Divine Spells
0-Level Acolyte Spells
Create Water: Creates 2 gallons/level of pure water.
**Cure Minor Wounds:**Cures 1 point of damage.
Detect Magical Aura: Detects spells, magic items within 60 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and magical writing.
Resistance: Subject gains +1 on saving throws.
**Virtue:**Subject gains 1 temporary hp.
1st-level Acolyte Spells
Bane: Enemies suffer –1 attack, –1 on saves against fear.
Bless: Allies gain +1 attack and +1 on saves against fear.
Cause Fear: One creature flees for 1d4 rounds.
**Command:**One subject obeys one-word command for 1 round.
**Comprehend Languages:**Understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
Inflict Light Wounds: Touch, 1d8 +1/level damage (max +5).
Magic Weapon: Weapon gains +1 bonus.
Remove Fear:+4 on saves against fear for one subject + one additional subject/four levels.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd-Level Acolyte Spells
Aid:+1 attack, +1 on saves against fear, 1d8 temporary hit points.
**Augury:**Learn whether an action will be good or bad.
**Cure Moderate Wounds:**Cures 2d8 +1/level damage (max +10).
**Delay Poison:**Stops poison from harming subject for 1 hour/level.
Enhance Ability: Subject gains +5 bonus to one ability score for 1 min./level.
**Hold Person:**Holds one person helpless; 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 +1/level damage (max +10).
Lesser Restoration: Dispels magic ability penalty or repairs 1d4 ability damage.
**Remove Paralysis:**Frees one or more creatures from paralysis, hold, or slow.
**Resist Energy:**Ignores 10 points of damage/round from one energy type.
**Shatter:**Sonic vibration damages objects or crystalline creatures.
**Silence:**Negates sound in 15-ft: radius.
Spider Climb: Grants ability to travel on walls and ceilings.
**Zone of Truth:**Subjects within range cannot lie.
3rd-level Acolyte Spells
**Animate Dead:**Creates undead skeletons and zombies.
Bestow Curse:–6 to an ability; –4 on attacks, saves, and checks; or 50% chance of losing each action.
**Cure Serious Wounds:**Cures 3d8 +1/level damage (max +10).
**Dispel Magic:**Cancels magical spells and effects.
Glyph of Warding: Inscription harms those who pass it.
Inflict Serious Wounds: Touch attack, 3d8 +1/level damage (max +10).
Locate Object: Senses direction toward object (specific or type).
Prayer: Allies gain +1 on most rolls, and enemies suffer –1.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels, more against undead.
Status: Monitors condition and position of one ally per 3 caster levels.
Water Breathing: Subjects can breathe underwater.
4th-level Acolyte Spells
Cure Critical Wounds: Cures 4d8 +1/level damage (max +10).
Discern Lies: Reveals deliberate falsehoods.
Faith’s Fury: Damages and blinds creatures with a specific allegiance.
**Freedom of Movement:**Subject moves normally despite impediments.
Greater Magic Weapon:+1 bonus/three levels (max +5).
Inflict Critical Wounds: Touch attack, 4d8 +1/level damage (max +10).
Neutralize Poison: Detoxifies venom in or on subject.
**Restoration:**Restores level and ability score drains.
Tongues: Speak any language.
5th-level Acolyte Spells
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Flaming Wrath: Smites foes with fire (1d6/level).
Greater Command: As command, but affects one subject/level.
Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee.
**Mass Cure Light Wounds:**Cures 1d8 +1/level damage for many creatures.
**Mass Inflict Light Wounds:**Deals 1d8 +1/level damage to many creatures.
**Raise Dead:**Restores life to subject who died up to 1 day/level ago.
**True Seeing:**See all things as they really are.
**Wall of Stone:**Creates a stone wall that can be shaped: Cures 4d8 +1/level damage (max +10).