2nd-Level Cleric Spells, Book of Experimental Might, Alternate Magic System
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.
Abrupt Summoning I: Summons a random monster as a standard action.
Airbubble: Creates a small globe of breathable air around your head.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Comprehend Languages: You understand all spoken and written languages.
Deathwatch: Reveals how close subjects within 30 feet are to death.
Divine Favor: You gain +1 bonus/three levels on attack and damage rolls.
Entropic Shield: Ranged attacks against you have 20 percent miss chance.
Holy Cudgel: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level.
Persuasive Oration: Makes one person your friend.
Protection From Chaos/Evil/Good/Law: Protects subject from possession, hedges out elementals and outsiders.
Remove Fear: Suppresses fear or grants +4 bonus on saves against fear for one subject + one/four levels.
Resist Touch: Adds +2 luck bonus +1/three caster levels to touch AC.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Second Chance: Grants subject a second chance at a saving throw.
Shared Blessing: Subject gains +1 bonus to AC and +2 bonus to saves while within 10 feet of you.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Water’s Blessing: Grants +5 or higher bonus to Swim checks.