2nd-Level Cleric Spells
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Aboleth's Lung: Targets are able to breathe water; however, they can no longer breathe air for the duration.
Addiction: Subject becomes addicted to a drug.
Adept Spirit: Subject can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alicorn Lance: Create horn of force on your forehead that can be launched as a touch attack.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
Augury MF: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Black Karma Curse: Subject damages self with melee attack.
Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fails.
Blaze Bones: Enhance an undead with flames that also cause damage.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). Cold of the Grave: Deal 1d6 cold damage, 1d6 damage from negative energy, and Str damage.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Curse of the Gypsies: Afflict a target with bad luck, an invisible mark, or an unnatural aura.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enhance Weapons: Imbue up to twenty-five weapons with +1 enhancement.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Festival Feast: Create a meal of good food, wine, ale, and beer.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Insight of Good Fortune M: Subject rolls twice, takes best result.
Lighten Load: Increases the carrying capacity of a creature.
Local Tremor: Light tremor shakes in a 30-ft. line.
Make Whole: Repairs an object.
Mark of Judgment: Creatures that attack subject heal 2 points of damage with each successful hit.
Master's Touch: Subject gains immediate +4 bonus on a skill check.
Morning Mists: As obscuring mist, but the mist cloud is larger than usual.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Share Talents: Subjects gain +2 bonus on skill checks.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield of Heironeous: As shield except instead of an invisible disk, a barely-visible shield bearing Heironeous's holy symbol appears.
Shield Other F: You take half of subject’s damage.
Shockwave: Deals 3d6 subdual damage to all within area and knocks targets to the ground.
Silence: Negates sound in 15-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Stay the Hand: Change subject creature's attitude to helpful for 1 round.
Stonemantle: Object gains hardness and increases in DC to break.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Summon Monster II: Calls extraplanar creature to fight for you.
Sunmace: A mace of pure sunlight attacks opponents at a distance dealing 1d8 + 1/3 caster levels (max +5).
Undead Eyes: You form a telepathic link with a mindless undead creature.
Undetectable Alignment: Conceals alignment for 24 hours.
Unearth Heresy: As detect thoughts.
Venomous Volley: Cone of fangs damages and weakens targets.
Zone of Truth: Subjects within range cannot lie.