- Bless: Enchantment; Bolster allies attack rolls and saving throws.
- Ceremony: Abjuration; Ritual; Perform a divine ritual with various beneficial effects.
- Command: Enchantment; Bid a creature to approach, run, release something, lie prone, or stop.
- Compelled Duel: Enchantment; Bid a creature focus their attention on you in a divinely ordained duel.
- Cure Wounds: Evocation; Mend the wounds of a creature you can touch.
- Detect Evil and Good: Divination; Detect aberrations, celestials, elementals, fey, fiends, or undeads within a close proximity.
- Detect Magic: Divination; Ritual; Sense the presence of magic, and school of magic if any, within a close proximity.
- Detect Poison and Disease: Divination; Ritual; Sense the presence of poison, poisonous creatures, and diseases within a close proximity.
- Divine Favor: Evocation; Empower your weapon to deal extra radiant damage.
- Heroism: Enchantment; Grant a creature immunity to fear and a bolster them with temporary hit points.
- Protection from Evil and Good: Abjuration; Magically enhance a creature's defenses against aberrations, celestials, elementals, fey, fiends, and undead.
- Purify Food and Drink: Transmutation; Ritual; Magically purify food and drink of poison and disease.
- Searing Smite: Evocation; Smite a creature with searing flames and set them ablaze.
- Shield of Faith: Abjuration; Conjure a shield of magic to protect a target.
- Thunderous Smite: Evocation; Smite an emey with thunder damage, potentially driving them back.
- Wrathful Smite: Evocation; Smite a creature with psychic damage, potentially rendering them frightened of you.