======================================================================== Second Level Spells ======================================================================== Bat Sense (Divination, Alteration) Sphere: Divination Range: Touch Components: V, S, M Duration: 3 turns + 1 turn per level Casting Time: 5 Area of Effect: One creature 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. The recipient can "see" things up to 60' away from him. 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). ------------------------------------------------------------------------ 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. ------------------------------------------------------------------------ Cure Moderate Wounds (Necromancy) Reversible Sphere: Healing Range: Touch Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Creature touched Saving Throw: None This spell is a more potent form of Cure Light Wounds. When the caster lays his hands upon the creature to be touched the spell cures 3-17 (2d8+1) HP of damage. The reverse of this spell, cause moderate wounds, does the above amount of damage if the caster succeeds in touching the victim. Otherwise this spell is the same in all respects as a Cure Light Wounds spell. ------------------------------------------------------------------------ Detect Invisibility 15' Radius (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 5 rounds per level Casting Time: 4 Area of Effect: 15' radius sphere 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. ------------------------------------------------------------------------ Detect Phase (Divination) Sphere: Divination Range: 12" Components: V, S, M Duration: 1 round per level Casting Time: 5 Area of Effect: Person touched Saving Throw: None When this spell is cast, the person touched can see and perceive any creature that is out of or in a different phase than that of the spell recipient. This means that the person touched will see clearly such creatures with special defenses such as displacement, blinking, duo-dimension, astral, or etherealness and those who can shift out of phase, such as a phase spider. Furthermore, if the person touched has means to attack such creatures, he will have none of the ill effects that normally occur when trying to attack (i.e. the person touched would know the exact location of a displacer beast, or where the phase spider is etc.). The information cannot be communicated to his fellows by words. The material component of this spell requires, in addition to the caster's holy symbol, a lens of calcite crystal which must be viewed through for the spell to have effect. It does not disappear at the end of the spell. ------------------------------------------------------------------------ Detect Style (Divination) Sphere: Divination Range: 30 yards Components: M Duration: Instantaneous Casting Time: 2 Area of Effect: One or more creatures Saving Throw: Special This spell has two uses: if cast on more than one creature, this spell will make the one, highest in rank, known to the caster. If all creatures, which must be in sight, are of equal rank, or there is a tie for the highest rank, no one will be detected. Note that the highest in rank need not be the most powerful of the scanned creatures. In this case, there is no applicable saving throw. The second use of this spell is to determine the exact rank of a specific creature: if the spell is cast on one creature only, the caster will know the rank of the targeted creature. If the caster is unfamiliar with the hierarchical structure of the victim's society or organisation, he will only feel a general indication: something like "no rank", "officer" or "very high rank" would be appropriate descriptions. Note that nothing is revealed about the victim's level of experience e.a. The target gets a saving throw, that will negate the spell. ------------------------------------------------------------------------ Dieme's Forceful Hand (Alteration) Range: 4" + 1" per level Components: V, S, M 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. ------------------------------------------------------------------------ Efembe's Spitting Image (Conjuration/Summoning) Sphere: Protection (reversed) Range: Touch Components: V, S, M Duration: 1 week per level Casting Time: 2 Area of Effect: One creature Saving Throw: Negates Upon casting this spell, the caster spits on his fingertips and smears some spittle on the target's forehead. This bestows a curse on the victim: every time he looks into a mirror or another reflecting surface during the spell's duration, his mirror image will spit into his face. Note that a Remove Curse will dispel this spell. ------------------------------------------------------------------------ Flame/Frost Blade (Invocation) Sphere: Combat, Creation Range: 0 Components: V, S, M Duration: 1 round per level Casting Time: 3 Area of Effect: 3' long, sword-like blade Saving Throw: None When a cleric casts this spell, he causes a blazing ray or red-hot fire or a freezing icicle to spring forth from his hand. This blade is actually wielded as if it were a scimitar (but it is not a scimitar), and is the cleric 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 cleric must have a leaf of sumac in order to cast this spell. ------------------------------------------------------------------------ Heliot's Healing Sleep (Necromancy) Sphere: Healing Components: V, S, M Range: 0 Duration: 4 hours + 2 hours per level Area of Effect: One 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. ------------------------------------------------------------------------ Inaudibility (Alteration) Sphere: Protection Range: 0 Components: V, S, M 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 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. ------------------------------------------------------------------------ Nausea (Enchantment/Charm, Abjuration) Reversible Sphere: Charm, Healing, Protection Range: 30 yards Components: V, S, M 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. The reverse of this spell belongs to the Abjuration school, while Nausea itself belongs to the Enchantment/Charm school. ------------------------------------------------------------------------ Planar Vision (Divination) Sphere: Astral, Divination Range: 0 Components: V, S Duration: 1 turn Casting Time: 2 Area of Effect: 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). ------------------------------------------------------------------------ Protection from Charm, 10' Radius (Abjuration) Sphere: Protection Range: 0 Components: V, S, M Duration: 2 rounds per level Casting Time: 5 Area of Effect: 10' radius sphere 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. ------------------------------------------------------------------------ Resist Eye Contact (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 round per level Casting Time: 2 Area of Effect: One creature per level 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. ------------------------------------------------------------------------ Resist Paralysis (Abjuration) Sphere: Protection Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 4 Area of Effect: Creature touched Saving Throw: None For the duration of this spell, the recipient is immune to all forms of paralysis, including gaze attacks, paralytic poison, hold spells and dragon induced fear paralysis. This spell does not remove paralysis already in effect, it just prevents the recipient from being paralysed in the future. The material component of this spell is a feather, and an infusion of tea and ginger which is consumed by the caster. ------------------------------------------------------------------------ Specialisation (Alteration, Invocation) Sphere: Combat Range: 0 Components: V, S, M Duration: 4 rounds per level Casting Time: 5 Area of Effect: Caster's weapon Saving Throw: None When the specialisation spell is cast, a small part of their god's power is invested into themselves. This power allows the caster to fight better in combat. The benefit the caster receives is specialisation in the god's preferred weapon, if the god has one. Otherwise the benefits apply to a weapon of the caster's choice. This specialisation occurs whether or not the caster is proficient with the weapon. There are no minuses to hit because of non- weapon proficiency penalties. (Note: Clerics will tend to be proficient with their god's preferred weapon.) This spell is typical of spell given to clerics of warrior gods. ------------------------------------------------------------------------ Stone Message (Invocation) Sphere: Divination Range: Special Components: V, S, M Duration: 1 minute Casting Time: 1 round Area of Effect: Special 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 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 one 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. ------------------------------------------------------------------------ Stop (Enchantment/Charm) Sphere: Charm Range: 3" Components: V, S Duration: 1 round per level Casting Time: 1 Area of Effect: One 1" per level long, 2" per level wide at base cone 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 open hand forward and yells stop (like a traffic cop). ------------------------------------------------------------------------ Summon Swarm (Conjuration/Summoning) Sphere: Animal, Summoning Range: 3" + 1" per level above fifth Components: V, S, M Duration: 1 round + 1 round per level above third Casting Time: 2 Area of Effect: 1" per level radius sphere 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. ------------------------------------------------------------------------ Tracking (Divination) Sphere: Divination Range: 0 Components: V, S, M Duration: 1 turn + 1 turn per level Casting Time: 2 rounds Area of Effect: Caster Saving Throw: None With this spell, the casting cleric is temporarily endowed with tracking ability similar to that of a ranger. However the tracking spell is better. Using this spell, the cleric becomes not only aware of all physical traces, but psychic traces too. Thus a creature who has travelled 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 cleric 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. ------------------------------------------------------------------------ Unentangle (Alteration) Sphere: Plant Range: Touch Components: V, S, M Duration: 1 turn per level Casting Time: 3 Area of Effect: One person per 2 levels Saving Throw: Special An unentangle spell is used to allow creatures to pass through an entangle spell cast by the same caster. If the spell is used to pass another caster's entangle spell then the effects are as follows: normal movement if a save vs. spells is made or 1/2 normal movement if the saving throw fails. This spell also allows normal movement through the densest of forests, briar thickets, wall of thorns, etc. ------------------------------------------------------------------------ Weakness (Abjuration, Alteration) Sphere: Charm Range: 6" Components: V, S, M Duration: 1 turn per level Casting Time: 5 Area of Effect: One creature Saving Throw: None This is a defensive spell which causes the target creature to lose (0-3 + 1 per level of the caster) points of strength. The creatures strength cannot be lowered past 3 due to the effects of the spell. If the creature has exceptional strength, then the loss of strength is on a 10% per point ratio. A strength of 18/01 to 18/09 will drop to 18 before dropping to 17. Creatures, who are successfully subjected to this spell, will tend to lose the urge to attack the caster if their strength is dropped an appreciable amount. ------------------------------------------------------------------------ Wild Deer Speed (Alteration, Enchantment) Sphere: Animal Range: 0 Components: V, S, M 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 cleric to increase his running rate (double normal movement speed, usually 18" or 24") by 1" per 2 levels of the cleric. Also, while under this spell's effect, the cleric does not become fatigued or winded by running at such a fast pace. Furthermore, the cleric 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. ------------------------------------------------------------------------