Here's my thoughts on an initial divine warlock's list of spells. This version is more of a shaman/spiritualist than a priest, so I focused on that aspect for the flavor of the spells and abilities. At the moment I'm just using wisdom for the prime casting ability. I used "complex" and "exotic" spells in place of "greater" and "dark" just to differentiate it from the warlock's invocations... flavor reasons really:
Purify Effect Spells
Least Purify Effect Spells
Purifying Strike: Purify target with a ranged or melee attack.
Unnerving Purification: Targets must make Will save or become shaken.
Lesser Purify Effect Spells
Blur the Boundary: Target must make a Will save or become corporeal for one round.
Cascade of Purity: Purify deals electrical damage and cascades across foe.
Grasp of Purity: Target must make Will save or become stunned.
Soothing Touch of Purity: Convert a target’s damage to non-lethal damage with a touch.
Complex Purify Effect Spells
Clutch of Purity: Target must make Will save or become paralyzed.
Surge of Purity: Electrical purify damages target and secondary foes.
Vigor of Purity: Target gains temporary hit points which do not stack with themselves.
Wave of Purity: Damage all foes with purify in a line between target and yourself, Reflex save for half.
Exotic Purify Effect Spells
Maelstrom of Purity: Purify within 60 feet, plus targets must make a Fortitude save or be deafened.
Seal of Purity: Target must make a Will save or be trapped in stasis, but risk damage from target.
Purify Target Spells
Least Purify Target Spells
Purify Undead
Purify Outsider (Type)
Lesser Purify Target Spells
Purify Aberration
Purify Magical Beast
Complex Purify Target Spells
Purify Monstrous Humanoid
Purify Giant
Exotic Purify Target Spells
Purify Humanoid (Type)
Other Spells
Least Spells
Beguile Animal: Use charm animal as the spell.
Breath of Dreams: Short-lived cloud of fog renders foes unconscious and grants concealment.
Breath of the Night: Create a fog cloud as the spell.
Cloak of Nature: Gain bonus on Hide and Move Silently, plus leave no trail.
Favor of the Spirits: Gain a luck bonus on one type of saves.
Daylight: Use daylight as the spell.
Earthen Grasp: Use earthen grasp as the spell.
Helpful Spirit: Use wood wose as the spell.
Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks.
Scent: Gain the scent ability.
Spirit Horse: Use phantom steed as the spell.
Summon Swarm: Use summon swarm as the spell.
Telling: Use augury as the spell.
Lesser Spells
Aid of the Spirits: Use prayer as the spell, plus allies are protected by mirror images.
Crumble: Use rusting grasp as the spell.
Elemental Puppet: Summon a medium earth elemental which looks like you in a cloud of dust.
Hoisted by the Winds: Use levitate as the spell or use gust of wind as the spell.
Overgrowth: Vegetation grows rapidly, blocking line of site and forming hidden pockets of thorny vines.
Phantasmal Warrior: An unseen spirit possesses your weapon and attacks for you.
Purifying Embrace: Use dispel magic as the spell, plus heal yourself.
Stony Grasp: Use stony grasp as the spell.
Suppress Ailment: Neutralize effects of poison or disease for one hour.
The Earth Speaks: Gain tremorsense out to 60 feet.
Winter’s Wrath: Use sleet storm as the spell.
Complex Spells
Gaping Maw of the Sea: Huge water elemental in vortex form strikes at your foes.
Phantoms of Smoke: Semi-real spirits protect you and weaken foes who attack them.
Spirit of the Wildfire: Change a large tree into a burning treant whose blows may set foes on fire.
Tongue of Endless Tales: Speak to any natural object or creature.
Wall of Ferocious Vines: Poisonous, thorny vines attack foes.
Warding Fumes: Protect yourself from living creatures but immobilize yourself.
Exotic Spells
Fell Desert’s Wrath: Become a cyclone of swarming sand.
Grasp the Whirlwind: Create a great whirlwind in your hand.
Guise of the Beast: Use alter self to transform into any animal.
Nature’s Way: Use tree stride as the spell, plus remain safely melded with tree to heal.
Whispers of the Spirits: Use commune with nature as the spell, plus scry on a target sensed through commune.