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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

Abjuration

Forbidding WardH: Protect an ally against one specific enemy.
ShieldH: A shield of magical force blocks attacks and magic missiles.

Divination

Detect MagicH: Sense whether magic is nearby.
Guidance: Divine guidance improves one roll.
Know DirectionH: Find true north.
Read AuraH: Detect if an object is magical, and determine the school of its magic.

Enchantment

DazeH: Damage a creature's mind and possibly stun it.

Evocation

Divine LanceH: Throw divine energy that damages based on your deity's alignment.
LightH: Make an object glow.
Prestidigitation: Perform a minor magical trick.

Illusion

MessageH: Speak a message to a distant creature, who can reply.

Necromancy

Chill TouchH: Your touch hurts the living or disorients undead.
Disrupt UndeadH: Damage undead with positive energy.
Stabilize: Stabilize a dying creature.

Transmutation

SigilH: Leave a magical mark.

Divine 1st-Level Spells

Abjuration

AlarmH: Be alerted if a creature enters a warded area.
LockH: Make a lock hard to open.
ProtectionU: Shield a creature against those of a chosen alignment.
Sanctuary: Protect a creature from being attacked.

Conjuration

Air Bubble: React to create air for a creature to breathe.
Create Water: Conjure 2 gallons of water.

Divination

Detect AlignmentHU: See auras of a chosen alignment.
Detect PoisonHU: Determine whether an object or creature is poisonous or venomous.

Enchantment

Bane: Weaken enemies' attacks in an aura around you.
Bless: Strengthen allies' attacks in an aura around you.
CommandH: Bid a creature to approach, run, release something, lie prone, or stand up.
FearH: Frighten a creature, possibly making it flee.

Illusion

VentriloquismH: Throw your voice.

Necromancy

Disrupting WeaponsH: Weapons deal positive damage to undead.
HarmH: Negative energy harms the living or heals the undead, either a single creature or all in a burst.
HealH: Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Purify Food and Drink: Make beverages and meals safe.
Ray of Enfeeblement: Sap a creature's strength.
Spirit LinkH: Continually transfer your health to someone else.

Transmutation

Magic Weapon: Make a weapon temporarily magical.
MendingH: Repair one non-magical item.

Divine 2nd-Level Spells

Abjuration

Dispel Magic: End a spell or suppress an item's magic.
Endure ElementsH: Protect a creature from severe cold or heat.
Resist EnergyH: Protect a creature from one type of energy damage.
Undetectable AlignmentU: Make a creature or object appear neutral to alignment detection.

Conjuration

Create FoodH: Conjure food that can feed multiple creatures.

Divination

Augury: Predict whether a course of action brings good fortune.
Comprehend LanguageH: A creature understands one language.
DarkvisionH: See in the dark.
See InvisibilityH: See invisible creatures and objects.
StatusH: Keep track of a willing creature's location and well-being.

Enchantment

Calm Emotions: Suppress strong emotions and hostility.
Remove FearH: Free a creature from its fright.

Evocation

Continual FlameH: A magical flame burns indefinitely.
DarknessH: Suppress all light in an area.
Faerie Fire: Colorful light prevents creatures from being concealed or invisible.
Sound BurstH: Damage and deafen creatures with a powerful din.
Spiritual WeaponH: Materialize a deific weapon of force that appears and attacks repeatedly.

Illusion

SilenceH: Mute all sound from a creature.

Necromancy

Deafness: Make a creature deaf.
Death Knell: Finish of a creature who's near death.
Gentle ReposeH: A corpse doesn't decay and can't become undead.
Ghoulish Cravings: Infect a creature with ghoul fever.
Remove ParalysisH: Free a creature from paralysis.
RestorationH: Reduce a condition or lessen a toxin.
Restore SensesH: Remove a blinding or deafening effect.
Shield Other: Absorb half the damage an ally would take.

Transmutation

Enhance VictualsH: Improve food or drink and remove poisons.
Water BreathingH: Allow creatures to breathe underwater.
Water WalkH: Buoy a creature so it can walk on water.

Divine 3rd-Level Spells

Abjuration

Circle of ProtectionHU: A creature emits an aura that protects those within against an alignment.
Glyph of Warding: Store a spell in a symbol to make a trap.
Sanctified Ground: Create a 24-hour area of protection against aberrations, celestials, dragons, fiends, or undead.

Divination

LocateHU: Learn the direction to an object.
Wanderer's Guide: Find an ideal route to a location.

Enchantment

Crisis of FaithH: Cause mental damage and possibly make a worshipper unable to cast spells.
Dream MessageH: Send a message that arrives in a dream.
HeroismH: Stoke a creature's inner heroism to make it more competent.
Zone of TruthU: Designate an area where creatures are compelled to be truthful.

Evocation

Chilling DarknessH: Ray of evil darkness deals cold damage, counteracts light, and harms celestials.
Searing LightH: A ray of burning light deals extra damage to undead and counteracts darkness.

Necromancy

Bind Undead: Take control of a mindless undead.
Blindness: Strike a target blind.
Neutralize Poison: Cure a poison afflicting a creature.
Remove Disease: Cure a disease afflicting a creature.
Vampiric TouchH: Deal negative damage and gain temporary HP with a touch.

Divine 4th-Level Spells

Abjuration

Dimensional Anchor: Keep a creature from teleporting or traveling to other planes.
Freedom of Movement: A creature overcomes hindrances to its movement.
Globe of InvulnerabilityU: Magical sphere counteracts spells that would enter it.
Spell Immunity: Name a spell to negate its effects on you.

Divination

Discern LiesU: Expertly detect lies and falsehoods.
Forgotten LinesHR: Restore destroyed or censored text.
Read OmensU: Get a piece of advice about an upcoming event.

Enchantment

Anathematic ReprisalH: Cause mental pain to one who commits anathema against your deity.
Outcast's Curse: Curse a creature to be off-putting and grating.

Evocation

Divine WrathH: Damage and hinder creatures of alignments opposed by your deity.
Holy CascadeH: Turn a vial of holy water into an explosion of blessed water.

Necromancy

Remove Curse: Counteract a curse afflicting a creature.
Spiritual AnamnesisU: Overwhelm a target with memories of a past life.
Talking CorpseU: Have a corpse answer three questions.
Vital BeaconH: Radiate vitality that heals creatures that touch you.

Transmutation

Air Walk: Walk on air as though it were solid ground.

Divine 5th-Level Spells

Abjuration

BanishmentH: Send a creature back to its home plane.
Death Ward: Protect a creature against negative energy.
Spiritual GuardianH: Create a magical guardian to attack at your command and take damage for your allies.

Conjuration

Summon CelestialH: Conjure a celestial to fight on your behalf.
Summon FiendH: Conjure a f end to fight on your behalf.

Divination

Prying Eye: An invisible eye transmits what it sees to you.
Sending: Send a mental message to a creature anywhere on the planet and get a reply.
TonguesHU: Let a creature understand and speak all languages.

Evocation

Flame StrikeH: Call divine fire from the sky.
Shadow BlastH: Shape a cone of shadow to deal damage of a type you choose.

Illusion

Drop DeadHU: The target appears to die but actually turns invisible.

Necromancy

Abyssal Plague: Inflict a draining curse.
Breath of Life: React to revive a creature at the moment of its death.

Divine 6th-Level Spells

Abjuration

Repulsion: Prevent creatures from approaching you.
Spellwrack: Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.

Divination

True Seeing: See through illusions and transmutations.

Enchantment

Zealous Conviction: Instill unshakable conviction and zeal in willing creatures.

Evocation

Blade BarrierH: Form a wall of swords made of force.
Stone TellU: Speak to spirits within natural stone.

Necromancy

Field of LifeH: Create a positive energy field that heals those within.
Raise DeadHU: Return a dead creature to life.
Spirit BlastH: Damage a creature's spiritual essence.
Vampiric ExsanguinationH: Draw blood and life force from creatures in a cone.

Transmutation

Righteous MightH: Turn into a battle form with divine armaments.
Stone to Flesh: Turn a creature turned to stone back to flesh.

Divine 7th-Level Spells

Abjuration

Dimensional LockU: Prevent teleportation and planar travel.
Energy AegisH: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.

Conjuration

Ethereal JauntHU: Use the Ethereal Plane to move through objects and into the air.
Plane ShiftU: Transport creatures to another plane of existence.

Evocation

Divine Decree: Creatures of alignments opposed by your deity are damaged, enfeebled, paralyzed, or banished.
SunburstH: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.

Necromancy

Divine VesselH: Take on aspects of a servitor of your deity.
Eclipse BurstH: A globe of darkness deals cold damage, hurts the living, and overcomes light.
Finger of DeathH: Point at a creature to deal negative damage and possibly kill it instantly.
RegenerateH: Cause a creature to heal over time, regrow organs, and reattach body parts.

Divine 8th-Level Spells

Abjuration

Antimagic FieldR: Magic doesn't function in an area around you.
Divine Aura: Allies in an aura have better defenses and are protected against one alignment.

Divination

Discern LocationU: Discover a target's exact location within unlimited range.

Enchantment

Divine Inspiration: Spiritual energy recovers a creature's expended spell.

Necromancy

Moment of Renewal: Give a day's recovery in an instant.
Spiritual Epidemic: Weaken a target with a communicable curse.

Divine 9th-Level Spells

Divination

Foresight: Sense when a creature is in danger and React to protect it with good fortune.

Enchantment

CrusadeHU: Creatures become dedicated to a cause of your choice.
Overwhelming Presence: Take on the majesty of a god.
Telepathic Demand: Send a mental message that impels a creature toward a course of action.

Evocation

Weapon of JudgementH: Form a weapon to enforce war or peace.

Necromancy

Bind SoulU: Imprison a dead creature's soul.
MassacreH: Instantly kill multiple creatures.
Wail of the Banshee: Scream, dealing damage and draining creatures.

Divine 10th-Level Spells

Conjuration

GateU: Tear open a portal to another plane.
RemakeU: Recreate a destroyed object.

Divination

Miracle: Ask for a blessing to duplicate divine spells.

Necromancy

Revival: Heal creatures in an area and return the dead to life temporarily.

Transmutation

Avatar: Transform into a battle form determined by your deity.