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Divine Spell List - Level 2

Updated Fri, Feb 13, 2009 by Shayalyn

Divine Spell List

Level 2

Compiled by Zed
Second Opinion by Brennie

Aid

Cool down (seconds): 4
Casting Time: short
School: Enchantment
Range: short
Area: Single target
Components: somatic, divined focus, verbal
Duration: 1 minute / caster level
Target: Self, friend

Rating: 2

Notes:  Grants a single ally a bonus to saves against fear and attack rolls (+1).  Also grants 8 + Caster level (Maxmimum +10) hitpoints. The ally bonus to attack and save versus fear doesn't stack with bless.


Bears Endurance

Cool down (seconds): 4
Casting Time: short
School: Transmutation
Range: short
Area: Single friend
Components: somatic, divine focus, verbal
Duration: 1 minute / caster level
Target: Friend, Self

Rating: 2

Notes:  Ally gains a +4 to constitution for the duration of the spell.  Increases the total hit points by +2/level, as well as increasing fortitude saves by +2.  An excellent boost to a fighter or barbarian before entering the final combat.


Bulls Strength

Cool down (seconds): 4
Casting Time: Short
School: Transmutation
Range: Medium
Components: Somatic, divine focus, verbal, Material
Duration: 1 minute / caster level
Target: Friend, Self

Rating: 2

Notes: Ally gains a +4 to strength for the duration of the spell.  This increases melee attack by +2 and increases the amount an individual can carry.  Very useful for buffing the front line fighters against the end of quest monster.

Cure Moderate Wounds

Cool down (seconds): 4
Casting Time: Short
School: Conjuration
Range: short
Area: single target
Components: somatic, verbal
Duration: Instant
Target: Self, friend, undead

Rating: 1

Notes: All clerics gain this spell to represent their spontaneous casting ability.  A must use spell, the primary healing spell at level 1.  Heals 2D8+Cater level (maximum 10) per cast. .  Can be used to harm undead.

Eagles Splendour

Cool down (seconds): 4
Casting Time: Short
School: Transmutation
Range: short
Area: single target
Components: Somatic, divine focus, verbal, material
Duration: 1 minute / caster level
Target: Friend, Self

Rating: 2

Notes:  Increases the targets Charisma by +4.  This increases the spell saves for sorcerer spells or other charisma based casters.

Find Traps

Cool down (seconds): 4
Casting Time: Short
School: Divination
Range: self
Area: single target
Components: somatic, verbal
Duration: 1 minute / caster level
Target: Self

Rating: 1

Notes:  Grants the ability for the cleric to find traps similar to the rogue. 

Hold Person

Cool down (seconds): 4
Casting Time: Short
School: Enchantment
Range: Medium
Area: single target
Components: somatic, divine focus, verbal
Duration: 30 seconds, however saves happen during that time.
Save: Yes
Target: Foe

Rating: 2

Notes:  Foe is paralysed and unable to defend themselves.  Foes are able to make saving throws to attempt to break the enchantment.

Inflict Moderate Wounds

Cool down (seconds): 4
Casting Time: Short
School: Necromancy
Range: short
Area: single target
Components: somatic, verbal
Duration: Instant
Save: Yes, reduces damage by half
Target: Foe

Rating: 1

Notes:  Causes 2D8+Caster level (maximum 10) to an enemy.  Heals undead.  Has a very limited, situational use. 

Owls Wisdom

Cool down (seconds): 4
Casting Time: Short
School: Transmutation
Range: Short
Area: single target
Components: Somatic, divine focus, verbal, material
Duration: 1 minute / caster level
Target: Friend, Self

Rating: 2

Notes:  Increases the targets wisdom by +4.  This increases the spell saves for clerics or other wisdom based casters.  It also increase will saves by +2

Remove Paralysis

Cool down (seconds): 4
Casting Time: Short
School: Abjuration
Range: short
Area: Single target
Components: somatic, verbal
Duration: Instant
Target: Friend, self

Rating: 2

Notes: negates the effects of hold person or other paralysis based effects. 

Resist Energy (Acid, Cold, Electricity, Fire, Sonic)

Cool down (seconds): 4
Casting Time: Short
School: Conjuration
Range: medium
Area: single target
Components: somatic, verbal, focus
Duration: 1 minute / caster level
Target: Self, Friend

Rating: 2

Notes:  Provides  the target with a resistance to the select energy of 10.  This (may) increase(s) to 20 at 7th level.  (need a lvl 7 cleric to check).  Any damage taken by the target of the energy type they are resistant too is reduced by this amount before being applied to the target.

Restoration, Lesser

Cool down (seconds): 4
Casting Time: Short
School: Conjuration
Range: Short
Area: Single target
Components: somatic, verbal
Duration: Instant
Target: Friend, self, friend

Rating: 2

Notes: restores 1d4 ability damage.

Sound Burst

Cool down (seconds): 4
Casting Time: Short
School:  Evocation
Range: Medium
Area: 20ft burst
Components: somatic, verbal
Duration: 1 minute / caster level
Save: Yes, negates stun effect
Target: Foe, Positional

Rating: 1

Notes: All targets within the area affect are hit by a sound burst.  Targets take 1D8 sonic damage and if they fail a fortitude save are stunned for a short period.  Very useful to control lower level groups of encounters.

Summon Monster II

Cool down (seconds): Cleric 120
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 2 minutes
Target: self, directional

Rating: 2

Notes: “Summons a fiendish scorpion to fight for you for a brief time.  Casting this spell locks out casting any other summon monster spell for 2 minutes.”  This scorpion is a mediocre fighter.


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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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