Bless WaterM: Makes holy water. {PH}
Bless: Allies gain +1 on attack rolls and +1 on saves against fear. {PH}
Bless Weapon: Weapon strikes true against evil foes. {PH}
Bless Weapon, Swift: Weapon strikes true against evil foes for 1 round. {SC}
Blessed Aim: +2 bonus for allies’ ranged attacks. {SC}
Clear Mind: +4 on saves against mind-affecting spells and abilities. {SC}
Create Water: Creates 2 gallons/level of pure water. {PH}
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}
Deafening Clang: Weapon deals sonic damage, deafens. {SC}
Detect Poison: Detects poison in one creature or small object. {PH}
Detect Undead: Reveals undead within 60 ft. {PH}
Detect Weaponry: Reveals weapons within 60 feet. {Ci}
Divine Favor: You gain +1 per three levels on attack and damage rolls. {PH}
Divine Sacrifice: You sacrifice hit points to deal extra damage. {SC}
Endure Elements: Exist comfortably in hot or cold environments. {PH}
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage. {SC}
Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity. {SC}
Find Temple: You know direction of your deity’s nearest temple. {SC}
Golden Barding: Your mount gets force armor. {SC}
Grave Strike: You can sneak attack undead for 1 round. {SC}
Holy Spurs: Special mount’s speed increases by 40 ft. for 1 round. {SC}
Know Greatest Enemy: Determines relative power level of creatures within the area. {SC}
Lionheart: Subject gains immunity to fear. {SC}
Magic Weapon: Weapon gains +1 bonus. {PH}
Moment of Clarity: Subject gains second save against mind-affecting spell or ability. {SC}
One Mind, Lesser: You gain +4 on Spot and Listen checks while mounted. {SC}
Peacebond: Weapon is impossible to draw. {Ci}
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}
Read Magic: Read scrolls and spellbooks. {PH}
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. {SC}
Resistance: Subject gains +1 on saving throws. {PH}
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. {PH}
Resurgence: You grant subject a second chance at a saving throw. {SC}
Rhino’s Rush: Next charge deals double damage. {SC}
Second Wind: Dispel fatigue, grant bonus on Constitution checks. {SC}
Sense Heretic: Glow reveals when evil creature is near. {SC}
Silverbeard: You grow a hard silver beard that gives +2 bonus to armor. {SC}
Sticky Saddle: You become stuck to special mount, gain +10 Ride checks. {SC}
Strategic Charge: You gain the benefits of the Mobility feat. {SC}
Summon Holy Symbol: Wooden holy symbol appears in your hand. {CC}
Traveler’s Mount: Creature moves faster but can’t attack. {SC}
Virtue: Subject gains 1 temporary hp. {PH}
Vision of Glory: Subject gains morale bonus equal to your Cha modifier to one saving throw. {SC}
Warning Shout: Allies are no longer flat-footed. {SC}
Angelskin: Lawful good creature gains DR 5/evil. {SC}
Aura of Glory: Remove any fear effect from allies. {SC}
Awaken Sin: Subject faces its sins, takes 1d6/level nonlethal damage (10d6 max). {SC}
Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. {CC}
Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}
Checkmate’s Light: Your weapon becomes a +1 axiomatic weapon and bolsters the morale of allies. {SC}
Cloak of Bravery: You and your allies gain a bonus on saves against fear. {SC}
Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. {CC}
Crown of SmitingF: +2 damage bonus, discharge to gain +8 damage on single attack. {PH2}
Delay Poison: Stops poison from harming subject for 1 hour/level. {PH}
Divine Insight: You gain insight bonus of 5 + caster level on one single skill check. {SC}
Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. {CC}
Divine Protection: Allies gain +1 to AC, saves. {SC}
Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage. {SC}
Fell the Greatest Foe: Deal extra damage to creatures larger than you. {SC}
Flame of Faith: Gives weapon the flaming burst special ability. {SC}
Freedom of Breath: Protects against suffocation and dangerous vapors. {Sa}
Hand of Divinity: Gives +2 sacred or profane saving throw bonus to worshiper of your deity. {SC}
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. {PH}
Holy Mount: Special mount gains celestial template. {SC}
Hydrate: Heals dessication damage. {Sa}
Insignia of AlarmF: Alert bearers of special insignia. {RoDe}
Knight’s Move: You instantly move to flank a subject. {SC}
Loyal Vassal: Ally gains +3 against mind-affecting spells and abilities and cannot be compelled to harm you. {SC}
Mark of Doom: Subject takes 1d6 damage for each hostile action. {PH2}
Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. {CC}
One Mind: As lesser one mind, but also gain +2 to attack while mounted. {SC}
Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}
Quick March: Allies’ speed increases by 30 ft. for 1 round. {SC}
Remove Paralysis: Frees one or more creatures from paralysis or slow effect. {PH}
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. {PH}
Shield of Warding: Shield grants +1 bonus on AC and Reflex saves/5 levels (max +5). {SC}
Shield OtherF: You take half of subject’s damage. {PH}
Spiritual Chariot: Creates ghostly chariot behind your mount. {SC}
Stabilize: Cures 1 point of damage to all creatures in area. {SC}
Steed of the Seas: Make your special mount amphibious. {Sto}
Stone Fist: Your fists become rocks; dwarves and goliaths treat them as cold iron weapons. {RoS}
Strength of Stone: +8 Str bonus that ends if you lose contact with the ground. {SC}
Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage. {CC}
Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. {CC}
Undetectable Alignment: Conceals alignment for 24 hours. {PH}
Zeal: You move through foes to attack the enemy you want. {SC}
Zone of Truth: Subjects within range cannot lie. {PH}
Binding Snow: Snow freezes, impeding movement. {Fr}
Blessing of Bahamut: You gain damage reduction 10/magic. {SC}
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}
Daylight: 60-ft. radius of bright light. {PH}
Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. {CC}
DiamondsteelM: Metal armor provides damage reduction. {SC}
Discern Lies: Reveals deliberate falsehoods. {PH}
Dispel Magic: Cancels spells and magical effects. {PH}
Earth Hammer: Earth power infuses weapon to increase size damage one step, pierce damage reduction as if adamantine, and makes it a bludgeoning weapon. {RoS}
Find the Gap: Your attacks ignore armor and natural armor. {SC}
Hand of the Faithful: Immobile zone of warding stuns those worshiping different deities from yours. ﴾Hand of Torm﴿ {SC}
Heal Mount: As heal on warhorse or other special mount. {PH}
Healing Spirit: Ball of light heals 1d8/round. {PH2}
Holy StormM: Good-aligned rain falls in 20-ft. radius. {SC}
Insignia of BlessingF: Bearers of special insignia gain +1 bonus on attacks and saves against fear. {RoDe}
Insignia of WardingF: Bearers of special insignia gain +1 to AC, Fortitude saves. {RoDe}
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. {PH}
Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minute/level. {PH}
Magic Weapon, Greater: +1 bonus/four levels (max +5). {PH}
Mantle of Good: You gain SR 12 + caster level against spells with opposite alignment descriptor. {SC}
One Mind, Greater: As one mind, but also gain +2 to damage while mounted. {SC}
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. {PH}
Regal Procession: As mount, but you summon several mounts. {SC}
Remove Blindness/Deafness: Cures normal or magical conditions. {PH}
Remove Curse: Frees object or person from curse. {PH}
Resurgence, Mass: As resurgence, but multiple subjects. {SC}
Righteous Fury: Gain temporary hp, +4 to Strength. {SC}
Seek Eternal Rest: Turn undead as cleric of your level. {SC}
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned. {SC}
War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed. {CC}
Weapon of the Deity: Your weapon gains enhancement bonus and special ability. {SC}
Word of Binding: Magical manacles restrain foe. {SC}
Aligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. {CC}
Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft. {Fr}
Blessing of the Righteous: Weapons deal +1d6 holy damage and become good-aligned. {PH2}
Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does. {CC}
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}
Castigate: Verbal rebuke damages those whose alignment differs from yours. {SC}
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}
Death Ward: Grants immunity to death spells and negative energy effects. {PH}
Dispel Evil: +4 deflection bonus against attacks by evil creatures; plus other uses. {PH}
Dispel Law: +4 deflection bonus against attacks by lawful creatures, plus other uses. {PH}
Divine Retaliation: Weapon appears and strikes those who attack you. {PH2}
Draconic Might: Gain +4 to Str, Con, Cha; +4 natural armor; immunity to magic sleep effects and paralysis. {SC}
Enduring Scrutiny: Become aware when target performs designated action. {CM}
Favor of the Martyr: Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions. ﴾Favor of Ilmater﴿ {SC}
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil. {PH}
Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}
Mark of Justice: Designates action that will trigger curse on subject. {PH}
Meteoric Strike: Melee attack deals an extra 1d6 damage + 1d6/4 levels; adjacent creatures take half damage. {PH2}
Moral Façade: Divination spells give a false alignment reading. {CC}
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}
Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed. {CC}
RestorationM: Restores level and ability score drains. {PH}
Revenance: Restores dead creature to life for 1 minute/level. ﴾Recall spirit﴿ {SC}
Righteous Aura: You detonate on death, healing good creatures and damaging others (2d6/level damage). {SC}
Sacred Haven: Creatures gain +2 AC, retain Dex bonus, and you can lay on hands at range. {SC}
Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes. {CC}
Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. {CC}
Subdue Aura: Subject’s aura weakens as if it had 1 HD/two caster levels fewer than it actually does. {CC}
Telepathic Aura: One-way mental communication to allies within 100 feet. {SC}
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types. {SC}
Winged Mount: Your mount grows wings and flies at speed of 60 ft. {SC}