1st-Level 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 pleasant, 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. Brightest Night: Grant improved low-light vision to several creatures Build Trust: Gain various bonuses when interacting with the target. Celestial Companion: Give your companion protections against evil creatures Challenge Evil: Sickens creature if it refuses to fight you. Compel Hostility: Compels opponents to attack you instead of your allies. Conditional Favor: Provide another spell whose effects reverse if the target breaks a restriction. 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 charm, compulsion, and possession effects in the area Detect Demon: Sense the presence of demons, their servants, and the Abyss. Detect Poison: Detects poison in one creature or object. Detect the Faithful: Find others of the same faith. 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. Fastidiousness: Keep yourself and your equipment clean and dry FirebellyR: Breathe fire and become resistant to it. Funereal Weapon: Targeted weapon bypasses some DR of undead creatures Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons. Grace: Movement doesn't provoke attacks of opportunity. Guardian Armor: Teleport your armor onto an ally in range
Haze of DreamsR: Fill an enemy’s head with waking dreams, slowing it down. Hedging Weapons: Floating weapons protect you and make ranged attacks 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. Huntmaster's Spear: Enhance a spear to be especially deadly against a certain creature type Inner Focus: Ignore divine focus components of your spells. Instant Clot: Touched creature doesn't bleed 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 Peerage: Target uses your Knowledge (nobility) ranks. 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 Duty: Reroll a failed save against an effect that would force you to take an action against your will Litany of Sloth: Single target cannot make attacks of opportunity for 1 round. Litany of the Red Crusader: Creature takes bleed damage from piercing and slashing weapons 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. Oath of Anonymity: Cloak yourself in an illusion that hides your true identity Peace Bond: Create a glowing rune of peace to protect targets from your own magic. Positive Pulse: Energy harms undead or bolsters the living Preserve GraceF: Grant a creature the guidence of a phylactery of faithfulness 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. Rite of Bodily PurityM: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison Sanctify Corpse: Prevent a corpse from becoming an undead. Serren's Swift Girding: Immediately clad a number of targets in armor. Shield Companion (AA)F: As shield other, but affects the caster’s animal companion or familiar. Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures
Sign of the DawnflowerR: Transmit a hidden message that you are a worshipper of Sarenrae to the target. Songbird: Conjure music from a good-aligned plane Spindrift Spritz: Target can roll twice and take the better result when making a saving throw against gaining minor conditions Stalwart Resolve: Ignore the effects of ability damage and penalties to one score. Steady Saddle: Affected saddle has reduced penalties for actions requiring focus 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 AbeyanceM: Suppress the effects of a single curse. Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures. Aquatic Cavalry: Summon hippocampi to serve as aquatic mounts 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. Contest of Skill: Cause two creatures to automatically fail to confirm critical hits 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. Enchantment Sight: See enchantment spells active on creatures 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. Healing Leak: Touched target only gains and grants half the benefits from magical healing Healing Token: Imbued holy symbol serves as a conduit for healing magic Holy Javelin: Deal ongoing damage to evil creatures and apply penalties 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 Order: Weaken chaotic creatures against the attacks of lawful creatures 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 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. Restful Cloak: Enchanted cloak functions as a tent Righteous Blood: Infuse a good target with holy energy. Righteous Condemnation: Chaotic, neutral, or evil spellcasters who target you with a spell take a -4 penalty to Intelligence-, Wisdom-, and Charisma-based skill checks 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: Your mount adapts to an aquatic environment Sense Madness: Determine mental disturbances in nearby creatures Shared Training: Share your teamwork feats with allies Shield Companion (ACG): As shield other, but affecting your companion creature. Shield OtherFY: You take half of subject's damage. Slave to Sin: Draw out a creatures inner sin Soothing Word: Lessen the severity of a target’s conditions. Spiritual Squire: Create an ally out of force to assist you in combat
Stave Off Corruption: Protect against a corruption's progression. Suppress Charms and Compulsions: Either grant a bonus to saves against, or suppress, charm and compulsion spells Undeath Sense: As per detect undead, but affecting a creature you touch 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 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). Damnation: Punish creatures for evil spells they know or that affect them 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. Detect Anxieties: Learn what makes a creautre anxious. Detect Desires: Learn what a creatures desire. Detoxify: Remove a creature's ability to poison others 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. Firewalker's MeditationM: resist fire 5, DR 5/magic, +4 to saves vs pain for 24 hours, discharge to temporarily increase to resist 30, DR 10, and immunity to pain 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. Life Current: Infuse a current with positive energy, healing all living creatures within Litany of Admonition: Stagger a creautre with a list of their faults Litany of Dependability: Creature takes the average of its next roll 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. Moonrise Arrow: Imbue ammunition with damaging silver light 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. Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconcious or is killed
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.
Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. Shield of WingsR: Five burning wings grant you flight and protect you from fire. Silverlight: Create a bright silver light that is harmful to those vulnerable to silver. Sky Steed: Grant your mount angelic wings Spindrift Spritz, Mass: As spindrift spritz, but affecting 1 creature/level Spotlight: Create a mobile area of bright light while also suppressing light surrounding it. 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.
Talisman of Reprieve: Create an item that protects against the effects of an aligned plane They Know: Convince target that a nearby creature knows her greatest secret. 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. Untold Wonder: Treat penalties from emotion effects as bonuses instead Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings Wrathful Mantle: Subject shines and gets +1/four levels on all saves.
4th-Level Absolution: Removes enchantments and forgives actions taken under their effects. 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: Eliminate the gifts of a nearby corrupted creature 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. Blade of Light: Imbue a weapon with sunlight, making it bane to the undead 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. Brightest Light: As daylight, but lasts longer and can dispel darkness effects 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. Cleansing Fire: Create a ring of fire that damages creatures passing through and dispels evil magic within Companion Transportation: Swap places with your animal companion, familiar, or spirit animal via teleportation 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. Flame Steed: As phantom steed, but immune to fire and can breathe a cone of smoke and ash Flash Forward: Charge, then teleport back to starting poisiton 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. Healing Flames: Holy flames damage evil creatures and heal good creatures Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. Inspiring Recovery: Healing can restore the dead to life and restore your allies vigor Invoke DeityMF: Infuse yourself with the powers of your deity's planar realm 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 Truth: Illusions affecting the target are stripped away 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. Positive Pulse, Greater: A large pulse of positive enrgy damages undead and bolsters living creatures Purify Body: Heal a creature and remove its physical impairments Raise Animal CompanionM: As raise dead, but on an animal. Red Hand of the Killer: Stain the hand of a creature's killer red. 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. Sacred Nimbus: Holy energy damages evil creatures that attack you and protects you from good attacks Sacrificial Oath: Take damage for an ally for many rounds. Sea Stallion: You and your mount adapt to an aquatic environment Shield of the DawnflowerRY: Create a protective shield of sunlight. Speak with Soul: Hold an extended conversation with a soul Stay the Hand: Subject cannot attack with melee weapon. Symbol of HealingM: Triggered rune heals living creatures.
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