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Second Level Spells

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Bat Sense (Divination, Alteration)

Sphere: Divination
Range: Touch
Components: VSM
Duration: 3 turns + 1 turn per level
Casting Time: 5
Area of Effect: 60' radius
Saving Throw: None

When this spell is cast, it enables the recipient to be able to sense
objects, creatures, etc. around him as a bat would (i.e. by the
reflection of sound waves).  To use this ability, the recipient must
spend one round "switching" his sensory input.  While using this
capability, he must keep his eyes closed.  This spell will reduce a
thief's move silently percentages by 50%.  Also invisible creatures
may be "seen" using this spell.

When using this ability, if the recipient is within the effect of a
shout spell, horn of blasting, or similar phenomenon, then he must make
a save versus death or be stunned for 1d6 rounds and have a 40% chance
of becoming deaf (eardrum ruptures).

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Command II (Enchantment/Charm)

Sphere: Charm
Range: 3" + 1" per level (and within hearing range)
Components: V
Duration: 2 rounds
Casting Time: 2
Area of Effect: One creature
Saving Throw: None

This spell is an improved version of the Command spell (see the first
level priest spell Command).  The differences are: the range (as noted
above), the duration (as noted above), and that only those creatures
with a 15 and above intelligence or 6 HD get a save.

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Detect Invisibility 15' Radius (Divination)

Sphere: Divination
Range: 0
Components: VSM
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: 15' radius
Saving Throw: None

Except as noted above, this spell is the same as the second level
magic-user spell, Detect Invisibility.  Note the spell allows only the
cleric to see invisible creatures, and only those within the specified
radius.  The material component of this spell is a pinch of any fine
powder such as talc.

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Dieme's Forceful Hand (Alteration)

Range: 4"+1" per level
Components: VSM
Duration: Instantaneous
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special

This spell is like the first level spell except the fist is a lot
larger (about 6' high) and more forceful. The base damage is 2d6 +1 per
level for small or medium, and 3d6 + 1 per level for large creatures.
The creature saves for 1/2 damage, and those that fail are affected as
follows:

Large:	Creature falls down.
Medium:	Creature pushed back 4+1d4 feet, Dex check to stay on feet.
Small:	Creature thrown back the number of feet equal to the damage
	they took. They also take another 1d6 points of damage when
	they land.

This spell does not insure a safe landing, and if the creature is in a
position where a fall would do extra damage, like mounted on a horse
for example, extra damage may occur.

The material component is a carved (or created) stone hand.

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Flame/Frost Blade (Evocation)

Sphere: Creation, Combat
Range: 0
Components: VSM
Duration: 1 round per level
Casting Time: 3
Area of Effect: 3' long, sword-like blade
Saving Throw: None

When a druid casts this spell, he or she causes a blazing ray or
red-hot fire or a freezing icicle to spring forth from his or her
hand.  This blade is actually wielded as if it were a scimitar (but it
is not a scimitar), and is the druid scores a successful hit while
employing the blade, the creature struck will take 2d6 points of damage
- with a damage bonus of +2 if the creature is especially vulnerable to
that attack form (i.e.  fire vs undead, ice para-elementals and frost
vs red dragons or fire elementals).  The flame blade will ignite
combustible materials.  The blade will not affect creature that can be
hit by magic weapons except with respect to undead monsters.  In
addition to mistletoe, the druid must have a leaf of sumac in order to
cast this spell.

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Heliot's Healing Sleep (Necromancy)

Sphere: Healing
Components: VSM
Range: 0
Duration: 4 hours + 2 hours per level
Area of Effect: 1 person
Casting Time: Special
Saving Throw: None

This spell causes the healing benefits of sleep to be threefold (i.e.
3 HP per day rested). Additionally this spell causes any and all
curative spells cast during its duration to have maximum effect plus 1
HP. The individual to be effected must be able to sleep, and must be
asleep during the spells effect. The casting time of this spell is 6
turns minus the caster's level, with a minimum of one turn.

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Inaudibility (Alteration)

Sphere: Protection
Range: 0
Components: VSM
Duration: 5 rounds per level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None

This spell causes the cleric's movements to become completely silent
for the duration of the spell.  All sounds made by his or her equipment
from the neck down are muted into inaudibility.  Intentional shouting
or spell casting can be heard, and will negate the inaudibility for the
duration of said noise.  Attacking completely negates the spell effect
(Cf. Invisibility).  The material component is a piece of sea sponge.

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Nausea (Enchantment/Charm) Reversible (Abjuration)

Sphere: Charm, Healing, Protection
Range: 30 yards
Components: VSM
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates

This spell causes the recipient to fall to its knees and choke, gag and
vomit for 1 round per level of the caster. No actions are allowed other
than crawling. The material component for this spell is a bucket.

The reverse of this spell removes nausea or protects a character from
such things as Stinking Clouds and seasickness for 1 turn per level of
the caster. The material component for the reverse is some food.

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Planar Vision (Divination)

Sphere: Astral, Divination
Range: 0
Components: VS
Duration: 1 turn
Casting Time: 2
Area of Effect: Line of sight
Saving Throw: None

Using this spell, the priest can perceive creatures in the Border
Ethereal, out of phase beings (i.e. phase spiders), Dimension Doors,
creatures viewing his location through Colour Pools, and boundaries of
plane-travel-proof areas; he can also identify portals to other planes
(but he cannot say what plane is on the other side).

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Protection from Charm, 10' Radius (Abjuration)

Sphere: Protection
Range: 0
Components: VSM
Duration: 2 rounds per level
Casting Time: 5 segments 
Area of Effect: 10' radius
Saving Throw: None 

While this spell is in operation, all creatures in the area of effect
have a percentage immunity to all forms of charm (spell, item, or
whatever) equal to 20% plus 5% per level of the cleric.  Thus, if cast
by a 5th level cleric, any creature in the area of effect targeted by a
charm spell would not need to make a saving throw if 45% or lower was
rolled on percentile dice.  The material component is a miniature cloth
blindfold.

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Resist Eye Contact (Abjuration)

Sphere: Protection
Range: Touch
Components: VSM 
Duration: 1 round per level
Casting Time: 2 segments 
Area of Effect: One creature per level of the cleric 
Saving Throw: None 

This spell gives +4 on all saving throws versus gaze weapons for each
creature touched.  Note: this does not apply to beings whose gaze
weapons do not require the victim to meet the attacker's gaze.  The
material component is a small disc of translucent material such as mica
or smoked glass.

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Stone Message (Evocation)

Sphere: Divination
Range: Special
Components: VSM
Duration: 1 minute once contact (if any) is made
Casting Time: 1 round
Area of Effect: Two special prisms
Saving Throw: None

The caster casts this spell directly into the prism on his holy symbol
(this spell was created for a diety whose symbol is a hand grasping a
prism).  The caster then names (not by truename) the person he or she
wants to talk to.  If this target person is within 1" of a holy symbol
to the same diety (thus that holy symbol also has a prism in it), then
the target person will notice that the prism flashes.  Only the target
person will notice the flashes of light.  When the target person
touches the holy symbol, the prism will show the face of the caster,
and the caster's prism will show the face of the target person.  The
caster can then talk into his prism and hold a short conversation with
the target person.

If the target person is not within 1" of a specified holy symbol, the
caster will feel like the spell was a dud.  The spell will wait 1
minute for the person answer.  If the person did not answer, the caster
will know that the person did not answer.

Idle chatter is not being appreciated by the diety (noise pollution on
his holy waves).  Quick conversations are appreciated.  There is also a
5% chance that someone or something associated with the diety (one of
his clerics or minions) will notice and remember the conversation.
This does not mean the cleric or minion will do anything, just that
others may be listening in.

The material components for this spell are the two needed holy symbols,
and are obviously not consumed in the casting.

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Stop (Enchantment/Charm)

Sphere: Charm
Range: 3"
Components: VS
Duration: 1 round per level
Casting Time: 1
Area of Effect: A cone, 1" per level long, 2" per level wide at base
Saving Throw: Negates

This spell is intended for those times an army is racing toward you in
a charge.  Each creature in the cone will have to save vs. spell or
come to a sudden full stop as if it ran into a solid wall (no damage
is caused, they just stop).  For the rest of the duration, those that
did not save can not move towards caster.  Those that did make their
save can move towards the caster only at half rate.

To cast this spell, the cleric puts his or her open hand forward and
yells stop (like a traffic cop).

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Summon Swarm (Conjuration/Summoning)

Sphere: Animal, Summoning
Range: 3" + 1" per level above 5th
Components: 
Duration: 1 + 1 per level above 3rd
Casting Time: 2
Area of Effect: 1" per level
Savings Throw: None

This spell is similar to Insect Plague, but the insects summoned are of
a specific type (with specific effects) depending on the cleric's
deity, for example:

Deity		Insect	Effect
---------	-------	-------------------------------------
Beelzebub	Flies	15% + 2% per level chance of causing
			disease
Seth		Locusts	2 hp per round to creatures caught in
			swarm + infestation of food.

For other effects, see the fifth level cleric spell Insect Plague.

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Tracking (Divination)

Sphere: Divination
Range: 0
Components: VSM
Duration: 1 turn + 1 turn per level
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None

With this spell, the casting druid is temporarily endowed with tracking
ability similar to that of a ranger.  However the tracking spell is
better.  Using this spell, the druid becomes not only aware of all
physical traces, but psychic traces too.  Thus a creature who has
traveled using pass without trace.  This makes almost anything
trackable, even aerial creatures (those who leave strong enough psychic
impressions at least).  There are some restrictions though.  The druid
must have an item that belonged to the creature being tracked.
Furthermore tracking with this spell must begin at a point that the
creature has been within the past half hour.  The other component for
the spell is mistletoe of course.

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Wild Deer Speed (Alteration, Enchantment)

Sphere: Animal
Range: 0
Components: VSM
Duration: 1 turn + 1 round per level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

This spell confers the speed of a deer upon the spell caster.  It
allows the druid to increase his or her running rate (double normal
movement speed, usually 18" or 24") by 1" per 2 levels of the druid.
Also, while under this spell's effect, the druid does not become
fatigued or winded by running at such a fast pace.  Furthermore, the
druid can leap forward for 10' + 1' per level when running.  The
material component for this spell is mistletoe plus a chip of deer's
hoof.

