Divine Spells

Damnation
Rebuke Undead

Restoration
Turn Undead

Level 0 Divine Spells
Benediction Execration Restoration Universal
 * Light: Object shines like a torch.
 * Guidance: +1 on one ATR, saving throw, or skill check.
 * Resistance: Subject gains +1 on saving throws.
 * Virtue: Subject gains +1 temporary HP.
 * Inflict Minor Wounds: Touch attack, 1 damage.
 * Nature
 * Flare: Dazzles 1 creature (-1 on attack)
 * Know Direction: You discern north.
 * Cure Minor Wounds: Cures 1 point of damage.
 * Detect Poison: Detects poison in one creature or small object.
 * Mending: Makes minor repairs to an object.
 * Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
 * Detect Magic: Detects spells & magic items within 60ft.
 * Create Water: Creates 2 gallons/level of pure water.
 * Read Magic: Read scrolls and spellbooks.

Level 1 Divine Spells
Benediction Damnation Execration Nature Restoration Universal
 * Bless: Allies gain +1 ATR and saves against fear.
 * Protection from Evil: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
 * Jump: Subject gets bonus on Jump checks.
 * Longstrider: Increases your speed.
 * Shillelagh: Cudgel or quarterstaff becomes +1 (1d10 damage) for 1min/level.
 * Protection from Law: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
 * Divine Favor: You gain +1 per 3 leve3ls on ATR and damage.
 * Entropic Shield: Ranged attacks against you have a 20% miss chance.
 * Magic Weapon: Weapons gains +1 bonus.
 * Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject +1 per four levels.
 * Shield of Faith: Aura grants +2 or higher deflection bonus.
 * Protection from Good: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Chaos: +2 Avoid and saves, counter mind control, hedge out elementals and outsiders.
 * Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
 * Bane: Enemy take -1 on attack rolls and saves against fear.
 * Obscuring Mist: Fog surrounds you.
 * Cause Fear: One Creature of level 5 or less flees for 1d4 rounds.
 * Command: One subject obeys selected command for 1 round.
 * Sanctuary: Opponents can't attack you, and you can't attack.
 * Curse Water: Makes unholy water.
 * Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
 * Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
 * Produce Flame: 1d6 damage +1/level, tough or thrown.
 * Inflict Light Wounds: Tough attack, 1d8 damage +1/level (max +5).
 * Summon Monster I: Calls extraplanar creature to fight for you.
 * Calm Animals: Calsm (2d4 + level) levels of animals.
 * Charm Animal: Makes one animal your friend.
 * Detect Animals or Plants: Detects kinds of animals or plants.
 * Endure Elements: Exist comfortable in hot or cold environments.
 * Entangle: Plants entangle everyone in 40ft radius circle.
 * Hide from Animals: Animals can't perceive one subject/level.
 * Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
 * Pass Without Trace: One subject/level leaves no tracks.
 * Speak with Animals: You can communicate with animals.
 * Summon Nature's Ally I: Call animal to fight for you.
 * Bless Water: Makes holy water.
 * Comprehend Languages: You understand all spoken and written languages.
 * Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
 * Deathwatch: Reveals how near death subjects within 30ft are.
 * Detect Snares and Pits: Reveals natural or primitive traps.
 * Goodberry: 2d4 berries each cure 1hp (max 8hp/24 hours).
 * Hide from Undead: Undead can't perceive on subject/level.
 * Detect Alignment: Reveals creatures, spells, or objects of selected alignment.
 * Detect Undead: Reveals undead within 60ft.

Level 2 Divine Spells
Benediction Damnation Execration Nature Restoration
 * Align Weapon Chaos: Weapon becomes chaotic.
 * Align Weapon Evil: Weapon becomes evil.
 * Align Weapon Good: Weapon becomes good.
 * Align Weapon Law: Weapon becomes lawful.
 * Bear's Endurance: Subject gains +4 Vit for 1min/level.
 * Bull's Strength: Subject gains +4 Str for 1min/level.
 * Cat's Grace: Subject gains +4 Dex for 1min/level.
 * Eagle's Splendor: Subject gains +4 Cha for 1min/level.
 * Owl's Wisdom: Subject gains +4 Per for 1min/level.
 * Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Darkness: 20ft radius of supernatural shadow.
 * Death Knell: Kill dying creature and gain 1d8 temporary HP, +2 Str, and +1 caster level.
 * Desecrate: Fills area with negative energy, making undead stronger.
 * Enthrall: Captivates all within 100ft + 10ft/level.
 * Fog Cloud: Fog obscures vision.
 * Gust of Wind: Blows away or knocks down small creatures.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Silence: Negates sound in 20ft radius.
 * Undetectable Alignment: Conceals alignment for 24 hours.
 * Chill Metal: Cold metal damages those who touch it.
 * Fire Trap: Opened object deals 1d4 damage +1/level.
 * Flame Blade: Touch attack deals 1d8 +1/two levels damage.
 * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
 * Heat Metal: Make metal so hot it damages those who touch it.
 * Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
 * Spiritual Weapon: Magical weapon attacks on its own.
 * Summon Monster II: Calls extraplanar creature to fight for you.
 * Animal Messenger: Sends a Tiny animal to a specific place.
 * Animal Trance: Fascinates 2d6 HD of animals.
 * Barkskin: Grants +2 (or higher) enhancement to natural armor.
 * Calm Emotions: Calms creatures, negating emotion effects.
 * Hold Animal: Paralyzes one animal for 1 round/level.
 * Reduce Animal: Shrinks one willing animal.
 * Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
 * Summon Nature's Ally II: Calls animal to fight for you.
 * Summon Swarm: Summons swarm of bats, rats, or spiders.
 * Tree Shape: You look exactly like a tree for 1 hour/level.
 * Warp Wood: Bends wood (shaft, handle, door, plank).
 * Wood Shape: Rearranges wooden objects to suit you.
 * Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
 * Augury: Learns whether an action will be good or bad.
 * Consecrate: Fills area with positive energy, making undead weaker.
 * Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
 * Delay Poison: Stops poison from harming subject for 1 hour/level.
 * Find Traps: Notice traps as a rogue does.
 * Gentle Repose: Preserves one corpse.
 * Make Whole: Repairs an object.
 * Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
 * Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
 * Shield Other: You take half of subject's damage.
 * Status: Monitors condition, position of allies.
 * Zone of Truth: Subjects within range cannot lie.

Level 3 Divine Spells
Benediction <p data-parsoid="{"dsr":[9077,9086,0,0]}">Damnation <p data-parsoid="{"dsr":[9706,9716,0,0]}">Execration <p data-parsoid="{"dsr":[10063,10069,0,0]}">Nature <p data-parsoid="{"dsr":[10928,10939,0,0]}">Restoration <p data-parsoid="{"dsr":[11493,11502,0,0]}">Universal
 * Daylight: 60-ft. radius of bright light.
 * 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 Circle Against Good: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Circle Against Law: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 * Wind Wall: Deflects arrows, smaller creatures, and gases.
 * Animate Dead: 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.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
 * Helping Hand: Ghostly hand leads subject to you.
 * Obscure Object: Masks object against scrying.
 * Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
 * Quench: Extinguishes nonmagical fires or one magic item.
 * Sleet Storm: Hampers vision and movement.
 * Speak with Dead: Corpse answers one question/two levels.
 * Contagion: Infects subject with chosen disease.
 * Glyph of Warding: Inscription harms those who pass it.
 * Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
 * Searing Light: Ray deals 1d8/two levels, more against undead.
 * Snare: Creates a magic booby trap.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
 * Diminish Plants: Reduces size or blights growth of normal plants.
 * Dominate Animal: Subject animal obeys silent mental commands.
 * Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
 * Meld into Stone: You and your gear merge with stone.
 * Plant Growth: Grows vegetation, improves crops.
 * Speak with Plants: You can talk to normal plants and plant creatures.
 * Spike Growth: Creatures in area take 1d4 damage, may be slowed.
 * Stone Shape: Sculpts stone into any shape.
 * Summon Nature's Ally III: Calls animal to fight for you.
 * Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
 * Water Breathing: Subjects can breathe underwater.
 * Water Walk: Subject treads on water as if solid.
 * Continual Flame: Makes a permanent, heatless torch.
 * Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
 * Dispel Magic: Cancels magical spells and effects.
 * Invisibility Purge: Dispels invisibility within 5 ft./level.
 * Locate Object: Senses direction toward object (specific or type).
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Remove Blindness/Deafness: Cures normal or magical conditions.
 * Remove Curse: Frees object or person from curse.
 * Remove Disease: Cures all diseases affecting subject.
 * Create Food and Water: Feeds three humans (or one horse)/level.

Level 4 Divine Spells
<p data-parsoid="{"dsr":[11600,11611,0,0]}">Benediction <p data-parsoid="{"dsr":[12082,12091,0,0]}">Damnation <p data-parsoid="{"dsr":[12408,12414,0,0]}">Nature <p data-parsoid="{"dsr":[13059,13070,0,0]}">Restoration
 * Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
 * Freedom of Movement: Subject moves normally despite impediments.
 * Imbue with Spell Ability: Transfer spells to subject.
 * Magic Weapon, Greater: +1/four levels (max +5).
 * Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
 * Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
 * Spell Immunity: Subject is immune to one spell per four levels.
 * Dimensional Anchor: Bars extradimensional movement.
 * Poison: Touch deals 1d10 Con damage, repeats in 1 min.
 * Rusting Grasp: Your touch corrodes iron and alloys.
 * Execration
 * Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
 * Antiplant Shell: Keeps animated plants at bay.
 * Blight: Withers one plant or deals 1d6/level damage to plant creature.
 * Command Plants: Sway the actions of one or more plant creatures.
 * Control Water: Raises or lowers bodies of water.
 * Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
 * Spike Stones: Creatures in area take 1d8 damage, may be slowed.
 * Summon Nature's Ally IV: Calls animal to fight for you.
 * Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
 * Death Ward: Grants immunity to death spells and negative energy effects.
 * Discern Lies: Reveals deliberate falsehoods.
 * Dismissal: Forces a creature to return to native plane.
 * Divination: Provides useful advice for specific proposed actions.
 * Reincarnate: Brings dead subject back in a random body.
 * Restoration: Restores level and ability score drains.
 * Sending: Delivers short message anywhere, instantly.
 * Tongues: Speak any language.

Level 5 Divine Spells
<p data-parsoid="{"dsr":[13611,13622,0,0]}">Benediction <p data-parsoid="{"dsr":[14048,14057,0,0]}">Damnation <p data-parsoid="{"dsr":[14430,14440,0,0]}">Execration <p data-parsoid="{"dsr":[14858,14864,0,0]}">Nature <p data-parsoid="{"dsr":[15560,15571,0,0]}">Restoration <p data-parsoid="{"dsr":[16087,16096,0,0]}">Universal
 * Dispel Chaos: +4 bonus against attacks by chaotic creatures.
 * Dispel Evil: +4 bonus against attacks by evil creatures.
 * Dispel Good: +4 bonus against attacks by good creatures.
 * Dispel Law: +4 bonus against attacks by lawful creatures.
 * Righteous Might: Your size increases, and you gain combat bonuses.
 * Spell Resistance: Subject gains spell resistance 12 + level.
 * Stoneskin: Ignore 10 points of damage per attack.
 * Command, Greater: As command, but affects one subject/level.
 * Mark of Justice: Designates action that will trigger curse on subject.
 * Scrying: Spies on subject from a distance.
 * Symbol of Pain: Triggered rune wracks nearby creatures with pain.
 * Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
 * Unhallow: Designates location as unholy.
 * Flame Strike: Smite foes with divine fire (1d6/level damage).
 * Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
 * Insect Plague: Locust swarms attack creatures.
 * Slay Living: Touch attack kills subject.
 * Summon Monster V: Calls extraplanar creature to fight for you.
 * Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
 * Animal Growth: One animal/two levels doubles in size.
 * Awaken: Animal or tree gains human intellect.
 * Baleful Polymorph: Transforms subject into harmless animal.
 * Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
 * Commune with Nature: Learn about terrain for 1 mile/level.
 * Control Winds: Change wind direction and speed.
 * Summon Nature's Ally V: Calls creature to fight.
 * Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
 * Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
 * Tree Stride: Step from one tree to another far away.
 * Wall of Stone: Creates a stone wall that can be shaped.
 * Wall of Thorns: Thorns damage anyone who tries to pass.
 * Atonement: Removes burden of misdeeds from subject.
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
 * Disrupting Weapon: Melee weapon destroys undead.
 * Hallow: Designates location as holy.
 * Plane Shift: As many as eight subjects travel to another plane.
 * Raise Dead: Restores life to subject who died as long as one day/level ago.
 * True Seeing: Lets you see all things as they really are.
 * Commune: Deity answers one yes-or-no question/level.

Level 6 Divine Spells
<p data-parsoid="{"dsr":[16183,16194,0,0]}">Benediction <p data-parsoid="{"dsr":[16804,16813,0,0]}">Damnation <p data-parsoid="{"dsr":[17196,17206,0,0]}">Execration <p data-parsoid="{"dsr":[17592,17598,0,0]}">Nature <p data-parsoid="{"dsr":[18130,18141,0,0]}">Restoration
 * Antilife Shell: 10-ft. -radius field hedges out living creatures.
 * Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
 * Bull's Strength, Mass: As bull's strength, affects one subject/level.
 * Cat's Grace, Mass: As cat's grace, affects one subject/level.
 * Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
 * Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
 * Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
 * Planar Ally: As lesser planar ally, but up to 12 HD.
 * Word of Recall: Teleports you back to designated place.
 * Banishment: Banishes 2 HD/level of extraplanar creatures.
 * Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
 * Forbiddance: Blocks planar travel, damages creatures of different alignment.
 * Geas/Quest: As lesser geas, plus it affects any creature.
 * Symbol of Fear: Triggered rune panics nearby creatures.
 * Symbol of Persuasion: Triggered rune charms nearby creatures.
 * Animate Objects: Objects attack your foes.
 * Blade Barrier: Wall of blades deals 1d6/level damage.
 * Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
 * Harm: Deals 10 points/level damage to target.
 * Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
 * Summon Monster VI: Calls extraplanar creature to fight for you.
 * Fire Seeds: Acorns and berries become grenades and bombs.
 * Ironwood: Magic wood is strong as steel.
 * Liveoak: Oak becomes treant guardian.
 * Move Earth: Digs trenches and build hills.
 * Repel Wood: Pushes away wooden objects.
 * Spellstaff: Stores one spell in wooden quarterstaff.
 * Stone Tell: Talk to natural or worked stone.
 * Summon Nature's Ally VI: Calls creature to fight.
 * Transport via Plants: Move instantly from one plant to another of the same kind.
 * Wind Walk: You and your allies turn vaporous and travel fast.
 * Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
 * Dispel Magic, Greater: As dispel magic, but +20 on check.
 * Find the Path: Shows most direct way to a location.
 * Heal: Cures 10 points/level of damage, all diseases and mental conditions.
 * Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).

Level 7 Divine Spells
<p data-parsoid="{"dsr":[18504,18513,0,0]}">Damnation <p data-parsoid="{"dsr":[19039,19049,0,0]}">Execration <p data-parsoid="{"dsr":[19290,19296,0,0]}">Nature <p data-parsoid="{"dsr":[19685,19696,0,0]}">Restoration
 * Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
 * Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
 * Holy Word: Kills, paralyzes, slows, or deafens non-holy subjects.
 * Scrying, Greater: As scrying, but faster and longer.
 * Symbol of Stunning: Triggered rune stuns nearby creatures.
 * Symbol of Weakness: Triggered rune weakens nearby creatures.
 * Unholy Word: Kills, paralyzes, slows, or deafens non-unholy subjects.
 * Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
 * Destruction: Kills subject and destroys remains.
 * Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
 * Summon Monster VII: Calls extraplanar creature to fight for you.
 * Sunbeam: Beam blinds and deals 4d6 damage.
 * Animate Plants: One or more plants animate and fight for you.
 * Changestaff: Your staff becomes a treant on command.
 * Control Weather: Changes weather in local area.
 * Creeping Doom: Swarms of centipedes attack at your command.
 * Repulsion: Creatures can't approach you.
 * Summon Nature's Ally VII: Calls creature to fight.
 * Transmute Metal to Wood: Metal within 40 ft. becomes wood.
 * Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
 * Ethereal Jaunt: You become ethereal for 1 round/level.
 * Refuge: Alters item to transport its possessor to you.
 * Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
 * Restoration, Greater: As restoration, plus restores all levels and ability scores.
 * Resurrection: Fully restore dead subject.

Level 8 Divine Spells
<p data-parsoid="{"dsr":[20132,20143,0,0]}">Benediction <p data-parsoid="{"dsr":[21049,21058,0,0]}">Damnation <p data-parsoid="{"dsr":[21469,21479,0,0]}">Execration <p data-parsoid="{"dsr":[21763,21769,0,0]}">Nature <p data-parsoid="{"dsr":[22119,22130,0,0]}">Restoration
 * Chaotic Aura: +4 to AC, +4 resistance, and spell resistance 25 against Lawful spells.
 * Cloak of Chaos: +4 to AC, +4 resistance, spell resistance 25 against lawful spells.
 * Cloak of Evil: +4 to AC, +4 resistance, spell resistance 25 against good spells.
 * Cloak of Good: +4 to AC, +4 resistance, spell resistance 25 against Evil spells.
 * Cloak of Law: +4 to AC, +4 resistance, spell resistance 25 against Chaotic spells.
 * Holy Aura: +4 to AC, +4 resistance, and spell resistance 25 against evil spells.
 * Lawful Aura: +4 to AC, +4 resistance, and spell resistance 25 against Chaotic spells.
 * Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
 * Shield of Law: +4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.
 * Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
 * Unholy Aura: +4 to AC, +4 resistance, spell resistance 25 against good spells.
 * Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
 * Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
 * Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
 * Reverse Gravity: Objects and creatures fall upward.
 * Symbol of Death: Triggered rune slays nearby creatures.
 * Symbol of Insanity: Triggered rune renders nearby creatures insane.
 * Finger of Death: Kills one subject.
 * Fire Storm: Deals 1d6/level fire damage.
 * Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
 * Summon Monster VIII: Calls extraplanar creature to fight for you.
 * Sunburst: Blinds all within 10 ft., deals 6d6 damage.
 * Animal Shapes: One ally/level polymorphs into chosen animal.
 * Control Plants: Control actions of one or more plant creatures.
 * Earthquake: Intense tremor shakes 80-ft. -radius.
 * Repel Metal or Stone: Pushes away metal and stone.
 * Summon Nature's Ally VIII: Calls creature to fight.
 * Whirlwind: Cyclone deals damage and can pick up creatures.
 * Antimagic Field: Negates magic within 10 ft.
 * Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
 * Discern Location: Reveals exact location of creature or object.

Level 9 Divine Spells
<p data-parsoid="{"dsr":[22351,22360,0,0]}">Damnation <p data-parsoid="{"dsr":[22472,22482,0,0]}">Execration <p data-parsoid="{"dsr":[22649,22655,0,0]}">Nature <p data-parsoid="{"dsr":[23088,23099,0,0]}">Restoration <p data-parsoid="{"dsr":[23395,23404,0,0]}">Universal
 * Energy Drain: Subject gains 2d4 negative levels.
 * Soul Bind: Traps newly dead soul to prevent resurrection.
 * Implosion: Kills one creature/round.
 * Storm of Vengeance: Storm rains acid, lightning, and hail.
 * Summon Monster IX: Calls extraplanar creature to fight for you.
 * Antipathy: Object or location affected by spell repels certain creatures.
 * Elemental Swarm: Summons multiple elementals.
 * Foresight: 'Sixth sense' warns of impending danger.
 * Shambler: Summons 1d4+2 shambling mounds to fight for you.
 * Shapechange: Transforms you into any creature, and change forms once per round.
 * Summon Nature's Ally IX: Calls creature to fight.
 * Sympathy: Object or location attracts certain creatures.
 * Astral Projection: Projects you and companions onto Astral Plane.
 * Etherealness: Travel to Ethereal Plane with companions.
 * Gate: Connects two planes for travel or summoning.
 * Heal, Mass: As heal, but with several subjects.
 * True Resurrection: As resurrection, plus remains aren't needed.
 * Miracle: Requests a deity's intercession.

Divine Spells (Crusader Only)
<p data-parsoid="{"dsr":[23768,23799,0,0]}">Divine Spells (Inquisitor Only)
 * Level 1 Divine Spell - Bless Weapon: Weapon strikes true against foes of opposing alignment.
 * Level 3 Divine Spell - Heal Mount: As heal on warhorse or other special mount.
 * Level 4 Divine Spell - Align Weapon: Weapon becomes +5, deals +2d6 damage against opposing alignment.
 * Level 1 Spell - Alarm: Wards an area for 2 hours/level.
 * Level 3 Spell - Darkvision: See 60 ft. in total darkness.
 * Level 4 Spell - Nondetection: Hides subject from divination, scrying.