Orizons (4 in a day)
Stabilize
School conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0
CASTING
Casting Time 1 standard action
Components V,S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Enhanced Diplomacy (3.5E)
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.
Guidance
School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner/unchained summoner 0, witch 0; Elemental School void 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 1 minute or until discharged
DESCRIPTION
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Detect Magic
CASTING
Casting Time 1 standard action
Component: V, S
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
1-st level (3+1)
Bless
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
DESCRIPTION
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
Divine Favor
School evocation; Level cleric/oracle 1, inquisitor 1, paladin 1; Domain nobility 1; Subdomain archon (good, law) 1
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 minute
DESCRIPTION
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.
Protection from Evil
CASTING
Casting Time 1 standard action
Components V, S, M/DF
EFFECT
Range touch
Target creature touched
Duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell Resistance no; see text
DESCRIPTION
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Magic Weapon
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range touch
Target weapon touched
Duration 1 min./level
DESCRIPTION
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.
2d LEVEL (2+1)
Spiritual Weapon
School evocation [force]; Level cleric/oracle 2, inquisitor 2, shaman 2; Domain war 2; Mystery ancestor 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Burst of Radiance
Casting
Casting Time 1 standard action
Components V, S, M/DF (a piece of flint and a pinch of silver dust)
Effect
Range long (400 ft. + 40 ft./level)
Area 10-ft.-radius burst
Duration instantaneous
Saving Throw Reflex partial; Spell Resistance yes
Description
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
Holy Ice Weapon
Casting
Casting Time 1 standard action
Components V, S, M (a flask of holy water, or 5 pounds of powdered silver worth 25 gp)
Effect
Range 0 ft.
Effect one ice weapon
Duration 1 minute/level (D)
Description
You create a masterwork weapon that has the qualities of ice and holy water. This weapon must be a simple weapon or your deity’s favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per caster level (maximum 10). In addition, any creature struck by the weapon is also hit by holy water, dealing 1d4 points of damage if the creature is susceptible to holy water. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.