2nd-Level Cleric Spells

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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.