These are the cleric spells in Might and Magic II: Gates to Another World.
Level 1[]
- Apparition: Combat spell that costs 1 spell point. Creates a frightening apparition in all monsters' memory causing them to be afraid, reducing their chance to hit.
- Awaken: Costs 1 spell point and can be cast any time. Awakens all sleeping members of the party, instantaneously canceling the sleep condition. May be critical if party is attacked during rest.
- Bless: Combat spell that costs 1 spell point. Increases the accuracy with which all characters fight, for the duration of combat.
- First Aid: Costs 1 spell point and can be cast any time. Heals minor battle wounds, restoring 8 Hit Points to one character.
- Light: Non-combat spell that costs 1 spell point. Gives the party 1 light factor, which is sufficient to light up 1 dark area. Multiple light spells can be cast to accumulate multiple light factors.
- Power Cure: Costs 1 spell point per level and 1 gem, and can be cast any time. Restores one character's health and 1-10 Hit Points per experience level of caster.
- Turn Undead: Combat spell that costs 1 spell point. Destroys some or all undead monsters, depending on caster's experience level and monster's power level.
Level 2[]
- Cure Wounds: Costs 2 spell points and can be cast any time. Cures more serious wounds, restoring 15 Hit Points to one character.
- Heroism: Combat spell that costs 2 spell points and 1 gem. Temporarily elevates one character 6 levels of experience. Spell lasts for the duration of combat.
- Nature's Gate: Non-combat spell that costs 2 spell points and can only be cast outside. Using the forces of nature, opens a portal between two locations in the land of CRON. These locations vary with time (days/years).
- Pain: Combat spell that costs 2 spell points. Cripples one living monster with pain, inflicting 2-16 damage points, unless the monster is immune to pain.
- Protection From Elements: Costs 2 spell points and 1 gem, and can be cast any time. Increases all character's resistance to fear, cold, fire, poison, acid and electricity. Amount of the increase depends on the caster's experience level. Spell lasts 1 day.
- Silence: Combat spell that costs 2 spell points. Targets 4 monsters, +1 per level. Prevents the monsters from casting spells for the duration of combat, or until they overcome the spell.
- Weaken: Combat spell that costs 2 spell points and 1 gem. Weakens all monsters affected, reducing their physical damage by half until the spell is overcome.
Level 3[]
- Cold Ray: Combat spell that costs 3 spell points and 2 gems. Targets 5 monsters. Attacks with a ray of intensive cold that penetrates to the monster's heart and inflicts 25 points of damage to each monster affected. Can't be cast in hand-to-hand combat.
- Create Food: Non-combat spell that costs 3 spell points and 2 gems. Adds 8 food units to caster's food supply. Caster may then distribute food among other party members, if they desire.
- Cure Poison: Costs 3 spell points and can be cast any time. Flushes poison out of one character's system, instantaneously removing the Poisoned condition.
- Immobilize: Combat spell that costs 3 spell points. Targets 5 monsters. Immobilizes any monster affected.
- Lasting Light: Non-combat spell that costs 3 spell points. Bestows 20 light factors on the party, for use in dispelling darkness.
- Walk on Water: Non-combat spell that costs 3 spell points and 3 gems, and can only be cast outside. Creates a floating sand dune upon which the party may walk on. Lasts 1 day.
Level 4[]
- Acid Spray: Combat spell that costs 4 spell points and 3 gems. Targets 3 monsters. Sprays a corrosive stream of acid inflicting 6-60 points of damage, unless immune to acid. Can't be cast in hand-to-hand combat.
- Air Transmutation: Non-combat spell that costs 4 spell points and 3 gems, and can only be cast outdoors. Transforms the party into air, allowing the exploration of the elemental plane of air.
- Cure Disease: Costs 4 spell points and can be cast any time. Restores full health to one sick character, instantaneously removing the diseased condition.
- Restore Alignment: Non-combat spell that costs 4 spell points and 3 gems. Restores one character's original alignment, after actions and responses have caused it to shift.
- Surface: Non-combat spell that costs 4 spell points. Instantly transports all party members from an underground location to grounds surface.
- Holy Bonus: Combat spell that costs 4 spell points and 3 gems. The generous forces of the cleric's deity increase the damage done by party members by 1 point per 2 levels of the caster.
Level 5[]
- Air Encasement: Combat spell that costs 5 spell points and 5 gems. Encases one monster in a field of air, inflicting 10 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
- Deadly Swarm: Combat spell that costs 5 spell points and 5 gems. Sends a swarm of killer insects against all monsters, inflicting 4-40 damage points against each monster.
- Frenzy: Combat spell that costs 5 spell points and 5 gems. Sends one party member into a frenzy, allowing them to attack all the monsters on the screen. Drained from the experience, the character loses 1 point of endurance and is then rendered unconscious.
- Paralyze: Combat spell that costs 5 spell points and 5 gems. Attempts to immobilize all monsters and prevent them from fighting. May be partially or completely effective on some or all monsters.
- Remove Condition: Costs 5 spell points and 5 gems and can be cast any time. Releases one character from all undesirable conditions except dead, stoned or eradicated.
Level 6[]
- Earth Transmutation: Non-combat spell that costs 6 spell points and 6 gems, and can only be cast outdoors. Transforms the party into earth, allowing the exploration of the elemental plane of earth.
- Rejuvenate: Non-combat spell that costs 6 spell points and 6 gems. A fountain of youth that trims 1-10 years off a character's age, restoring their abilities to the younger level. Spell carries some risk of producing the opposite effect.
- Stone to Flesh: Costs 6 spell points and 6 gems, and can be cast any time. Re-animates one character who has been turned to stone, removing the stoned condition.
- Water Encasement: Combat spell that costs 6 spell points and 6 gems. Encases one monster in a field of water, inflicting 20 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
- Water Transmutation: Non-combat spell that costs 6 spell points and 6 gems, and can only be cast outdoors. Transforms the party into water, allowing the exploration of the elemental plane of water.
Level 7[]
- Earth Encasement: Combat spell that costs 7 spell points and 7 gems. Encases one monster in a field of earth, inflicting 40 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
- Fiery Flail: Combat spell that costs 7 spell points and 7 gems. Creates a huge flail of fire, striking a single opponent, inflicting 100-400 points of damage.
- Moon Ray: Combat spell that costs 7 spell points and 7 gems, and can only be cast outdoors. Bathes all combatants in a beneficent ray that bestows 10-100 Hit Points on each character and removes 10-100 Hit Points from each monster.
- Raise Dead: Costs 7 spell points and 7 gems, and can be cast any time. Brings one character back to life, removing the dead condition. Spell carries a moderate chance of failure and a remote chance of eradicating the character (note: Spell-caster and recipient age by 1 year).
Level 8[]
- Fire Encasement: Combat spell that costs 8 spell points and 8 gems. Encases one monster in a field of fire, inflicting 80 points of damage per combat round and separating it from the battle until the spell is overcome or the monster is attacked.
- Fire Transmutation: Non-combat spell that costs 8 spell points and 8 gems, and can only be cast outdoors. Transforms the party into fire, allowing the exploration of the elemental plane of fire.
- Mass Distortion: Combat spell that costs 8 spell points and 8 gems. Increases the weight of 2 monsters causing them to fall and subsequently lose half their hit points.
- Town Portal: Non-combat spell that costs 8 spell points and 8 gems. Opens a temporary portal to any town and moves the party through the portal to that town.
Level 9[]
- Divine intervention: Combat spell that costs 10 spell points and 30 gems. Intercedes with supernatural forces to restore all characters' Hit Points and remove all undesirable conditions, except eradicated (note: Spell-caster ages 5 years every time this spell is cast).
- Holy Word: Combat spell that costs 10 spell points and 10 gems. Utters a single word of devastating power, that destroys all undead monsters (note: Ages caster 1 year).
- Resurrection: Non-combat spell that costs 10 spell points and 10 gems. Removes the eradicated condition from one character, adding 5 years to their age and subtracting 1 endurance point from their vital statistics. There is a chance that the spell will fail (note: Ages caster 1 year).
- Uncurse Item: Non-combat spell that costs 10 spell points and 50 gems. Attempts to remove the curse from an item in caster's backpack.