\newpage
{\large \bf First Level Spells }

{\normalsize \bf Animal/Bird Call } (Conjuration/Summoning)  \index{Animal/Bird Call }

{\bf Sphere:} Animal, Summoning\newline
{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} 1 round per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  12" + 1" per level radius\newline 
{\bf Saving Throw:}  None

This spell allows the druid to call all animals or birds within the
spell effect.  The animals or birds will converge upon the druid within
1d3 rounds.  While the spell is in effect, none of the animals or birds
will attack each other.  While there, the druid may set one small task
for the group to perform.  When the spell ends, the animals or birds
will peacefully disperse to whence they came.


{\normalsize \bf Animal Enmity } (Enchantment/Charm)  \index{Animal Enmity }

{\bf Sphere:} Animal, Charm\newline
{\bf Range:} Touch\newline
{\bf Components:} S\newline
{\bf Duration:} One day\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  Negates

This spell simply causes the victim to be offensive to animals for the
period of one day. Horses will shy or buck, dogs will bark, bulls will
charge, birds will aim at them, etc. Note that animals with a close
association to the victim won't do anything to hurt the victim, they'll
just treat him or her like you would treat a friend who, for some
reason, smelled horrible.


{\normalsize \bf Animal Tracks } (Enchantment, Alteration) \index{Animal Tracks }

{\bf Sphere:} Animal\newline
{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 3 + 1 turn per level\newline
{\bf Casting Time:}  2 rounds\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  None

This spell causes the druid to leave tracks \& scents as as the animal
specified during casting.  The tracks have traces of magic for 3 turns,
after which they are indistinguishable from normal tracks.  Only
non-mythical creatures can be impersonated.  A holly berry and some fur
from the animal to be impersonated is needed to cast this spell.


{\normalsize \bf Coalstone } (Alteration)  \index{Coalstone }

{\bf Sphere:} Elemental (Fire)\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Special\newline
{\bf Casting Time:}  3 turns\newline 
{\bf Area of Effect:}  One gem\newline 
{\bf Saving Throw:}  None

When this spell is cast, the druid enchants a gem, turning it into a
coalstone.  The coalstone glows and gives of heat.  It is hot enough to
start a fire, ignite flammable substances and sheds light in a 5'
radius.  Holding the coalstone will inflict 1 hit point of damage per
round unless the wielder possesses some form of protection.  The
coalstone will burn for 1 day per gp value of the gem used for a
maximum of 1 year per level of the caster, after which the coalstone
crumbles into a fine powder.  Another function of the coalstone is that
the caster may opt to cause it to explode.  This will cause 1 point of
concussion damage for every 100 days left on the duration (save for +)
and ignite any flammables within a 5' radius.  The material component
for the spell is the gem to be enchanted and a sprig of holly.


{\normalsize \bf Comprehend Languages }\newline (Alteration) Reversible \index{Comprehend Languages }

{\bf Sphere:} Divination\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 5 rounds per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Creature or object touched\newline 
{\bf Saving Throw:}  None

This spell is the same as the first level magic-user spell Comprehend
Languages.


{\normalsize \bf Create Earth } (Alteration) Reversible \index{Create Earth }

{\bf Sphere:} Elemental (Earth), Summoning\newline
{\bf Range:} 1"\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Special\newline 
{\bf Saving Throw:}  None

By this spell, the caster creates up to 3 pounds per level of stone or
1 cubic foot per level of sand, dirt, or dust. The stone can be solid
or lose gravel. The reverse, Destroy Earth, will destroy a like amount
of earth or stone. Magical creatures are allowed a save vs. magic or
take 1 point damage per level of the caster.

The material component is the cleric's holy symbol.


{\normalsize \bf Detect Enemy } (Divination)  \index{Detect Enemy }

{\bf Sphere:} Divination\newline
{\bf Range:} 0\newline
{\bf Components:} VM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  1" radius per level\newline 
{\bf Saving Throw:}  None

By casting this spell, the cleric may determine whether there are
creatures within the area of effect that bear hostile intent toward him
or her.  The spell will reveal the direction of the creatures, even if
they are invisible, ethereal, astral, or out of phase.  Note that this
spell does not reveal anything about the alignment or motives of the
creatures in concern.


{\normalsize \bf Dieme's Forcing Hand } (Alteration)  \index{Dieme's Forcing Hand }

{\bf Sphere:} Combat\newline
{\bf Range:} 3" + 1" per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One target\newline 
{\bf Saving Throw:}  1/2

By this spell, the caster throws a stone hand at the target. The stone
hand will then make a crackling noise and show blue lightning as it
flies towards its target. When it hits, it will do 2 points per level
of impact damage. Upon casting this spell, the caster throws the hand
and says "to arms". This spell (like "magic missile") always hits.

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


{\normalsize \bf Dispel Fatigue } (Abjuration)  \index{Dispel Fatigue }

{\bf Sphere:} Healing\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} 3 turns per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Creature touched\newline 
{\bf Saving Throw:}  None

This spell removes fatigue from the affected creature and protects it
from tiring further for the spell duration.  However, once the spell
expires, the recipient must rest for the amount of time spent in
strenuous activity (i.e., running, melee combat) while under the
spell.  No damage sustained is restored, including broken or sprained
limbs, i.e., you still can't run on a sprained ankle.  The spell is
also ineffective against magically or psionically caused fatigue (such
as Ray of Enfeeblement), or against subdual damage.


{\normalsize \bf Faithfulness } (Abjuration)  \index{Faithfulness }

{\bf Sphere:} Guardian, Protection\newline
{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 day\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  None

This spell acts as a Phylactery of Faithfulness in that it will alert
the cleric to any action or item which will adversely affect his or her
alignment and standing with his or her deity, if a prior moment is
taken to contemplate the action.  Furthermore, if the cleric is forced
by some form of possession or domination to act contrary to alignment,
the spell bestows a 10\% chance per level of breaking free of the mind
control, as well as a saving throw to not carry out the offending act.


{\normalsize \bf Gnat Swarm } (Conjuration/Summoning)  \index{Gnat Swarm }

{\bf Sphere:} Animal, Summoning\newline
{\bf Range:} Sight\newline
{\bf Components:} SM\newline
{\bf Duration:} 1d4 + 1 rounds\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

The druid can summon a swarm of gnats to bother and harass the victim
for the duration of the spell.

For Example: A man is stalking Bob-the-wonder-druid through the
forest.  The fellow gets closer than Bob would like, and, unless he
acts fast, is liable to get spotted (a situation he'd like to avoid.)
The man has a 30\% chance to spot Bob normally, but with the swarming
gnats, his attention is elsewhere, so his chances are cut to 15\%.
The material component for this spell is a dead gnat.


{\normalsize \bf Grow } (Alteration)  \index{Grow }

{\bf Sphere:} Plant\newline
{\bf Range:} Touch\newline
{\bf Components:} VSM\newline
{\bf Duration:} Permanent\newline
{\bf Casting Time:}  2 rounds\newline 
{\bf Area of Effect:}  One plant\newline 
{\bf Saving Throw:}  None

The druid can cause a single plant to show a week's worth of growth in
one day. This spell can be cast at most once per day per plant. The
material component for this spell is some furtiliser or humus, and some
water, to be given to the plant (the components are not consumed by the
spell, but they are by the plant). If the druid wishes to continually
cast this spell, then he should be prepared to furnish additional
fertiliser and water to sustain the plant.

\newpage
{\normalsize \bf Guardian Watch } (Conjuration/Summoning)  \index{Guardian Watch }

{\bf Sphere:} Elemental (Earth), Summoning\newline
{\bf Range:} 3"\newline
{\bf Components:} VSM\newline
{\bf Duration:} 8 hours\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  2" radius\newline 
{\bf Saving Throw:}  None

This spell summons a small quasi-earth-elemental (1d4 HP) to stand
watch. If some creature moves across or under the ground into the area
of effect that weighs more than 1 pound, the elemental will cause the
ground to shiver and wake people up (detection of creatures is by
movement and vibrations across the ground). The elemental can also form
a hand and try to trip intruders (the guardian is semi-intelligent and
can remember simple commands from the caster, i.e. like who the party
members are). The guardian is hard to detect and will almost always
trip from surprise. Opponents get a save vs. magic to avoid tripping -
a save means they just felt something trying to grab their leg.

{\bf Components:} the cleric's holy symbol and a live worm.\newline


{\normalsize \bf Itch } (Enchantment/Charm)  \index{Itch }

{\bf Sphere:} Charm\newline
{\bf Range:} 30 yards\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  Negates

Causes the victim to have an irresistible urge to scratch, if he, she
or it fails its saving throw. This can be cast on any sort of animal
that might have to scratch, and dogs save at -4.  This spell works with
embarrassing effectiveness on armoured folks.  The actual location of
the itch is semi-random (i.e. GM rolls a dice, pretends it matters,
then does whatever (s)he likes). Most of the time, though, it's on the
back, the foot, or, on the odd occasion, less appropriate places.


{\normalsize \bf Quick Step } (Alteration)  \index{Quick Step }

{\bf Sphere:} Charm\newline
{\bf Range:} 0\newline
{\bf Components:} VSM\newline
{\bf Duration:} 1 hour per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

This spell allows one creature to be able to run at full speed without
getting tired over stone, dirt, or grass.  At the end of the duration,
the creature must stop for 1 turn for each hour it was running.  During
this time it can do nothing except drink liquids and small, light
portions of food. At the end of this resting period, the creature will
start to regain enough energy to be able to carry on normal activities
(ie. eat, walk, etc.).  When the creature has stopped for a time equal
to the time it ran, it will be able to carry on all activities without
penalty (ie. fight, run, etc.).  This spell will work on horses, pack
animals, etc.

The material component for this spell is a small piece of leather.


{\normalsize \bf Request Animal } (Enchantment/Charm)  \index{Request Animal }

{\bf Sphere:} Animal, Charm\newline
{\bf Range:} 10 feet\newline
{\bf Components:} VSM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  Special\newline 
{\bf Area of Effect:}  One animal\newline 
{\bf Saving Throw:}  Special

By casting this spell, a druid can ask a particular animal for a
favour.  The caster must have some sort of enticement for the animal to
actually perform the favour, because the animal can opt not to carry
out the druid's wishes. The casting time of this spell is 1 plus the
time necessary to make the request, which may take no longer than one
turn. This spell does not empower the priest to actually speak the
animal's language.

For example: If a druid spotted an owl, the druid could request the owl
to, if it saw any other humanoids around, fly back and alert the druid.
An appropriate offering might be some choice part of a rabbit, a mouse,
or some other form of owl snack food. If the owl was actually required
to fly patrol all night (and forego hunting, a favourite owl activity)
then probably the owl would turn him down no matter what the druid
offered.


{\normalsize \bf Rock-Jump } (Conjuration)  \index{Rock-Jump }

{\bf Sphere:} Creation\newline
{\bf Range:} 100 yards\newline
{\bf Components:} SM\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One creature\newline 
{\bf Saving Throw:}  None

With this spell, the druid can cause a rock to find its way into the
shoe of the victim. If the victim has no shoes, the spell causes a
thorn or something to stick into the foot of the victim. The material
component for this spell is a small stone of thorn, that is to be
thrown in the direction of the victim. It is consumed in the victim's
shoe or foot.


{\normalsize \bf Sense Direction } (Divination)  \index{Sense Direction }

{\bf Sphere:} Divination\newline
{\bf Range:} 0\newline
{\bf Components:} VS\newline
{\bf Duration:} Instantaneous\newline
{\bf Casting Time:}  6\newline 
{\bf Area of Effect:}  Caster\newline 
{\bf Saving Throw:}  None

By use of this spell, the druid is able to divine exactly what
direction his or her home grove is in relation to his or her current
position.  Only direction is known, not distance.  The component for
this spell is a oak leaf (from the home grove) suspended by a spider
silk thread.

\newpage
{\normalsize \bf Sharpleaf } (Alteration, Evocation) \index{Sharpleaf }

{\bf Sphere:} Combat\newline
{\bf Range:} 2"\newline
{\bf Components:} SM\newline
{\bf Duration:} 1 turn per level\newline
{\bf Casting Time:}  5\newline 
{\bf Area of Effect:}  3 leaves per 4 levels\newline 
{\bf Saving Throw:}  None

Using this spell, the druid causes oak leaves to become rigid and
extremely sharp.  These Sharpleaves can now be wielded or thrown as
daggers.  If the leaves are crumbled before the spell is cast, then the
resulting pieces are similar to caltrops, doing 1d2 points each.  One
leaf can cover 5' square, with 1d4 hitting the first creature to
enter.


{\normalsize \bf Striking } (Invocation)  \index{Striking }

{\bf Sphere:} Combat\newline
{\bf Range:} 0\newline
{\bf Components:} VM\newline
{\bf Duration:} 5 rounds + 1 round per level\newline
{\bf Casting Time:}  2\newline 
{\bf Area of Effect:}  1 weapon per 4 levels\newline 
{\bf Saving Throw:}  None

The use of this spell calls down upon a specially consecrated weapon of
a believer, the benediction of his/her deity.  This spell only works
for those of the same faith as the caster and the weapons used must
have been previously dedicated to that deity through a Ceremony spell.
Once these conditions have been met, the spell endows the weapon with a
glowing, magical aura that inflict an additional 1d6 points of damage
per blow struck.  This additional damage will affect creatures that are
struck only by magic weapons of +2 or less (while the weapon itself may
do no damage to these creatures).  Note: this spell will not affect
weapons which are +2 or better.  The material components are the
cleric's (un)holy symbol and the consecrated weapon.

\newpage
{\normalsize \bf Tracker } (Divination)  \index{Tracker }

{\bf Sphere:} Divination\newline
{\bf Range:} 1' per level\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 hours per level\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  One object\newline 
{\bf Saving Throw:}  Negates

This spell allows the caster to place an enchantment on an object. The
caster will then know, for the duration, the direction and relative
distance to the object. The object can be up to a mile away before the
spell fades away. The spell will last until the spell duration expires
or it is dispelled. If the object is on a unknowing recipient at the
time of casting, then (and only then) does the carrier get a save.

The material component is the object to be tracked.


{\normalsize \bf Trance } (Divination)  \index{Trance }

{\bf Sphere:} Divination\newline
{\bf Range:} 0\newline
{\bf Components:} S\newline
{\bf Duration:} 8 rounds\newline
{\bf Casting Time:}  1 round\newline 
{\bf Area of Effect:}  100 yards radius\newline 
{\bf Saving Throw:}  None

The druid goes into a meditative trance, and, after being in this
trance for one round, can feel the presence of the spirits in the area
-- including the spirits of the animals in the area.

For example: If, say, a troll happened to be within 100 yards of the
caster, the caster would certainly know that something large and fell
is in the area, but, unless the caster had come into contact with the
spirit of a troll before, wouldn't know what it was.

\newpage
{\normalsize \bf Trip } (Alteration)  \index{Trip }

{\bf Sphere:} Plant\newline
{\bf Range:} 100 yards\newline
{\bf Components:} VSM\newline
{\bf Duration:} 2 rounds per level\newline
{\bf Casting Time:}  1\newline 
{\bf Area of Effect:}  One square with a side of 10 feet per level\newline 
{\bf Saving Throw:}  None

Actually, this is a low-budget Entangle spell. However, the
effectiveness of this spell depends upon the amount of underbrush in
the area of effect.  In a bramble of thorn-bushes, it is as effective
as an entangle spell.  On a putting green, it has no effect at all.

