Second Level Cleric Spells

Sphere: Cosmos Range: Touch Duration: 1 round +1 round/level Area of Effect: Creature touched Saving Throw: None Aid is much like the bless spell, except the recipient also gains the benefit of 1-8 additional hit points for the duration of the spell. The temporary hit points are subtracted before the character's own if injured in combat. This spell may be used in conjunction with the Mess spell, but is not cumulative with it.

Altruism

Sphere: Cosmos Range: Touch Duration: Permanent Area of Effect: 1 creature Saving Throw: None With this spell, a cleric may transfer hit points to another character or being of any alignment. Hit points are exchanged on a one-to-one basis, and may not be "taken back" once the spell has been cast. The recipient of the spell cannot gain more hit points than he or she normally has, and cannot refuse the gift even if he or she wants to.

[sal Barkskin

Sphere: Cosmos Range: Touch Duration: 4 rounds+ 1 round/level Area of Effect: Creature touched Saving Throw: None When a cleric casts the barkskin spell, the recipient's skin becomes as tough as bark, improving (lowering) its base Armor Class to AC 6, plus 1 AC for every four levels of the cleric. In addition, the affected creature gains +1 to all saving throws.

Channel Stench

Sphere: Elemental (Air) Range: 0 Duration: 3 rounds Area of Effect: 20'-long cone Saving Throw: Neg.

The cleric draws in a deep breath and expels it toward his opponent. All noxious odors from up to two miles away are channeled through the cleric's breath and ejected in a vile cone of stench. All breathing creatures within the cone must make a saving throw vs. poison. Those who fail gag for 1-6 rounds. While in this state, spell casting and using psionics is impossible. Those with more than 5 Hit Dice or higher than 5th level may ignore channel stench.

Charm Person or Mammal

Sphere: Cosmos Range: 80 yards Duration: Combat Area of Effect: 1 person or mammal Saving Throw: Neg.

Charm person or mammal allows the cleric to charm any single person or mammal, causing it to fight on the side of the cleric in battle. The targeted creature may save to avoid the spell's effects.

-LJ Find Traps

Sphere: Cosmos_Range: 0_Duration: 3 turns Area of Effect: Caster_Saving Throw: None

Find traps reveals the location of all traps, whether magical or mechanical, to the cleric. Thus, when a character comes upon a trap, he or she is aware of it and can retreat, or have someone disarm it.

Flame Blade

Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds +1 round/2 levels Area of Effect: 3'-long blade Saving Throw: None When this spell is cast a burning sword appears in the cleric's hand — attack with this as one would with any other melee weapon. The blade attacks like a normal sword and does 7-10 points of damage. The spell does slightly less damage against targets protected from fire.

Hesitation

Sphere: Cosmos Range: 0 Duration: 1 round/level Area of Effect: 20'-radius circle Saving Throw: Neg.

Creatures affected by this spell hesitate before executing their intended actions. The spell affects 2-8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be affected regardless of the number rolled. All possible victims are allowed a saving throw vs. spells.

SI Hold Person

Sphere: Cosmos Range: 120 yards Duration: 2 rounds/level Area of Effect: 1-4 persons Saving Throw: Neg. This spell can affect human, demi-human, or humanoid creatures. Creatures that are affected become rigid and unable to move or speak. Spell duration increases with the level of the cleric.

Si! Music of the Spheres

Sphere: Cosmos Range: 50 yards Duration: 1 turn +1 round/level Area of Effect: 20'-diameter circle Saving throw: Neg. With this spell, the cleric creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the cleric. The listener receives a normal saving throw against this effect. Failure means that the listener is entranced and is unable to attack the cleric for the duration of the spell.

Resist Cold

Sphere: Elemental (Fire) Range: Touch Duration: 1 round/level Area of Effect: Creature touched Saving Throw: None Resist cold halves damage from cold attacks and improves saving throws versus cold attacks by 3.

Resist Fire

Sphere: Elemental (Fire) Range: Touch Duration: 1 round/level Area of Effect: Creature touched Saving Throw: None Resist fire halves damage from fire attacks and improves saving throws versus fire attacks by 3.

Silence, 15'Radius

Sphere: Cosmos Range: 120 yards Duration: 2 rounds/level Area of Effect: 15'-radius sphere Saving Throw: None Silence, 15' radius magically dampens all sound in the area around the target. The target characters or monsters cannot cast spells for the duration of the spell.

m Spiritual Hammer

Sphere: Cosmos Range: 10 yards/level Duration: 3 rounds +1 round/level Area of Effect: Caster Saving Throw: None Spiritual hammer creates a temporary magic throwing hammer that is automatically readied. Spiritual hammers can hit monsters that may only be struck by magic weapons.

Steal Breath

Sphere: Elemental (Air) Range: 120 yards Duration: 3 rounds Area of Effect: 1 creature Saving Throw: None This spell forces the air out of an opponent's lungs. The opponent cannot cast spells for three rounds.

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