Oracle Spells

Bleed: You force a stabilized creature to resume dying.
Create Water: This spell generates wholesome, drinkable water, just like clean rain water.
Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth.
Guidance: This spell imbues the subject with a touch of divine guidance.
Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Read Magic: You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible.
Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Scrivener's Chant: This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
Sign of the Dawnflower: As message, except the only information you can transmit is that you are a worshiper of Sarenrae.
Spark: You can make an unattended Fine flammable object catch on fire.
Stabilize: Upon casting this spell, you target a living creature that has –1 or fewer hit points.
Vigor: This spell infuses the subject with a small surge of strength.
Virtue: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

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