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Cleric Spells - Level Two
Aid

Level: Cleric 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 +1 per level (maximum +10) bonus to maximum hit points.


Bear's Endurance

Level: Cleric 2, Druid 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Constitution is increased by +4.


Bull's Strength

Level: Cleric 2, Druid 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Strength is increased by +4.


Calm Emotions

Level: Bard 2, Cleric 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Concentrate
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save

Calms an agitated creature. Stops barbarian rages and suppresses morale bonuses and fear effects.


Cure Moderate Wounds

Level: Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

Cure a creature using positive energy. Cures 2d8 points of damage +1 point per caster level (to a maximum of +10). Against undead creatures, the spell deals damage rather than curing it.


Delay Poison

Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 600 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

The subject becomes temporarily immune to poison.


Eagle's Splendor

Level: Bard 2, Cleric 2, Paladin 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Charisma is increased by +4.


Find Traps

Level: Cleric 2
School: Divination
Casting Time: 1 Standard Action
Range: Personal
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

Gain the ability to detect traps as rogues can. You also gain a bonus of half your caster level to search checks for traps (to a maximum of +10).


Hold Person

Level: Bard 2, Cleric 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

The target humanoid is paralyzed for the duration of the spell. The victim may attempt a Will save each round to try and break free from the spell's effect.


Inflict Moderate Wounds

Level: Cleric 2
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

Harm a creature using negative energy. Inflicts 2d8 points of damage +1 point per caster level (to a maximum of +10). Against undead creatures the spell cures the subject of a like amount of damage rather than harming it.


Owl's Wisdom

Level: Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material, Focus
Spell Resistance: No
Saving Throw: None

The target creature's Wisdom is increased by +4.


Remove Paralysis

Level: Cleric 2, Paladin 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

Up to four creatures within a 30' radius (6 squares) may be freed from paralysis.


Silence

Level: Bard 2, Cleric 2
School: Illusion
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

This spell creates a zone of silence within 20' (4 squares) around the target area, preventing all within the area of effect from casting spells with verbal components.


Sound Burst

Level: Bard 2, Cleric 2
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Sonic
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Fortitude Save

All creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for a round.


Spiritual Weapon

Level: Cleric 2
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Force
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

Summons a supernatural sword that attacks enemies as you direct, doing 1d8 points of force damage when it hits.


Summon Monster II

Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You summon a fiendish wolf to be a faithful and loyal servant.