You take half of subject's damage.
Cleric Level 2 Spells
A cleric casts divine spells drawn from the cleric spell list, choosing and preparing spells in advance through prayer. Learn more about the Cleric class.
You create a magical barrier that protects a target's vital areas.
Fractures shield into orbiting blades that attack adjacent foes for piercing/slashing damage.
Creates an electrical arrow that deals 1d8+1/level electricity damage or signals allies.
Negates sound in 20-ft. radius.
You protect an area against casual eavesdropping.
In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, druids have developed a variation of stone shape that other spellcasters have since learned.
Stone, dirt, and other types of earth within the area become more tightly packed.
The target of this spell causes several conditions that he suffers from to be lessened in severity one step.
Deals 1d8 sonic damage to subjects; may stun them.
Harm and possibly blind evil creatures.
You immediately discover some of the spells that the target knows or has prepared.
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions.
This spell functions as spiral ascent, except the destination and direction of travel is downward from your current location.
This spell causes an ally made of pure force to appear in a single 5-foot square within range.
Magic weapon attacks on its own.
You instantly stabilize the target's pressure, causing it to adjust to its current pressure all at once.
This spell must be cast on a creature as it falls, either from a height or after being knocked prone or tripped.
Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions.
Monitors condition, position of allies.
Protect against a corruption's progression.
You increase the natural heat within your body, transferring it to your weapons and armor.
The subject gains the rock throwing and rock catching abilities.
You step into any magical or naturally occurring storm and commune directly with the power of the wind and rain.