TEXT: Divine Basic
  Second Edition Spell Cards
  Divine Basic
  Divine Basic
  Cantrips–2nd Level
  LGP412SSC02PF2
  
  Credits 
  legal
  editing and Development: Jason Nelson. 
   First printing August 2019.
  Design and Layout: Guthrie Ward. 
   Printed in uSA.
  Artist: Beatrice Pelagatti.
  Second Class Spell Cards: Divine Basic © 2019, Legendary Games.
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  Second Edition Spell Cards: Divine Basic © 2019, Legendary Games.
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  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Divine
  
  Air BuBBle 
  spell 1
  Air ConjurAtion
  Cast  � verbal; trigger  A creature within range enters an environ-
  ment where it can’t breathe
  range  60 feet; targets  the triggering creature
  Duration  1 minute
  A bubble of pure air appears around the target’s head, allowing it 
  to breathe normally. The effect ends as soon as the target returns 
  to an environment where it can breathe normally.
  
  Divine
  
  AlArm 
  spell 1
  AbjurAtion
  Cast  10 minutes (material, somatic, verbal); requirements  3 
  gp silver bell focus
  range  touch; Area  20-foot burst
  Duration  8 hours
  You ward an area to alert you when creatures enter without your 
  permission. When you cast alarm, select a password. Whenever a 
  Small or larger corporeal creature enters the spell’s area without 
  speaking the password, alarm sends your choice of a mental alert 
  (in which case the spell gains the mental trait) or an audible 
  alarm with the sound and volume of a hand bell (in which case 
  the spell gains the auditory trait). Either option automatically 
  awakens you, and the bell allows each creature in the area to 
  attempt a DC 15 Perception check to wake up. A creature aware 
  of the alarm must succeed at a Stealth check against the spell’s 
  DC or trigger the spell when moving into the area.
  Heightened (3rd) You can specify criteria for which creatures 
  sound the alarm spell—for instance, orcs or masked people.
  
  Divine
  
  Augury 
  spell 2
  Divine PrediCtion
  Cast  10 minutes (material, somatic, verbal)
  You gain a vague glimpse of the future. During the casting of 
  this spell, ask about the results of a particular course of action. 
  The spell can predict results up to 30 minutes into the future 
  and reveals the GM’s best guess among the following outcomes:
  • Weal  The results will be good.
  • Woe  The results will be bad.
  • Weal  and Woe The results will be a mix of good and bad.
  • nothing  There won’t be particularly good or bad results.
  The GM rolls a secret DC 6 flat check. On a failure, the result 
  is always “nothing.” This makes it impossible to tell whether a 
  “nothing” result is accurate. If anyone asks about the same topic 
  as the first casting of augury during an additional casting, the GM 
  uses the secret roll result from the first casting. If circumstances 
  change, though, it’s possible to get a different result.
  
  Divine
  
  BAne 
  spell 1
  enCHAntment mentAl
  Cast  � somatic, verbal
  Area  5-foot emanation; targets  enemies in the area
  Saving throw  Will; Duration  1 minute
  You fill the minds of your enemies with doubt. Targets that fail 
  their Will saves take a –1 status penalty to attack rolls as long as 
  they are in the area. Once per turn, starting the turn after you cast 
  bane, you can use a single action, which has the concentrate trait, 
  to increase the emanation’s radius by 5 feet and force enemies 
  in the area that weren’t yet affected to attempt another saving 
  throw. Bane can counteract bless.
  
  Divine
  
  Bless 
  spell 1
  enCHAntment mentAl
  Cast  � somatic, verbal
  Area  5-foot emanation; targets  you and allies in the area
  Duration  1 minute
  Blessings from beyond help your companions strike true. You 
  and your allies in the area gain a +1 status bonus to attack rolls. 
  Once per turn, starting the turn after you cast bless, you can use 
  a single action, which has the concentrate trait, to increase the 
  emanation’s radius by 5 feet. Bless can counteract bane.
  
  Divine
  
  CAlm emotions 
  spell 2
  emotion enCHAntment inCAPACitAtion mentAl
  Cast  � somatic, verbal
  range  120 feet; Area  10-foot burst
  Saving throw  Will; Duration  sustained up to 1 minute
  You forcibly calm creatures in the area, soothing them into a 
  nonviolent state; each creature must attempt a Will save.
  Critical Success  The creature is unaffected.
  Success  Calming urges impose a –1 status penalty to the crea-
  ture’s attack rolls.
  Failure  Any emotion effects that would affect the creature are 
  suppressed and the creature can’t use hostile actions. If the 
  target is subject to hostility from any other creature, it ceases 
  to be affected by calm emotions.
  Critical Failure  As failure, but hostility doesn’t end the effect.
  
  Divine
  
  Chill touCh 
  cantrip 1
  AttACk CAntriP neCromAnCy negAtive
  Cast  � somatic, verbal
  range  touch; targets  1 living or undead creature
  Saving throw  Fortitude
  Siphoning negative energy into yourself, your hand radiates a 
  pale darkness. Your touch weakens the living and disorients 
  undead, possibly even causing them to flee. The effect depends 
  on whether the target is living or undead.
  • Living Creature  The spell deals negative damage equal to 
  1d4 plus your spellcasting modifier. The target attempts a 
  basic Fortitude save, but is also enfeebled 1 for 1 round on 
  a critical failure.
  • Undead Creature  The target is flat-footed for 1 round on a 
  failed Fortitude save. On a critical failure, the target is also 
  fleeing for 1 round unless it succeeds at a Will save.
  Heightened (+1) The negative damage to living creatures in-
  creases by 1d4.
  
  Divine
  
  CommAnd 
  spell 1
  Auditory enCHAntment linguiStiC mentAl
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Saving throw  Will; Duration  until the end of the target’s next turn
  You shout a command that’s hard to ignore. You can command the 
  target to approach you, run away (as if it had the fleeing condition), 
  release what it’s holding, drop prone, or stand in place. It can’t 
  Delay or take any reactions until it has obeyed your command. 
  The effects depend on the target’s Will save.
  Success  The creature is unaffected.
  Failure  For the first action on its next turn, the creature must use 
  a single action to do as you command.
  Critical Failure  The target must use all its actions on its next turn 
  to obey your command.
  Heightened (5th) You can target up to 10 creatures.
  
  Divine
  
  Comprehend lAnguAge 
  spell 2
  divinAtion
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Duration  1 hour
  The target can understand the meaning of a single language it 
  is hearing or reading when you cast the spell. This doesn’t let 
  it understand codes, language couched in metaphor, and the 
  like (subject to GM discretion). If the target can hear multiple 
  languages and knows that, it can choose which language to 
  understand; otherwise, choose one of the languages randomly.
  Heightened (3rd) The target can also speak the language.
  Heightened (4th) You can target up to 10 creatures, and targets 
  can also speak the language.
  
  Divine
  
  ContinuAl FlAme 
  spell 2
  evoCAtion ligHt
  Cast  � material, somatic, verbal
  range  touch; targets  1 object
  Duration  unlimited
  A magical flame springs up from the object, as bright as a torch. It 
  doesn’t need oxygen, react to water, or generate heat.
  Heightened (+1) The cost increases as follows: 16 gp for 3rd level; 
  30 gp for 4th, 60 gp for 5th, 120 gp for 6th, 270 gp for 7th, 540 
  gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.
  
  Divine
  
  CreAte Food 
  spell 2
  ConjurAtion
  Cast  1 hour (somatic, verbal)
  range  30 feet
  You create enough food to feed six Medium creatures for a day. 
  This food is bland and unappealing, but it is nourishing. After 1 
  day, if no one has eaten the food, it decays and becomes ined-
  ible. Most Small creatures eat one-quarter as much as a Medium 
  creature (one-sixteenth as much for most Tiny creatures), and 
  most Large creatures eat 10 times as much (100 times as much 
  for Huge creatures and so on).
  Heightened (4th) You can feed 12 Medium creatures.
  Heightened (6th) You can feed 50 Medium creatures.
  Heightened (8th) You can feed 200 Medium creatures.
  
  Divine
  
  CreAte WAter 
  spell 1
  ConjurAtion WAter
  Cast  � somatic, verbal
  range  0 feet
  As you cup your hands, water begins to flow forth from them. You 
  create 2 gallons of water. If no one drinks it, it evaporates after 1 day.
  
  Divine
  
  dArkness 
  spell 2
  dArkneSS evoCAtion
  Cast  � material, somatic, verbal
  range  120 feet; Area  20-foot burst
  Duration  1 minute
  You create a shroud of darkness that prevents light from penetrat-
  ing or emanating within the area. Light does not enter the area 
  and any non-magical light sources, such as a torch or lantern, do 
  not emanate any light while inside the area, even if their light 
  radius would extend beyond the darkness. This also suppresses 
  magical light of your darkness spell’s level or lower. Light can’t 
  pass through, so creatures in the area can’t see outside. From 
  outside, it appears as a globe of pure darkness.
  Heightened (4th) Even creatures with darkvision (but not greater 
  darkvision) can barely see through the darkness. They treat 
  targets seen through the darkness as concealed.
  
  Divine
  
  dArkvision 
  spell 2
  divinAtion
  Cast  � somatic, verbal
  Duration  1 hour
  You grant yourself supernatural sight in areas of darkness. You 
  gain darkvision.
  Heightened (3rd) The spell’s range is touch and it targets 1 
  willing creature.
  Heightened (5th) The spell’s range is touch and it targets 1 
  willing creature. The duration is until the next time you make 
  your daily preparations.
  
  Divine
  
  dAze 
  cantrip 1
  CAntriP enCHAntment mentAl nonletHAl
  Cast  � somatic, verbal
  range  60 feet; targets  1 creature
  Saving throw  Will; Duration  1 round
  You cloud the target’s mind and daze it with a mental jolt. The jolt 
  deals mental damage equal to your spellcasting ability modifier; 
  the target must attempt a basic Will save. If the target critically 
  fails the save, it is also stunned 1.
  Heightened (+2) The damage increases by 1d6.
  
  Divine
  
  deAFness 
  spell 2
  neCromAnCy
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Saving throw  Fortitude
  The target loses hearing; it must attempt a Fortitude save. The 
  target is then temporarily immune for 1 minute.
  Critical  Success The target is unaffected.
  Success  The target is deafened for 1 round.
  Failure  The target is deafened for 10 minutes.
  Critical Failure  The target is deafened permanently.
  
  Divine
  
  deAth knell 
  spell 2
  AttACk deAtH neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 living creature that has 0 HP
  Saving throw  Will
  You snuff the life out of a creature on the brink of death. The target 
  must attempt a Will save. If this kills it, you gain 10 temporary HP 
  and a +1 status bonus to attack and damage rolls for 10 minutes.
  Critical Success  The target is unaffected.
  Success  The target’s dying value increases by 1.
  Failure  The target dies.
  
  Divine
  
  deteCt Alignment 
  spell 1
  UnCommon deteCtion divinAtion
  Cast  � somatic, verbal
  Area  30-foot emanation
  Your eyes glow as you sense aligned auras. Choose chaotic, evil, 
  good, or lawful. You detect auras of that alignment. You receive 
  no information beyond presence or absence. You can choose not 
  to detect creatures or effects you’re aware have that alignment.
  Only creatures of 6th level or higher—unless divine spellcasters, 
  undead, or beings from the Outer Sphere—have alignment auras.
  Heightened (2nd) You learn each aura’s location and strength.
  
  Divine
  
  deteCt mAgiC 
  cantrip 1
  CAntriP deteCtion divinAtion
  Cast  � somatic, verbal
  Area  30-foot emanation
  You send out a pulse that registers the presence of magic. You 
  receive no information beyond the presence or absence of magic. 
  You can choose to ignore magic you’re fully aware of, such as the 
  magic items and ongoing spells of you and your allies.
  You detect illusion magic only if that magic’s effect has a lower 
  level than the level of your detect magic spell. However, items 
  that have an illusion aura but aren’t deceptive in appearance 
  (such as an invisibility potion) typically are detected normally.
  Heightened (3rd) You learn the school of magic for the highest-
  level effect within range that the spell detects. If multiple 
  effects are equally strong, the GM determines which you learn.
  Heightened (4th) As 3rd level, but you also pinpoint the source 
  of the highest-level magic. Like for an imprecise sense, you 
  don’t learn the exact location, but can narrow down the source 
  to within a 5-foot cube (or the nearest if larger than that).
  
  Divine
  
  deteCt poison 
  spell 1
  UnCommon deteCtion divinAtion
  Cast  � somatic, verbal
  range  30 feet; targets  1 object or creature
  You detect whether a creature is venomous or poisonous, or if 
  an object is poison or has been poisoned. You do not ascertain 
  whether the target is poisonous in multiple ways, nor do you 
  learn the type or types of poison. Certain substances, like lead 
  and alcohol, are poisons and so mask other poisons.
  Heightened (2nd) You learn the number and types of poison.
  
  Divine
  
  dispel mAgiC 
  spell 2
  AbjurAtion
  Cast  � somatic, verbal
  range  120 feet; targets  1 spell effect or unattended magic item
  You unravel the magic behind a spell or effect. Attempt a coun-
  teract check against the target. If you succeed against a spell 
  effect, you counteract it. If you succeed against a magic item, the 
  item becomes a mundane item of its type for 10 minutes. This 
  doesn’t change the item’s non-magical properties. If the target 
  is an artifact or similar item, you automatically fail.
  
  Divine
  
  disrupt undeAd 
  cantrip 1
  neCromAnCy PoSitive
  Cast  � somatic, verbal
  range  30 feet; targets  1 undead creature
  Saving throw  Fortitude
  You lance the target with energy. You deal 1d6 positive damage 
  plus your spellcasting ability modifier. The target must attempt 
  a basic Fortitude save. If the creature critically fails the save, it 
  is also enfeebled 1 for 1 round.
  Heightened (+1) The damage increases by 1d6.
  
  Divine
  
  disrupting WeApons 
  spell 1
  neCromAnCy PoSitive
  Cast  � somatic, verbal
  range  touch; targets  up to two weapons, each of which must be 
  wielded by you or a willing ally, or else unattended
  Duration  1 minute
  You infuse weapons with positive energy. Attacks with these 
  weapons deal an extra 1d4 positive damage to undead.
  Heightened (3rd) The damage increases to 2d4 damage.
  Heightened (5th) Target up to three weapons, and the damage 
  increases to 3d4 damage.
  
  Divine
  
  divine lAnCe 
  cantrip 1
  AttACk CAntriP evoCAtion
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  You unleash a beam of divine energy. Choose an alignment your 
  deity has (chaotic, evil, good, or lawful). You can’t cast this spell 
  if you don’t have a deity or if your deity is true neutral. Make a 
  ranged spell attack roll against the target’s AC. On a hit, the target 
  takes damage of the chosen alignment type equal to 1d4 + your 
  spellcasting ability modifier (double damage on a critical hit). The 
  spell gains the trait of the alignment you chose.
  Heightened (+1) The damage increases by 1d4.
  
  Divine
  
  endure elements 
  spell 2
  AbjurAtion
  Cast  10 minutes (somatic, verbal)
  range  touch; targets  1 willing creature
  Duration  until the next time you make your daily preparations
  You shield the target against dangerous temperatures. Choose 
  severe cold or heat. The target is protected from the temperature 
  you chose (but not extreme cold or heat).
  Heightened (3rd) The target is protected from severe cold and heat.
  Heightened (5th) The target is protected from severe cold, severe 
  heat, extreme cold, and extreme heat.
  
  Divine
  
  enhAnCe viCtuAls 
  spell 2
  trAnSmutAtion
  Cast  1 minute (material, somatic, verbal)
  range  touch; targets  up to 1 gallon of non-magical water or up 
  to 5 pounds of food
  Duration  1 hour
  You transform the target into delicious fare, changing water into 
  wine or another fine beverage or enhancing the food’s taste and 
  ingredients to make it a gourmet treat.
  Prior to the transformation, the spell attempts to counteract 
  any poisons in the food or water. The food turns back to normal 
  if not consumed before the duration expires, though any poisons 
  that were counteracted are still gone.
  Heightened (+1) The number of gallons of water you can target 
  increases by 1, or the number of pounds of food you can 
  target increases by 5.
  
  Divine
  
  FAerie Fire 
  spell 2
  evoCAtion ligHt
  Cast  � somatic, verbal
  range  120 feet; Area  10-foot burst
  Duration  5 minutes
  All creatures in the area when you cast the spell are limned in 
  colorful, heatless fire of a color of your choice for the duration. 
  Visible creatures can’t be concealed while affected by faerie fire. 
  If the creatures are invisible, they are concealed while affected 
  by faerie fire, rather than being undetected.
  
  Divine
  
  FeAr 
  spell 1
  emotion enCHAntment FeAr mentAl
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Saving throw  Will; Duration  varies
  You plant fear in the target; it must attempt a Will save.
  Critical Success  The target is unaffected.
  Success  The target is frightened 1.
  Failure  The target is frightened 2.
  Critical Failure  The target is frightened 3 and fleeing for 1 round.
  Heightened (3rd) You can target up to five creatures.
  
  Divine
  
  ForBidding WArd 
  cantrip 1
  AbjurAtion CAntriP
  Cast  � somatic, verbal
  range  30 feet; targets  1 ally and 1 enemy
  Duration  sustained up to 1 minute
  You ward an ally against the attacks and hostile spells from the 
  target enemy. The target ally gains a +1 status bonus to Armor 
  Class and saving throws against the target enemy’s attacks, spells, 
  and other effects.
  Heightened (6th) The status bonus increases to +2.
  
  Divine
  
  gentle repose 
  spell 2
  neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 corpse
  Duration  until the next time you make your daily preparations
  The targeted corpse doesn’t decay, nor can it be transformed into 
  an undead. If the corpse is subject to a spell that requires the 
  corpse to have died within a certain amount of time (for example, 
  raise dead), do not count the duration of gentle repose against 
  that time. This spell also prevents ordinary bugs and pests (such 
  as maggots) from consuming the body.
  Heightened (5th) The spell’s duration is unlimited, but the spell 
  takes one more action to cast and requires a material component 
  and a cost (embalming fluid worth 6 gp).
  
  Divine
  
  ghoulish CrAvings 
  spell 2
  AttACk DiSeASe eviL neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  Saving throw  Fortitude
  You touch the target to afflict it with ghoul fever, infesting it with 
  hunger and a steadily decreasing connection to positive energy; 
  the target must attempt a Fortitude save.
  Critical Success  The target is unaffected.
  Success  The target is afflicted with ghoul fever at stage 1.
  Failure  The target is afflicted with ghoul fever at stage 2.
  Critical Failure  The target is afflicted with ghoul fever at stage 3.
  ghoul Fever  (disease);  Level  3;  Stage 1  carrier with no ill effects 
  (1 day);  Stage 2  3d8 negative damage and the creature regains 
  half as many Hit Points from all healing (1 day);  Stage 3  as stage 
  2 (1 day);  Stage 4  3d8 negative damage and the creature gains 
  no benefit from healing (1 day);  Stage 5  as stage 4 (1 day);  Stage 
  6  the creature dies and rises as a ghoul at the next midnight
  
  Divine
  
  guidAnCe 
  cantrip 1
  CAntriP divinAtion
  Cast  � verbal
  range  30 feet; targets  1 creature
  Duration  until the start of your next turn
  You ask for divine guidance, granting the target a +1 status bonus 
  to one attack roll, Perception check, saving throw, or skill check 
  the target attempts before the duration ends. The target chooses 
  which roll to use the bonus on before rolling. If the target uses the 
  bonus, the spell ends. Either way, the target is then temporarily 
  immune for 1 hour.
  
  Divine
  
  hArm 
  spell 1
  neCromAnCy negAtive
  Cast  � to �
  range  varies; targets  1 living creature or 1 willing undead creature
  You channel negative energy. You deal 1d8 negative damage 
  to living creatures (which get a basic Fortitude save) or restore 
  that amount of Hit Points to undead. The number of actions you 
  spend when Casting this Spell determines its targets, range, area, 
  and other parameters.
  � (somatic)  The spell has a range of touch.
  � (verbal, somatic)  The spell has a range of 30 feet. If you’re 
  healing an undead creature, increase the Hit Points restored by 8.
  � (material, verbal, somatic)  You disperse negative energy 
  in a 30-foot emanation. This targets all living and undead 
  creatures in the area.
  Heightened (+1)  The amount of healing or damage increases by 
  1d8, and the extra healing for the 2-action version increases by 8.
  
  Divine
  
  heAl 
  spell 1
  HeAling neCromAnCy PoSitive
  Cast  � to �
  range  varies; targets  1 willing living creature or 1 undead creature
  You channel positive energy. You restore 1d8 Hit Points to a 
  living creature, or you deal that amount of positive damage to 
  an undead (undead get a basic Fortitude save). The number of 
  actions you spend when Casting this Spell determines its targets, 
  range, area, and other parameters.
  � (somatic)  The spell has a range of touch.
  � (verbal, somatic)  The spell has a range of 30 feet. If you’re 
  healing a living creature, increase the Hit Points restored by 8.
  � (material, verbal, somatic)  You disperse positive energy 
  in a 30-foot emanation. This targets all living and undead 
  creatures in the area.
  Heightened (+1) The amount of healing or damage increases by 
  1d8, and the extra healing for the 2-action version increases by 8.
  
  Divine
  
  knoW direCtion 
  cantrip 1
  CAntriP deteCtion divinAtion
  Cast  � somatic, verbal
  In your mind’s eye, you see a path northward. You immediately 
  know which direction is north (if it exists at your current location).
  Heightened (7th) You can instead know the direction to a familiar 
  location, such as a previous home or a favorite tavern.
  
  Divine
  
  light 
  cantrip 1
  CAntriP evoCAtion ligHt
  Cast  � somatic, verbal
  range  touch; targets  1 unattended non-magical object of 1 
  Bulk or less
  Duration  until the next time you make your daily preparations
  The object glows, casting bright light in a 20-foot radius (and 
  dim light for the next 20 feet) like a torch. If you cast this spell 
  again on a second object, the light spell on the first object ends.
  Heightened (4th) The object sheds bright light in a 60-foot radius 
  (and dim light for the next 60 feet).
  
  Divine
  
  loCk 
  spell 1
  AbjurAtion
  Cast  � somatic, verbal
  range  touch; targets  1 lock, or a door or container with a latch
  Duration  1 day
  The target’s latch mechanism clinks shut, held fast by unseen 
  magical restraints. When you magically lock a target, you set 
  an Athletics and Thievery DC to open it equal to your spell DC 
  or the base lock DC with a +4 status bonus, whichever is higher. 
  Any key or combination that once opened a lock affected by 
  this spell does not do so for the duration of the spell, though 
  the key or combination does grant a +4 circumstance bonus to 
  checks to open the door.
  If the target is opened, the spell ends. Assuming the target 
  is not barred or locked in some additional way, you can unlock 
  and open it with an Interact action during which you touch the 
  target. This does not end the spell. You can Dismiss this spell at 
  any time and from any distance.
  Heightened (2nd) The duration increases to unlimited, but you 
  must expend 6 gp worth of gold dust as an additional cost.
  
  Divine
  
  mAgiC WeApon 
  spell 1
  trAnSmutAtion
  Cast  � somatic, verbal
  range  touch; targets  1 non-magical weapon that is unattended 
  or wielded by you or a willing ally
  Duration  1 minute
  The weapon glimmers with magic and energy. The target becomes 
  a +1 striking weapon, gaining a +1 item bonus to attack rolls and 
  increasing the number of weapon damage dice to two.
  
  Divine
  
  mending 
  spell 1
  trAnSmutAtion
  Cast  10 minutes (somatic, verbal)
  range  touch; targets  non-magical object of light Bulk or less
  You repair the target item. You restore 5 Hit Points per spell level 
  to the target, potentially removing the broken condition if this 
  repairs it past the item’s Broken Threshold. You can’t replace 
  lost pieces or repair an object that’s been completely destroyed.
  Heightened (2nd) You can target a non-magical object of 1 
  Bulk or less.
  Heightened (3rd) You can target a non-magical object of 2 Bulk 
  or less, or a magical object of 1 Bulk or less.
  
  Divine
  
  messAge 
  cantrip 1
  Auditory CAntriP iLLUSion linguiStiC mentAl
  Cast  � verbal
  range  120 feet; targets  1 creature
  Duration  see below
  You mouth words quietly, but instead of coming out of your mouth, 
  they’re transferred directly to the ears of the target. While others 
  can’t hear your words any better than if you normally mouthed 
  them, the target can hear your words as if they were standing 
  next to you. The target can give a brief response as a reaction, 
  or as a free action on their next turn if they wish, but they must 
  be able to see you and be within range to do so. If they respond, 
  their response is delivered directly to your ear, just like the 
  original message.
  Heightened (3rd) The spell’s range increases to 500 feet.
  
  Divine
  
  prestidigitAtion 
  cantrip 1
  CAntriP evoCAtion ligHt
  Cast  � somatic, verbal
  range  10 feet; targets  1 object (cook, lift, or tidy only)
  Duration  sustained
  The simplest magic does your bidding. You can perform simple 
  magical effects for as long as you Sustain the Spell. Each time you 
  Sustain the Spell, you can choose one of four options.
  • Cook  Cool, warm, or flavor 1 pound of nonliving material.
  • lift  Slowly lift an unattended object of light Bulk or less 1 
  foot off the ground.
  • make  Create a temporary object of negligible Bulk, made of 
  congealed magical substance. The object looks crude and 
  artificial and is extremely fragile—it can’t be used as a tool, 
  weapon, or spell component.
  • tidy  Color, clean, or soil an object of light Bulk or less. You 
  can affect an object of 1 Bulk with 10 rounds of concentration, 
  and a larger object a 1 minute per Bulk.
  Prestidigitation can’t deal damage or cause adverse conditions. 
  Any actual change to an object (beyond what is noted above) 
  persists only as long as you Sustain the Spell.
  
  Divine
  
  proteCtion 
  spell 1
  UnCommon AbjurAtion
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  Duration  1 minute
  You ward a creature against a specified alignment. Choose chaotic, 
  evil, good, or lawful when you cast this spell. The target gains a +1 
  status bonus to Armor Class and saving throws against creatures 
  and effects of the chosen alignment. This bonus increases to +3 
  against effects from such creatures that would directly control 
  the target and against attacks made by summoned creatures of 
  the chosen alignment.
  This spell gains the trait that opposes the alignment you chose—
  if you choose chaos, this spell gains the lawful trait, and vice versa; 
  if you choose evil, this spell gains the good trait, and vice versa.
  
  Divine
  
  puriFy Food And drink 
  spell 1
  neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 cubic foot of contaminated food or water
  You remove toxins and contaminations from food and drink, 
  making them safe to consume. This spell doesn’t prevent future 
  contamination, natural decay, or spoilage. One cubic foot of 
  liquid is roughly 8 gallons.
  
  Divine
  
  rAy oF enFeeBlement 
  spell 1
  AttACk neCromAnCy
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Saving throw  Fortitude; Duration  1 minute
  A ray with the power to sap a foe’s strength flashes from your hand. 
  Attempt a ranged spell attack against the target. If you succeed, 
  that creature attempts a Fortitude save in order to determine the 
  spell’s effect. If you critically succeed on your attack roll, use the 
  outcome for one degree of success worse than the result of its save.
  Critical Success  The target is unaffected.
  Success  The target becomes enfeebled 1.
  Failure  The target becomes enfeebled 2.
  Critical Failure  The target becomes enfeebled 3.
  
  Divine
  
  reAd AurA 
  cantrip 1
  CAntriP deteCtion divinAtion
  Cast  1 minute (somatic, verbal)
  range  30 feet; targets  1 object
  You focus on the target object, opening your mind to perceive 
  magical auras. When the casting is complete, you know whether 
  that item is magical, and if it is, you learn the school of magic.
  If the object is illusory, you detect this only if the effect’s level 
  is lower than the level of your read aura spell.
  Heightened (3rd) You can target up to 10 objects.
  Heightened (6th) You can target any number of objects.
  
  Divine
  
  remove FeAr 
  spell 2
  enCHAntment
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  With a touch, you ease a creature’s fears. You can attempt to 
  counteract a single fear effect that the target suffers from. This 
  frees only the target, not any other creatures under the fear effect.
  Heightened (6th) The spell’s range increases to 30 feet, and you 
  can target up to 10 creatures.
  
  Divine
  
  remove pArAlysis 
  spell 2
  HeAling neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  A surge of energy frees a paralyzed creature. You can attempt to 
  counteract a single effect imposing the paralyzed condition on 
  the target. This does not cure someone who is paralyzed from 
  some natural state or effect, such as paralysis caused by non-
  magical wounds or toxins.
  Heightened (6th) The spell’s range increases to 30 feet, and you 
  can target up to 10 creatures.
  
  Divine
  
  resist energy 
  spell 2
  AbjurAtion
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  Duration  10 minutes
  A shield of elemental energy protects a creature against one 
  type of energy damage. Choose acid, cold, electricity, fire, or 
  sonic damage. The target and its gear gain resistance 5 against 
  the damage type you chose.
  Heightened (4th) The resistance increases to 10, and you can 
  target up to two creatures.
  Heightened (7th) The resistance increases to 15, and you can 
  target up to five creatures.
  
  Divine
  
  restorAtion 
  spell 2
  HeAling neCromAnCy
  Cast  1 minute (somatic, verbal)
  range  touch; targets  1 creature
  When you cast restoration, you can reduce a condition or lessen 
  the effect of a toxin. A creature cannot benefit from restoration 
  more than once per day, nor more than once to reduce the stage 
  of the same exposure to a given toxin.
  • reduce a Condition  Reduce the value of the target’s clumsy, 
  enfeebled, or stupefied condition by 2. You can instead reduce 
  two of the listed conditions by 1 each.
  • lessen a toxin  Reduce the stage of one toxin the target 
  suffers from by one stage. This can’t reduce the stage below 
  stage 1 or cure the affliction.
  Heightened (4th) Add drained to the conditions you can reduce, 
  and you can reduce the stage of a toxin by 2. You also can 
  reduce a target’s doomed value by 1 (but not a permanent 
  doomed condition).
  Heightened (6th) As the 4th-level restoration, but you can reduce 
  a permanent doomed condition if you add a spellcasting 
  action and a material component (100 gp of diamond dust) 
  while Casting the Spell.
  
  Divine
  
  restore senses 
  spell 2
  HeAling neCromAnCy
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  You attempt to counteract a single effect imposing the blinded 
  or deafened conditions on the target, restoring its vision or hear-
  ing. This can counteract both temporary magic and permanent 
  consequences of magic, but it doesn’t cure someone who does 
  not have the sense due to some natural state or effect, such as 
  from birth or from a non-magical wound or toxin.
  Heightened (6th) The spell’s range increases to 30 feet, and you 
  can target up to 10 creatures. You can choose the effect to 
  counteract separately for each selected creature.
  
  Divine
  
  sAnCtuAry 
  spell 1
  AbjurAtion
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  Duration  1 minute
  You ward a creature with protective energy that deters enemy 
  attacks. Creatures attempting to attack the target must attempt a 
  Will save each time. If the target uses a hostile action, the spell ends.
  Critical Success  Sanctuary ends.
  Success  The creature can attempt its attack and any other attacks 
  against the target this turn.
  Failure  The creature can’t attack the target and wastes the action. 
  It can’t attempt further attacks against the target this turn.
  Critical Failure  The creature wastes the action and can’t attempt 
  to attack the target for the rest of the sanctuary’s duration.
  
  Divine
  
  see invisiBility 
  spell 2
  divinAtion revelAtion
  Cast  � somatic, verbal
  Duration  10 minutes
  You can see invisible creatures and objects. They appear to you 
  as translucent shapes, and they are concealed to you.
  Heightened (5th) The spell has a duration of 8 hours.
  
  Divine
  
  shield 
  cantrip 1
  AbjurAtion CAntriP ForCe
  Cast  � verbal
  Duration  until the start of your next turn
  You raise a magical shield of force, giving you a +1 circumstance 
  bonus to AC (as Raise a Shield). It requires no hands but allows 
  you to use the Shield Block reaction (even against magic missile). 
  After you use Shield Block, the spell ends and you can’t cast it 
  again for 10 minutes.
  shield Block �
  trigger  While you have your shield raised, you take damage 
  from a physical attack.
   Your shield prevents you from taking an amount of damage up to 
  the shield’s Hardness. The shield has Hardness 5.
  Heightened (3rd) The shield has Hardness 10.
  Heightened (5th) The shield has Hardness 15.
  Heightened (7th) The shield has Hardness 20.
  Heightened (9th) The shield has Hardness 25.
  
  Divine
  
  shield other 
  spell 2
  neCromAnCy
  Cast  � somatic, verbal
  range  30 feet; targets  1 creature
  Duration  10 minutes
  You forge a temporary link between the target’s life essence 
  and your own. The target takes half damage from all effects that 
  deal Hit Point damage, and you take the remainder of the dam-
  age. When you take damage through this link, you don’t apply 
  any resistances, weaknesses, or other abilities you have to that 
  damage; you simply take that amount of damage. The spell ends 
  if the target is ever more than 30 feet away from you. If either 
  you or the target is reduced to 0 Hit Points, any damage from this 
  spell is resolved and then the spell ends.
  
  Divine
  
  sigil 
  cantrip 1
  CAntriP trAnSmutAtion
  Cast  � somatic, verbal
  range  touch; targets  1 creature or object
  Duration  unlimited (see below)
  You harmlessly place your unique magical sigil, which is about 1 
  square inch in size, on the targeted creature or object. The mark 
  can be visible or invisible, and you can change it from one state 
  to another by using an Interact action to touch the target. The 
  mark can be scrubbed or scraped off with 5 minutes of work. If 
  it’s on a creature, it fades naturally over the course of a week. 
  The time before the mark fades increases depending on your 
  heightened level.
  Heightened (3rd) The sigil instead fades after 1 month.
  Heightened (5th) The sigil instead fades after 1 year.
  Heightened (7th) The sigil never fades.
  
  Divine
  
  silenCe 
  spell 2
  iLLUSion
  Cast  � material, somatic
  range  touch; targets  1 willing creature
  Duration  1 minute
  The target makes no sound, preventing creatures from noticing 
  it using hearing or other senses alone. The target can’t use 
  sonic attacks, nor can it use actions with the auditory trait. This 
  prevents it from casting spells that include verbal components.
  Heightened (4th) The spell effect emanates from the touched 
  creature, silencing all sound in or passing through a 10-foot 
  radius and preventing any auditory and sonic effects in the 
  affected area. While within the radius, creatures are subject to 
  the same effects as the target. Depending upon the position of 
  the effect, a creature might notice the lack of sound reaching 
  it (blocking off the noise coming from a party, for example).
  
  Divine
  
  sound Burst 
  spell 2
  evoCAtion SoniC
  Cast  � somatic, verbal
  range  30 feet; Area  10-foot burst
  Saving throw  Fortitude
  A cacophonous noise blasts out, dealing 2d10 sonic damage. 
  Each creature must attempt a Fortitude save.
  Critical Success  The creature is unaffected.
  Success  The creature takes half damage.
  Failure  The creature takes full damage and is deafened for 1 round.
  Critical Failure  The creature takes double damage and is deafened 
  and stunned 1 for 1 minute.
  Heightened (+1) The damage increases by 1d10.
  
  Divine
  
  spirit link 
  spell 1
  HeAling neCromAnCy
  Cast  � somatic, verbal
  range  30 feet; targets  1 willing creature
  Duration  10 minutes
  You form a spiritual link with another creature when you Cast this 
  Spell and at the start of each of your turns. If the target is below 
  maximum Hit Points, it regains up to 2 Hit Points (or enough to 
  bring it to its maximum Hit Points, if less). You lose as many Hit 
  Points as the target regained.
  This spiritual transfer ignores temporary hit points or effects 
  that would increase the Hit Points the target regains or decrease 
  the Hit Points you lose. Since this effect doesn’t involve positive 
  or negative energy, spirit link works even if you or the target is 
  undead. While the duration persists, you gain no benefit from 
  regeneration or fast healing. You can Dismiss this spell, and if 
  you’re ever at 0 Hit Points, spirit link ends automatically.
  Heightened (+1) The number of Hit Points transferred each 
  time increases by 2.
  
  Divine
  
  spirituAl WeApon 
  spell 2
  AttACk evoCAtion ForCe
  Cast  � somatic, verbal
  range  120 feet
  Duration  sustained up to 1 minute
  A ghostly version of your deity’s favored weapon made of force 
  appears next to a foe and makes a Strike against it. Each time 
  you Sustain the Spell, you can move the weapon to a new target 
  (if needed) and Strike with it. The spiritual weapon uses and 
  contributes to your multiple attack penalty.
  The weapon’s Strikes are melee spell attacks. Regardless of its 
  appearance, the weapon 1d8 damage plus your spellcasting ability 
  modifier, either force or the type normally dealt by the weapon 
  (your choice). No statistics or traits of the weapon apply except 
  versatile; even ranged weapons attack adjacent creatures only. 
  Despite making a spell attack, the spiritual weapon is a weapon 
  for purposes of triggers, resistances, and so forth.
  The weapon doesn’t take up space, grant flanking, or have 
  any other attributes a creature would. The weapon can’t make 
  any attack other than its Strike, and feats or spells that affect 
  weapons do not apply to it.
  Heightened (+2)  The weapon’s damage increases by 1d8.
  
  Divine
  
  stABilize 
  cantrip 1
  CAntriP HeAling neCromAnCy PoSitive
  Cast  � somatic, verbal
  range  30 feet; targets  1 dying creature
  Positive energy shuts death’s door. The target loses the dying 
  condition, though it remains unconscious at 0 Hit Points.
  
  Divine
  
  stAtus 
  spell 2
  deteCtion divinAtion
  Cast  � somatic, verbal
  range  touch; targets  1 willing living creature
  Duration  1 day
  As long as you and the target are on the same plane of existence 
  and both alive, you remain aware of its present state. You know 
  the target’s direction from you, distance from you, and any 
  conditions affecting it.
  Heightened (4th) The spell’s range increases to 30 feet, and you 
  can target up to 10 creatures.
  
  Divine
  
  undeteCtABle Alignment 
  spell 2
  UnCommon AbjurAtion
  Cast  1 minute (material, somatic, verbal)
  range  touch; targets  1 creature or object
  Duration  until the next time you make your daily preparations
  You shroud a creature in wards that hide its alignment. The target 
  appears to be neutral to all effects that would detect its alignment.
  
  Divine
  
  ventriloquism 
  spell 1
  Auditory iLLUSion
  Cast  � somatic, verbal
  Duration  10 minutes
  Whenever you speak or make any other sound vocally, you can 
  make your vocalization seem to originate from somewhere else 
  within 60 feet, and you can change that apparent location freely 
  as you vocalize. Any creature that hears the sound can attempt 
  to disbelieve your illusion.
  Heightened (2nd) The spell’s duration increases to 1 hour, and 
  you can also change the tone, quality, and other aspects of your 
  voice. Before a creature can attempt to disbelieve your illusion, 
  it must actively attempt a Perception check or otherwise use 
  actions to interact with the sound.
  
  Divine
  
  WAter BreAthing 
  spell 2
  trAnSmutAtion
  Cast  1 minute (somatic, verbal)
  range  30 feet; targets  up to 5 creatures
  Duration  1 hour
  The targets can breathe underwater.
  Heightened (3rd) The duration increases to 8 hours.
  Heightened (4th) The duration increases to until your next 
  daily preparations.
  
  Divine
  
  WAter WAlk 
  spell 2
  trAnSmutAtion
  Cast  � somatic, verbal
  range  touch; targets  1 creature
  Duration  10 minutes
  The target can walk on the surface of water and other liquids 
  without falling through. It can go underwater if it wishes, but 
  in that case it must Swim normally. This spell doesn’t grant the 
  ability to breathe underwater.
  Heightened (4th) The spell’s range increases to 30 feet, the dura-
  tion increases to 1 hour, and you can target up to 10 creatures.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Legendary Games/Legendary - Second Edition Spell Cards Divine Basic.pdf