energy: +2 AC, +2 on saves vs. undead.
Virtue: Subject gains 1 temporary hp.
Wartrain Mount: Animal gains combat training.
Watchful EyeFRT: As shield other, but with a shorter duration and the requirement that you must maintain line of effect with whom you are linked to.
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.
Word of Resolve: Ally rerolls a save against charm or fear.
2nd-Level Spells AbeyanceM: Suppress the effects of a single curse.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Arrow of Law: Harm and possibly daze chaotic creatures.
Aura of Greater Courage: Increases strength of a paladin's aura of courage.
Bestow Grace: Subject gains bonus on saving throws equal to Cha modifier.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blade Tutor’s Spirit: Summon a spirit to help your more reckless attacks.
Blessing of Courage and Life: Grants a +2 bonus on saves vs. fear and death.
Blessing of Luck and ResolveR: Increase resistance against fear.
Blinding RayRY: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.
Bullet WardF: Adamantine bullets intercept firearm attacks.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Carry Companion: Shrink an animal or magical beast down to stone, ready to be enlarged again when summoned.
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Delay DiseaseR: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Divine Arrow: Imbues a projectile with holy energy.
Dwarven VeilRT: Enhance a target's dwarf-like qualities, giving it a +2 bonus to influence dwarves.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Effortless Armor: Armor you wear no longer slows your speed.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
FairnessR: Force humanoid creatures to trade fairly with each other.
Fire of Entanglement: Your ability to smite evil also entangles your foe.
Holy Shield: Lend your shield's protection to another.
Inheritor's SmiteR: Gain a bonus on your next attack; if it hits, attempt a free bull rush.
Instant Armor: Summon armor temporarily replacing your current attire.
Ironskin: Harden your skin into iron.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Light Lance: Creates a soaring beacon of light.
Light of Iomedae: Illuminate all undead creatures in the area and make them more vulnerable to positive energy.
Litany of Defense: Doubles armor's enhancement bonus.
Litany of Eloquence: Fascinates a single creature for 1 round.
Litany of Entanglement: Entangles a creature for 1 round.
Litany of Righteousness: A single evil creature takes more damage from creatures with a good aura.
Litany of Warding: You gain two additional attacks of opportunity for 1 round.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Martyr's Bargain: Delay the effects of damage dealt to you.
Oath of JusticeRT: Seal an oath between two creatures.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Paladin's Sacrifice: Take the damage and effects for another creature.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protection from Outsiders: Ward a creature against attacks from outsides with a specific racial subtype, more powerful than protection from evil or similar spells.
Quick Throwing: Draw thrown weapons faster, gaining full attacks with such weapons.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Righteous Blood: Infuse a good target with holy energy.
Righteous Vigor: Boosts attack bonus with each hit.
Sacred BondFY: Cast touch healing spells from a distance.
Sacred SpaceR: Sanctify an area with holy power.
Saddle Surge: Bonus damage for moving on mount.
Sea Steed: Adapt your companion to an aquatic environment.
Shield Companion: As shield other, but affecting your companion creature.
Shield OtherFY: You take half of subject's damage.
Soothing Word: Lessen the severity of a target’s conditions.
Suppress Charms and Compulsions: Free a group of creatures from charms or compulsions.
Undetectable Alignment: Conceals alignment for 24 hours.
Vestment of the Champion: Armor or shield gains a +1 enhancement per four levels.
Wake of Light: Magical trail aids good creatures, hinders evil ones.
Weapon of Awe: Weapon gets +2 on damage rolls.
Widen Auras: Increase the range of auras bestowed by your class.
Winged Sword: Grant a weapon the throwing special ability.
Zone of Truth: Subjects within range cannot lie.
3rd-Level Spells Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
Angelic Aspect: As angelic aspect, lesser with improved angelic qualities.
Archon's Aura: Aura penalizes enemy attacks and AC.
Aura of Inviolate Ownership: Ward your attended items against theft.
Bestow Auras: Transfer your paladin or antipaladin auras to another creature.
Blade of Bright Victory: Bonded weapon gains ghost touch.
Blessing of the Mole: 1 ally/level gains darkvision and a +2 Stealth bonus.
Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Cure Moderate WoundsY: Cures 2d8 damage + 1/level (max +10).
Daybreak ArrowY: Targeted ammunition exudes radiant energy.
DaylightY: 60-ft. radius of bright light.
Deadly Juggernaut: Your might increases with every kill you make.
Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
Discern Lies: Reveals deliberate falsehoods.
Dispel MagicY: Cancels one magical spell or effect.
Divine Transfer: Transfer hit points and give DR/evil to target creature.
Draconic AllyM: Creates a semi-living intelligent draconic servant that loyally obeys and serves you.
Fire of Judgment: Smited creature takes damage when it attacks.
Ghostbane Dirge, Mass: As ghostbane dirge, but affects multiple creatures.
Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
Heal Mount: As heal on horse or other special mount.
Heroic FortuneFM: Grant a temporary hero point.
Holy Whisper: Whisper sickens evil creatures, gives good creatures bonuses.
Litany of Escape: Teleports a friend out of a grapple.
Litany of Sight: You can see invisible creatures and objects within 30 feet of you.
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, GreaterY: Weapon gains +1 bonus/four levels (max +5).
Mantle of Calm: Neutralize the rage effects of those who have attacked you.
Marks Of Forbiddance: Makes 2 creatures pass Will saves in order to attack each other.
Planned AssaultRT: Increase the effectiveness of actions planned in advance.
PrayerY: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Resilient ReservoirR: Store hit point damage as magical energy.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Sanctify ArmorY: +1 AC/four levels (max +5).
Sanctify Weapons: Allow all weapons in the area to bypass a specific type of fiendish DR.
Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.
Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Sky Steed: Enhance your mount with angelic wings.
Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Tactical FormationRT: Grant targets a bonus to AC so long as they remain in formation.
Tail Strike: Grow a tail and gain a tail slam attack.
Titanic Anchoring: Become grounded and nearly immovable.
Trial by Fire: Test a creature's purity of convictions by exposing it to a sheet of divine fire.
Wrathful Mantle: Subject shines and gets +1/four levels on all saves.
4th-Level Spells Angelic Aspect, Greater: As angelic aspect, lesser except granting the greatest qualities of angelic creatures.
Archon's Trumpet: Paralyze all creatures in the area with the sound of a booming trumpet.
Ban Corruption: a
Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.
Beacon of LuckR: Send out a burst of luck to allies around you.
Bestow Grace of the Champion: Target gains paladin abilities for 1 round/level.
Blaze of Glory: Last stand cures good creatures, hurts evil.
Blessing of Luck and Resolve, MassR: As blessing of luck and resolve but with multiple creatures.
Bloodsworn RetributionRT: Swear an oath, damaging yourself to gain a bonus to things relating to that oath.
Break EnchantmentY: Frees subjects from enchantments, transmutations, and curses.
Burst of GloryR: Increase your allie’s attack rolls, saves against fear, and hit points.
Burst with Light: Fill the target with powerful and damaging light.
Chains of Light: Hold a creature immobile with glowing chains with the added benefit of preventing the use of any extradimension travel.
Crusader's EdgeY: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Cure Serious WoundsY: Cures 3d8 damage + 1/level (max +15).
Daemon WardM: As death ward, but against daemons.
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.
Dispel Chaos: +4 bonus against attacks.
Dispel Evil: +4 bonus against attacks.
Eaglesoul: Infuse yourself with power from a good-aligned outsider.
Fire of Vengeance: Smited creature takes 3d8 damage.
Forced Repentance: Target falls prone and confesses sins.
Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.
Guardian of Faith: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
King's Castle: Instantly switch places with a single ally.
Litany of Thunder: A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance: Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of Justice: Designates action that triggers curse on subject.
Mighty StrengthRT: As bull’s strength, except it grants a +8 enhancement bonus to Strength.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Oath of PeaceY: Grants +5 AC and DR 10/evil, can't attack.
Paragon SurgeR: +2 enhancement to Dexterity and Intelligence, gain use of any one feat.
Planeslayer's Call: Allies gain benefits against outsiders of an alignment you choose.
Raise Animal CompanionM: As raise dead, but on an animal.
Remove Radioactivity: Remove radiation effects from a target.
Reprobation: Marked target is shunned by your religion.
Resounding Blow: Melee attack deals 1d6 more damage.
RestorationM: Restores level and ability score drains.
Sacrificial Oath: Take damage for an ally for many rounds.
Sea Stallion: As sea steed, but gain amphibious and freedom of movement-like effects while mounted.
Shield of the DawnflowerRY: Create a protective shield of sunlight.
Stay the Hand: Subject cannot attack with melee weapon.
Symbol of HealingM: Triggered rune heals living creatures.