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Spell Level 2 Cheat Sheet (DRAFT) by

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Bull's Strength

School transm­utation
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harml­ess); Spell Resistance yes (harmless)
The subject becomes stronger. The spell grants a +4 enhanc­ement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Cure Moderate Wounds

School conjur­ation (healing)
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).

Gentle Repose

School necromancy
Casting Time 1 standard action
Components V, S, M/DF (salt and a copper piece for each of the corpse’s eyes)
Range touch
Target corpse touched
Duration 1 day/level
Saving Throw Spell Resistance negates (object); Spell Resistance yes (object)
You preserve the remains of a dead creature so that they do not decay. Doing so effect­ively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additi­onally, this spell makes transp­orting a slain (and thus decaying) comrade less unplea­sant.
The spell also works on severed body parts and the like.

Spear of Purity

School evocation [good]
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect spear-­shaped projectile of good energy
Duration instan­taneous (1 round)
Saving Throw Will partial (see text); Spell Resistance yes
You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a ranged touch attack.

An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.

Weapon of Awe

School transm­utation [emotion]
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets weapon touched
Duration 1 minute­/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
You transform a single weapon into an awe-in­spiring instru­ment. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw.
This is a mind-a­ffe­cting fear effect. A ranged weapon affected by this spell applies these effects to its ammuni­tion.
You can’t cast this spell on a natural weapon, but you can cast it on an unarmed strike.

Spiritual Weapon

School evocation [force]
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/­level (D)
Saving Throw none; Spell Resistance yes

A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual signif­icance or symbolism to you (see below) and has the same threat range and critical multip­liers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorp­oreal creatures without the reduction in damage associated with incorp­ore­ality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disint­egrate, a sphere of annihi­lation, or a rod of cancel­lation affects it. A spiritual weapon‘s AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has Spell Resist­ance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the spiritual weapon strikes it. If the weapon is succes­sfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows:

* chaos (battl­eaxe)
* evil (light flail)
* good (warha­mmer)
* law (longs­word)

Effortless Armor

School transm­utation
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute­/level
Armor you wear no longer reduces your speed. You also reduce the armor’s armor check penalty by 1 + 1 per five caster levels (maximum 5).