Choose up to three creatures within range.
Cleric Level 2 Spells
A cleric casts divine spells granted by a deity, preparing spells each day from the cleric spell list. Learn more about the Cleric class.
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes.
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration.
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): - The creature has Immunity to the Charm
A flame springs from an object that you touch.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
You sense any trap within range that is within line of sight.
You touch a corpse or other remains.
Choose a Humanoid that you can see within range.
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Describe or name an object that is familiar to you.
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points.
You touch a creature and end the Poisoned condition on it.
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration.
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends.
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range.