Advertisement

 


Cleric Spells - Second Level
Aid

Level: Clr 2
Range: Touch
Duration: 1 minute/level
Target: One living creature
Saving Throw: None
Spell Resistance: No

Aid gives a +1 morale bonus to attack rolls and Will saving throws, plus 1d8 temporary hit points. Temporary hit points are lost first when the recipient suffers damage; lost temporary hit points can't be regained.


Bull's Strength

Level: Clr 2, Sor 2
Range: Touch
Duration: 1 hour/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The affected creature becomes stronger. The spell increases the recipient's Strength by 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, Strength-related skills checks, etc. Note: Multiple magical increases to an ability score do not stack.


Cure Moderate Wounds

Level: Clr 2, Pal 2

As cure light wounds, except cure moderate wounds cures 2d8 points damage +1 point per caster level (up to +10).


Darkness

Level: Clr 2, Sor 2
Range: Touch
Duration: 10 minutes/level
Area: 20' radius
Saving Throw: None
Spell Resistance: No

This spell causes an object to "shed" darkness. Not even creatures who can normally see in the dark (such as with darkvision) can see. Normal light and light spells of lower level do not work in the area of effect. Targets fighting within the confines of this spell suffer a 50% concealment miss modifier.


Delay Poison

Level: Clr 2, Pal 2, Rgr 2
Range: Touch
Duration: 1 hour/level
Target: One creature
Saving Throw: None
Spell Resistance: No

The affected creature becomes temprorarily immune to poison. Any poison that would affect her "waits around" until the spell ends and then takes effect. The spell works regardless of whether the poison is already in the character's system. It does not, however, cure any damage that poison may have already done.


Find Traps

Level: Clr 2
Range: Medium (100' + 10'/level)
Duration: 1 minute/level
Target: The caster

This causes traps to glow red, making them easier to find and disarm.


Hold Person

Level: Clr 2, Sor 3
Range: Medium (100' + 10'/level)
Duration: 1 round/level
Target: One humanoid of Medium-size or smaller
Saving Throw: Will negates
Spell Resistance: Yes

The target freezes in place, standing helpless. He is aware and breathes normally but cannot take any physical actions, even speech.


Inflict Moderate Wounds

Level: Clr 2

As inflict light wounds, except inflict moderate wounds inflicts 2d8 points damage + 1 point per level of the caster (maximum +10).


Remove Paralysis

Level: Clr 2, Pal 2
Range: Close (25' + 5'/2 levels)
Duration: Instantaneous
Target: Up to four creatures, no two of which can be more than 30' apart
Saving Throw: None
Spell Resistance: No

The caster can free one or more creatures from the effects of any temporary paralyzation or from related magic, including a ghoul's touch, a hold spell, or slow. When the spell is cast on a creature, the paralyzation is negated.


Silence

Level: Clr 2
Range: Long (400' + 40'/level)
Duration: 1 minute/level
Area: 15' radius, centered on a creature, object, or point in space
Saving Throw: Will negates
Spell Resistance: Yes

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped; conversation is impossible, spells cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.


Spiritual Weapon

Level: Clr 2
Range: Medium (100' + 10'/level)
Duration: 1 round/level
Effect: A magical weapon of force
Saving Throw: None
Spell Resistance: Yes

A melee weapon made of pure force springs into existence and attacks opponents at a distance, as the Cleric directs it. It strikes the opponent the Cleric designates, starting with one attack on the round the spell is cast and continuing each round thereafter. It uses the Cleric's Base Attack score as its attack bonus (possibly allowing it multiple attacks per round) and deals 1d8 damage per hit.