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Divine Tradition

Source Core Rulebook pg. 299
The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.

H spell has other effects when heightened.
U uncommon R rare Q unique

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Divine Cantrips

Chill Touch (nec)H: Your touch hurts the living or disorients undead.
Daze (enc)H: Damage a creature's mind and possibly stun it.
Detect Magic (div)H: Sense whether magic is nearby.
Disrupt Undead (nec)H: Damage undead with positive energy.
Divine Lance (evo)H: Throw divine energy that damages based on your deity's alignment.
Forbidding Ward (abj)H: Protect an ally against one specific enemy.
Guidance (div): Divine guidance improves one roll.
Know Direction (div)H: Find true north.
Light (evo)H: Make an object glow.
Message (ill)H: Speak a message to a distant creature, who can reply.
Prestidigitation (evo): Perform a minor magical trick.
Read Aura (div)H: Detect if an object is magical, and determine the school of its magic.
Shield (abj)H: A shield of magical force blocks attacks and magic missiles.
Sigil (tra)H: Leave a magical mark.
Stabilize (nec): Stabilize a dying creature.

Divine 1st-Level Spells

Air Bubble (con): React to create air for a creature to breathe.
Alarm (abj)H: Be alerted if a creature enters a warded area.
Bane (enc): Weaken enemies' attacks in an aura around you.
Bless (enc): Strengthen allies' attacks in an aura around you.
Command (enc)H: Bid a creature to approach, run, release something, lie prone, or stand up.
Create Water (con): Conjure 2 gallons of water.
Detect Alignment (div)HU: See auras of a chosen alignment.
Detect Poison (div)HU: Determine whether an object or creature is poisonous or venomous.
Disrupting Weapons (nec)H: Weapons deal positive damage to undead.
Fear (enc)H: Frighten a creature, possibly making it flee.
Harm (nec)H: Negative energy harms the living or heals the undead, either a single creature or all in a burst.
Heal (nec)H: Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Lock (abj)H: Make a lock hard to open.
Magic Weapon (tra): Make a weapon temporarily magical.
Mending (tra)H: Repair one non-magical item.
Protection (abj)U: Shield a creature against those of a chosen alignment.
Purify Food and Drink (nec): Make beverages and meals safe.
Ray of Enfeeblement (nec): Sap a creature's strength.
Sanctuary (abj): Protect a creature from being attacked.
Spirit Link (nec)H: Continually transfer your health to someone else.
Ventriloquism (ill)H: Throw your voice.

Divine 2nd-Level Spells

Augury (div): Predict whether a course of action brings good fortune.
Calm Emotions (enc): Suppress strong emotions and hostility.
Comprehend Language (div)H: A creature understands one language.
Continual Flame (evo)H: A magical flame burns indefinitely.
Create Food (con)H: Conjure food that can feed multiple creatures.
Darkness (evo)H: Suppress all light in an area.
Darkvision (div)H: See in the dark.
Deafness (nec): Make a creature deaf.
Death Knell (nec): Finish of a creature who's near death.
Dispel Magic (abj): End a spell or suppress an item's magic.
Endure Elements (abj)H: Protect a creature from severe cold or heat.
Enhance Victuals (tra)H: Improve food or drink and remove poisons.
Faerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
Gentle Repose (nec)H: A corpse doesn't decay and can't become undead.
Ghoulish Cravings (nec): Infect a creature with ghoul fever.
Remove Fear (enc)H: Free a creature from its fright.
Remove Paralysis (nec)H: Free a creature from paralysis.
Resist Energy (abj)H: Protect a creature from one type of energy damage.
Restoration (nec)H: Reduce a condition or lessen a toxin.
Restore Senses (nec)H: Remove a blinding or deafening effect.
See Invisibility (div)H: See invisible creatures and objects.
Shield Other (nec): Absorb half the damage an ally would take.
Silence (ill)H: Mute all sound from a creature.
Sound Burst (evo)H: Damage and deafen creatures with a powerful din.
Spiritual Weapon (evo)H: Materialize a deific weapon of force that appears and attacks repeatedly.
Status (div)H: Keep track of a willing creature's location and well-being.
Undetectable Alignment (abj)U: Make a creature or object appear neutral to alignment detection.
Water Breathing (tra)H: Allow creatures to breathe underwater.
Water Walk (tra)H: Buoy a creature so it can walk on water.

Divine 3rd-Level Spells

Bind Undead (nec): Take control of a mindless undead.
Blindness (nec): Strike a target blind.
Chilling Darkness (evo)H: Ray of evil darkness deals cold damage, counteracts light, and harms celestials.
Circle of Protection (abj)HU: A creature emits an aura that protects those within against an alignment.
Crisis of Faith (enc)H: Cause mental damage and possibly make a worshipper unable to cast spells.
Dream Message (enc)H: Send a message that arrives in a dream.
Glyph of Warding (abj): Store a spell in a symbol to make a trap.
Heroism (enc)H: Stoke a creature's inner heroism to make it more competent.
Locate (div)HU: Learn the direction to an object.
Neutralize Poison (nec): Cure a poison afflicting a creature.
Remove Disease (nec): Cure a disease afflicting a creature.
Sanctified Ground (abj): Create a 24-hour area of protection against aberrations, celestials, dragons, fiends, or undead.
Searing Light (evo)H: A ray of burning light deals extra damage to undead and counteracts darkness.
Vampiric Touch (nec)H: Deal negative damage and gain temporary HP with a touch.
Wanderer's Guide (div): Find an ideal route to a location.
Zone of Truth (enc)U: Designate an area where creatures are compelled to be truthful.

Divine 4th-Level Spells

Air Walk (tra): Walk on air as though it were solid ground.
Anathematic Reprisal (enc)H: Cause mental pain to one who commits anathema against your deity.
Dimensional Anchor (abj): Keep a creature from teleporting or traveling to other planes.
Discern Lies (div)U: Expertly detect lies and falsehoods.
Divine Wrath (evo)H: Damage and hinder creatures of alignments opposed by your deity.
Forgotten Lines (div)HR: Restore destroyed or censored text.
Freedom of Movement (abj): A creature overcomes hindrances to its movement.
Globe of Invulnerability (abj)U: Magical sphere counteracts spells that would enter it.
Holy Cascade (evo)H: Turn a vial of holy water into an explosion of blessed water.
Outcast's Curse (enc): Curse a creature to be off-putting and grating.
Read Omens (div)U: Get a piece of advice about an upcoming event.
Remove Curse (nec): Counteract a curse afflicting a creature.
Spell Immunity (abj): Name a spell to negate its effects on you.
Spiritual Anamnesis (nec)U: Overwhelm a target with memories of a past life.
Talking Corpse (nec)U: Have a corpse answer three questions.
Vital Beacon (nec)H: Radiate vitality that heals creatures that touch you.

Divine 5th-Level Spells

Abyssal Plague (nec): Inflict a draining curse.
Banishment (abj)H: Send a creature back to its home plane.
Breath of Life (nec): React to revive a creature at the moment of its death.
Death Ward (abj): Protect a creature against negative energy.
Drop Dead (ill)HU: The target appears to die but actually turns invisible.
Flame Strike (evo)H: Call divine fire from the sky.
Prying Eye (div): An invisible eye transmits what it sees to you.
Sending (div): Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Blast (evo)H: Shape a cone of shadow to deal damage of a type you choose.
Spiritual Guardian (abj)H: Create a magical guardian to attack at your command and take damage for your allies.
Summon Celestial (con)H: Conjure a celestial to fight on your behalf.
Summon Fiend (con)H: Conjure a fiend to fight on your behalf.
Tongues (div)HU: Let a creature understand and speak all languages.

Divine 6th-Level Spells

Blade Barrier (evo)H: Form a wall of swords made of force.
Field of Life (nec)H: Create a positive energy field that heals those within.
Raise Dead (nec)HU: Return a dead creature to life.
Repulsion (abj): Prevent creatures from approaching you.
Righteous Might (tra)H: Turn into a battle form with divine armaments.
Spellwrack (abj): Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Spirit Blast (nec)H: Damage a creature's spiritual essence.
Stone Tell (evo)U: Speak to spirits within natural stone.
Stone to Flesh (tra): Turn a creature turned to stone back to flesh.
True Seeing (div): See through illusions and transmutations.
Vampiric Exsanguination (nec)H: Draw blood and life force from creatures in a cone.
Zealous Conviction (enc)H: Instill unshakable conviction and zeal in willing creatures.

Divine 7th-Level Spells

Dimensional Lock (abj)U: Prevent teleportation and planar travel.
Divine Decree (evo)H: Creatures of alignments opposed by your deity are damaged, enfeebled, paralyzed, or banished.
Divine Vessel (nec)H: Take on aspects of a servitor of your deity.
Eclipse Burst (nec)H: A globe of darkness deals cold damage, hurts the living, and overcomes light.
Energy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
Ethereal Jaunt (con)HU: Use the Ethereal Plane to move through objects and into the air.
Finger of Death (nec)H: Point at a creature to deal negative damage and possibly kill it instantly.
Plane Shift (con)U: Transport creatures to another plane of existence.
Regenerate (nec)H: Cause a creature to heal over time, regrow organs, and reattach body parts.
Sunburst (evo)H: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.

Divine 8th-Level Spells

Antimagic Field (abj)R: Magic doesn't function in an area around you.
Discern Location (div)U: Discover a target's exact location within unlimited range.
Divine Aura (abj): Allies in an aura have better defenses and are protected against one alignment.
Divine Inspiration (enc): Spiritual energy recovers a creature's expended spell.
Moment of Renewal (nec): Give a day's recovery in an instant.
Spiritual Epidemic (nec): Weaken a target with a communicable curse.

Divine 9th-Level Spells

Bind Soul (nec)U: Imprison a dead creature's soul.
Crusade (enc)HU: Creatures become dedicated to a cause of your choice.
Foresight (div): Sense when a creature is in danger and React to protect it with good fortune.
Massacre (nec)H: Instantly kill multiple creatures.
Overwhelming Presence (enc): Take on the majesty of a god.
Telepathic Demand (enc): Send a mental message that impels a creature toward a course of action.
Wail of the Banshee (nec): Scream, dealing damage and draining creatures.
Weapon of Judgement (evo)H: Form a weapon to enforce war or peace.

Divine 10th-Level Spells

Avatar (tra): Transform into a battle form determined by your deity.
Gate (con)U: Tear open a portal to another plane.
Miracle (div): Ask for a blessing to duplicate divine spells.
Remake (con)U: Recreate a destroyed object.
Revival (nec): Heal creatures in an area and return the dead to life temporarily.