Lv 2 Cleric Spells


 * Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
 * Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
 * Augury: Learns whether an action will be good or bad.
 * Bear's Endurance: Subject gains +4 to Con for 1 min./level.
 * Bull's Strength: Subject gains +4 to Str for 1 min./level.
 * Calm Emotions: Calms creatures, negating emotion effects.
 * Consecrate: Fills area with positive energy, making undead weaker.
 * Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
 * 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: Fills area with negative energy, making undead stronger.
 * Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 * Enthrall: Captivates all within 100 ft. + 10 ft./level.
 * 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).
 * Make Whole: Repairs an object.
 * Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
 * 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.
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Shield Other: You take half of subject's damage.
 * Silence: Negates sound in 20-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.
 * Summon Monster II: Calls extraplanar creature to fight for you.
 * Undetectable Alignment: Conceals alignment for 24 hours.
 * Zone of Truth: Subjects within range cannot lie.