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2nd-LEVEL CLERIC SPELLS:
Neverwinter

2nd-LEVEL CLERIC SPELLS:

Master Neverwinter's 2nd-level Cleric spells! Learn about Aid, Bull's Strength, Cure Moderate Wounds, and more to enhance your combat and support abilities.

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Master Neverwinter's 2nd-level Cleric spells! Learn about Aid, Bull's Strength, Cure Moderate Wounds, and more to enhance your combat and support abilities.

Alright, so you're looking to beef up your Cleric with some awesome 2nd-level spells in Neverwinter Nights? This is where things start getting really interesting, letting you buff your allies, debuff enemies, and even deal some damage. Let's break down what you've got available:

Aid: This is a fantastic support spell. It gives your target a nice little boost to their attack rolls and saving throws, especially against fear effects. Plus, they get an extra 1d8 hit points, which is always handy in a pinch.

Bull's Strength: Need to hit harder? This spell temporarily increases a creature's Strength score by 1d4+1. Great for your melee characters or even yourself if you're getting into the thick of it.

Cure Moderate Wounds: Your bread-and-butter healing spell just got an upgrade. It heals a solid 2d8 points of damage, plus an extra 1 point per caster level. Keep those party members topped up!

Darkness: This one creates a shroud of darkness around a creature. It can be useful for obscuring vision, but be careful, it can hinder your own party too if not used strategically.

Divine Favor: A great self-buff for Clerics who like to get into the fight. You gain a bonus to attack and weapon damage that increases with your caster level, capping at +5. The more you level up, the stronger this gets!

Doom: Time to debuff the enemy! This spell slaps a -2 penalty on the target's attack rolls, damage rolls, saving throws, and ability/skill checks. Makes them much easier to deal with.

Endure Elements: This provides 10/- damage resistance against all elemental damage types. It's a good defensive buff when you know elemental attacks are coming your way.

Eagle's Splendor: Need to boost your Charisma? This spell increases it by 1d4+1. Useful for any Cleric who relies on their Charisma for spells or social interactions.

Endurance: Similar to the stat-boosting spells, this one increases a target's Constitution by 1d4+1. More Constitution means more hit points and better Fortitude saves.

Find Traps: If you're the party's scout or trap-finder, this spell gives you a sweet +10 bonus to your Search checks, making it much easier to spot hidden dangers.

Fox's Cunning: Need to boost your Intelligence? This spell increases it by 1d4+1. Handy if you're using Intelligence-based skills or need to recall lore.

Hold Person: A powerful crowd-control spell. If cast on a humanoid target, it paralyzes them completely, leaving them vulnerable to your allies.

Inflict Moderate Wounds: The dark side of healing! This deals 2d8 points of damage, plus 1 point per caster level (up to +10). Remember, this spell has the opposite effect on undead, actually healing them!

Lesser Dispel: A weaker version of Dispel Magic. It can remove some magical effects from a target, but it's not as potent as the higher-level version.

Lesser Restoration: This is a crucial support spell that removes various penalties. It can clear effects that are lowering your ability scores, AC, attack, damage, spell resistance, or saving throws.

Negative Energy Ray: Deals 1d6 points of damage using negative energy. It's a direct damage spell, but not as powerful as some others.

Owl's Wisdom: Boosts a target's Wisdom score by 1d4+1. This is great for improving their Will saves and any Wisdom-based skills.

Remove Paralysis: If you or an ally gets paralyzed, this spell is your get-out-of-jail-free card. It removes all paralysis and hold effects.

Resist Elements: An upgrade from Endure Elements, this provides a much stronger 20/- damage resistance against all elemental damage types.

Silence: Creates a zone where no sound can be made or heard. This can be used to disrupt spellcasters who rely on verbal components or to sneak past enemies.

Sound Burst: Deals 1d8 sonic damage to creatures within an area. It's a decent area-of-effect damage spell that can also potentially stun targets (though not explicitly stated here, it's a common effect for this spell in D&D-based games).

Summon Creature II: This spell lets you call forth a Dire Boar. It's a solid melee combatant that can help tank or deal damage.

Ultravision: This spell grants both Darkvision and Low-light vision, allowing you to see much better in dim or dark conditions.

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