The gods of the Pathfinder pantheon have shown favor upon your character. Whether you choose to be a powerful Cleric or a wise Thaumaturge, you have the eyes of the divine on you.


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With that comes the spells denoted in the divine spell list. Powerful forces of magic that can either deal out serious damage with holy light, heal your allies with the hand of mercy, or any combination there between. All of this is available to you and more. But, what gifts from the gods stand above the others? What spells should be learned the moment you get the chance?

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10/10 Prestidigitation

A spell often overlooked in later stages of play, Prestidigitation has a fair bit going for it in the way of utility and role-playing. This spell has a lot of varied uses from flavoring material, changing the color of objects, clean or dirty something, levitate smaller objects, or even create a crude approximation of an object.

The spell allows for a lot of fun uses that really are only limited by your imagination. The only real drawback for this spell is it cannot be used in any way to damage a creature. This limits its combat ability, but some crafty players still find ways to utilize it to confuse in combat scenarios.

9/10 Command

Command allows you to use the imposing presence of your god to order a creature to do a simple task. Said task cannot be anything completely against its values or anything that will cause it immediate harm. However, this does have some fun uses, both in and out of combat.

Causing an enemy to stop attacking you for a few rounds of combat can be more than enough to get the upper hand. The use of this spell outside of combat also has a nearly endless amount of potential, depending on how creative you want to get with it.

8/10 Enhance Senses

A handy spell to have when stalking a target or when your party just finds itself in a dark place. Fighting in the dark can be nearly impossible for those characters with normal light sensitive vision.

Related: Deadliest Monsters In Pathfinder’s Bestiary

With this spell, however, anyone you cast it on receives low-light vision. A boon in those somewhat darker encounters or when you need to investigate a little closer into those hard to see places. Those that already have low-light vision are given darkvision which is an absolute game changer for nighttime combat.

7/10 Prying Eye

Scouting can be a vital part of Pathfinder. Whether it be taking a gander around town to find the best shopping spot or finding the most opportune approach into a bandit camp to finish out a quest, Prying Eye can be a big help.

When cast, you create a small, invisible eye somewhere within 500 ft of your character. With the ability to move at a rate of up to 30 ft a round, you can see everything the eye sees. This is a much easier choice than putting you or your companion’s neck on the line to see the surrounding area.

6/10 Fear

At the cost of a will save from whomever you cast this spell on, you can cause a creature’s greatest fears to wrack their mind.

Related: Ways Pathfinder Is Better Than D&D And Ways It’s Not

The combat benefit of this spell is obvious. Making even a deadly creature frightened of you and potentially even flee from combat entirely can be a much better alternative to going toe-to-toe with it. Anyone with relatively low willpower has a chance of failing this spell, so it may be best to clear out those smaller to mid-range monsters with this spell instead of wasting it on those heavy hitters with stronger will.

5/10 Avatar

With Avatar, you take on the form of whatever deity you are aligned to. Not only do you become a powerful figure, but you also gain powers aligned to your god.

Becoming huge is a plus all to itself, but gaining extra ac, more health, and gaining further skills dependent on your god can instantly turn a boss battle into a cakewalk.

4/10 Breath of Life

Healing spells are a necessity in Pathfinder. Whether you are the designated healer or not, spells like Breath of Life are one way to get one of your companions back on their feet and in the fight once again.

Breath of Life has the added benefit of not only healing a creature, but also bringing it back from death’s door. A hearty 4d8 plus your spell modifier means whoever you use it on should be ready to go for a little while, too.

3/10 Moment of Renewal

On the subject of healing spells, Moment of Renewal takes the concepts and brings it to a whole new level. This spell acts as though the target or targets had a full day of rest.

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All the benefits that come with that are present except for preparations, but healing, restoration, and the dropping of any negative effects are all here. This is an absolute necessity for dungeon crawls and those boss fights that last multiple stages without any room to breathe in between.

2/10 Indestructibility

Everyone wants the ability to turn on god mode, and this spell quite literally allows that to happen. For the entirety of a round you are immune to nearly everything, from incoming damage, to effects and spells.

You only are hurt or effected by things if you want it to happen. But, why would you? There are a lot of great uses for this spell once you find yourself the ability to cast it at later levels. Because, let’s be honest, at later levels everything wants to kill you.

1/10 Finger Of Death

An absolute wrecking ball of an attack spell, Finger of Death does a flat 70 damage to whomever you cast it against, barring a successful fortitude save.

But, that’s it. No roll or anything else, just 70 damage instantly. The best part: if that amount drops them to zero health, they instantly die. Heightened, you can even raise that damage to 80. Few things beat the ability to do a specific amount of high level damage in one attack without the outcome of chance coming in and muddling the roll to a lesser damage amount.

Next: Pathfinder 2e: How To Create A Character



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