2nd level

Cost: 5

Spell name: Heal Serious

Description: This is a more powerful form of the first level cleric spell, Heal Minor. This spell restores 1d6+2 hit points to the target.

Cost: 6

Spell name: Sun Bolt

Description: Sun bolt creates a small arrow of light energy, which can then be propelled towards the cleric's target. This spell deals 1d6 points of light damage.

Cost: 1

Spell name: Light

Description: This spell enchants an item with light for the duration of the quest, it is as light as any torch. The light can be extinguished or relit at will by the caster. Note: Sun priests get a bonus when using this spell, they can change how much light the enchanted item sheds, from as dim as a candle, to as bright as daylight.

Cost: 4

Spell name: Growth

Description: This nature spell causes all plant life within 10 feet of him to grow and do his bidding. Thus, the cleric could create a wall of plants, have the plants attack his enemies, or anything else he can think of. The plants can take 20 points of damage before the spell is destroyed. The plants can deal 1d4 points of damage per round, and last for a maximum of 5 rounds. The cleric can attack while controlling the plants. Note: Flame spells deal double damage to these plants.

Cost: 5

Spell name: Luck Boost

Description: This spell adds a +1 to the target's damage and armor rolls. This spell is especially powerful when used by a Luck Priest, who rolls 1d3 to determine the bonus to damage and armor rolls.

Cost: 8

Spell name: Mirror Shield

Description: This spell is the most powerful 2nd level cleric spell. It creates an invisible shield in front of the target, which lasts until the battle is over, or it takes 20 points of damage. This spell also has mirror quality to it. All the damage dealt to the person is instead added to their health. If the shield takes more than 20 points of damage (i.e. it is dealt 21 points of damage, or more than one hit adds up to more than 20 points of damage) the hit that breaks the shield deals damage normally.

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