This spell functions like summon monster, except it summons a single cacodaemon.
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.
Summons an extraplanar creature from the 2nd-level list (or 1d3 from 1st-level list).
You alter a creature so the touch of the sun is hostile to it.
You bolster the subject's sense of willpower and self-worth when you cast this spell.
Temporarily suppress one condition.
This spell functions like shield other, except some of your wounds transfer to the targeted creature rather than some of their wounds transferring to you.
This spell turns nonmagic liquids--including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids--into mead or wine of average quality.
The target creature deals only nonlethal damage with all of its weapon attacks.
In order to cast this spell, you must have a piece of the ship you wish to track.
This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell's material component.
You transform one bottle of fine wine into 1 pint of animal blood, sufficient for a creature with the blood drain ability to feed upon as if it came from a Medium animal with 1 Hit Die.
Creates a localized tremor that attempts to trip all creatures in the burst area.
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures.
You shroud an area in unclean influence, rendering those who pass through it and fail their Will saving throws more enticing to ravenous undead.
Senses undead auras within 60 feet and accelerates concentration detection.
Conceals alignment for 24 hours.
This spell functions as holy ice weapon, except the weapon is made of frozen unholy water, and instead deals additional damage to creatures that are susceptible to unholy water.
This spell functions as rage, except it affects only undead creatures and bolsters them with necromantic energy rather than emotion.
You frustrate an opponent with ill fortune that leads even its most accurate attacks astray.
You curse the target to suffer a violent accident within the next 24 hours.
You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element.
You enhance a single aspect of your mind, nurturing and empowering it.
Weapon gets +2 on damage rolls.
Create a comfortable shelter made of webbing.