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Cleric Level 2 Spells, Temple of Elemental Evil ToEE Best Spells



There are 22x second circle or 2-level Cleric spells in ToEE. The best Level 2 Cleric spells are Bull's Strength (and the other +stat spells), Aid, Hold Person and Summon Monster II.

• Unbolded: the spell may or may not be useful
• Bolded: the spell is generally worth selecting or scribing
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Shit-tier or all but useless spell

• Format is: Spell name / Spell school / Item code for scroll / rule

Aid (Enchantment) {9002}
+1 attack and +1d8 + 1 HP per caster level, max +10
◦ Bear's Endurance (Transmutation) {9148}
+4 to Constitution
Bull's Strength (Transmutation) {9044}
+4 to Strength
◦ Calm Emotions (Enchantment) {9048}
◦ Consecrate (Evocation) {9074}
+3 sacred bonus to turn undead checks, debuffs undead in 20' radius for 2 hours per caster level
Cure Moderate Wounds (Conjuration) {9092}
Heals 2d8 +1 per caster level, max +10
Death Knell (Necromancy) {9100}
Very cool in concept but it's bugged in Temple+ because the +2 Strength DOESN'T last 10 mins. per caster level. Instead, it's instantly lost when combat ends.
◦ Delay Poison (Conjuration) {9104}
◦ Desecrate (Evocation) {9107}
Same as consecrate but negative energy instead of holy
◦ Eagle's Splendor (Transmutation) {9554}
+4 Charisma
Find Traps (Divination) {9169}
Doesn't disable traps. Also, there are barely any traps in ToEE
Hold Person (Enchantment) {9228}
King-tier single target 1 round per level immobilizer
◦ Inflict Moderate Wounds (Necromancy) {9249}
Lesser Restoration (Conjuration) {9272}
Cures temporary ability score damage but not permanent drain
Owl's Wisdom (Transmutation) {9662}
+4 to our prime spellcasting stat
◦ Remove Paralysis (Conjuration) {9394}
◦ Resist Energy (Abjuration) {9400}
The same as 0-level Resistance except 10 points instead of just 5.
Shatter (Evocation) {9425}
Inflicts sonic dmg on earth elementals. Whoop-de-damn-doo.
◦ Silence (Illusion) {9434}


Sound Burst (Evocation) {9445}
1d8 sonic + possible stun within 10'. Not bad.
◦ Spiritual Weapon (Evocation) {9457}
This spell, in patch2, is one of the cheesiest and broken spells in the game because the invincible summons were persistent and drew enemy aggro. Temple+ seems to fix their persistence and aggro-draw, thereby balancing the spell.


Summon Monster II (Conjuration) {9468}
Summons celestial war dog or fiendish wolf, medium viper or medium monstrous spider. Summon cap is 5.

ToEE Level 0 Cleric Spells ToEE Level 3 Cleric Spells ToEE
ToEE Cleric SpellsLevel 1 Cleric Spells ToEE Level 4 Cleric Spells ToEE
ToEE Builds Level 2 Cleric Spells ToEE Level 5 Cleric Spells ToEE

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