The Great Net Prayerbook

I'd like to thank the following people for posting all of these
prayers:

alh92@campus.swarthmore.eduJon Broadfield
ars3_cif@uhura.cc.rochester.eduPhrixus
cl2g@andrew.cmu.eduCharles Anthony (Tony) Leone
dkk@mit.eduDavid Krikorian
esemeniuk@dahlia.waterloo.eduEd Semeniuk
f35437c@saha.hut.fiAki Taskinen
gefagan@uokmax.uucpGeoffrey Fagan
jarvis@northstar68.dartmouth.eduMark A. Robinson
j.d.coleman@newcastle.ac.ukJulian Coleman
mrspock@hubcap.uucp???
rterrell@ncratl.atlanta.ncr.comRoger Terrell
sater@cis.ohio-state.eduRonald P. Sater
tsc0265@rigel.tamu.eduteh "csc outcast" cheng
walker@dalcsug.uucpPaul D. Walker
wsbusr@eutws1.win.tue.nlBoudewijn Wayers
Address unknownBrain Dawson
Address unknownScott Neilly

When I started out, I was going to put each author's name next to each
prayer. Then I started getting two and three copies of the same prayer,
and decided to just put their names here, so if you have a question,
get in touch with one of these people, not with me.

Note that some of the prayers contained in the Great Net Prayerbook have
been copyrighted by the author. Permission has been granted by these
authors to copy and freely distribute copies of their work, so long as
no commercial or barter considerations are obtained in exchange for
such copies. All prayers are for personal use only. If you distribute
these prayers, you must also distribute these copyright conditions and
the names of the authors and editors.

After receiving these prayers, I have gone through all of them, edited
them to make the format uniform, and to make them more legible. Note
that I did not change the wordings in any way, except in some obvious
cases of spelling errors. Furthermore, when no level was indicated, I
(or cscon113@uoft02.utoledo.edu) just guessed what level it was to be
in. Also, in those cases where no school, range, area of effect, or the
like was supplied, I made one up.

Game Masters should be sure to check these prayers, and make sure they
are right for the way you run your campaign. Some are awfully powerful
but some could use a little more kick, that is for you to decide.


Boudewijn Wayers (wsbusr@eutws1.win.tue.nl).



The Great Net Prayerbook!
Version 3, June 21st 1991.


The following is a list of the new prayers, as they were posted to the
net in the last two years or so.


First Level
-----------

Animal/Bird Call (Conjuration/Summoning)
Animal Enmity (Enchantment/Charm)
Animal Tracks (Alteration, Enchantment)
Coalstone (Alteration)
Comprehend Languages (Alteration) Reversible
Conjured Weapon (Conjuration)
Create Earth (Alteration) Reversible
Daryana's Holy Shit (Conjuration)
Detect Enemy (Divination)
Dieme's Forcing Hand (Alteration)
Dispel Fatigue (Abjuration)
Faithfulness (Abjuration)
Flame Tongue (Enchantment/Charm)
Gnat Swarm (Conjuration/Summoning)
Grow (Alteration)
Guardian Watch (Conjuration/Summoning)
Itch (Enchantment/Charm)
Quick Step (Alteration)
Request Animal (Enchantment/Charm)
Rock Jump (Conjuration)
Seedling (Alteration) Reversible
Sense Direction (Divination)
Sharpleaf (Alteration, Invocation)
Striking (Invocation)
Tracker (Divination)
Trance (Divination)
Trip (Alteration)


Second Level
------------

Bat Sense (Alteration)
Command II (Enchantment/Charm)
Cure Moderate Wounds (Necromancy) Reversible
Detect Invisibility 15' Radius (Divination)
Detect Phase (Divination)
Detect Style (Divination)
Dieme's Forceful Hand (Alteration)
Efembe's Spitting Image (Conjuration/Summoning)
Flame/Frost Blade (Invocation)
Heliot's Healing Sleep (Necromancy)
Inaudibility (Alteration)
Nausea (Enchantment/Charm) Reversible (Abjuration)
Planar Vision (Divination)
Protection from Charm, 10' Radius (Abjuration)
Resist Eye Contact (Abjuration)
Resist Paralysis (Abjuration)
Specialisation (Alteration, Invocation)
Stone Message (Invocation)
Stop (Enchantment/Charm)
Summon Swarm (Conjuration/Summoning)
Tracking (Divination)
Unentangle (Alteration)
Weakness (Abjuration, Alteration)
Wild Deer Speed (Alteration, Enchantment)


Third Level
-----------

Aura of Nature (Abjuration, Alteration)
Berserker (Alteration, Invocation)
Cure Medium Wounds (Necromancy) Reversible
Dhalkuir's Diametric Abjuration (Abjuration)
Etherealness (Alteration)
Heat (Alteration) Reversible
Lion's Claw (Alteration)
Oxen Strength (Alteration)
Protection from Constriction (Abjuration)
Protection from Lycanthropes, 10' Radius (Abjuration)
Protection from Petrification (Abjuration)
Protection from Undead, 10' Radius (Abjuration)
Remove Scar (Necromancy) Reversible
Root (Enchantment/Charm)
Selective Entangle (Alteration, Invocation)
Stone Seeds (Alteration)


Fourth Level
------------

Adaptation (Abjuration)
Awake (Alteration, Invocation)
Beppie's Happy Hour (Enchantment/Charm)
Cure Serious Wounds (Necromancy) Reversible
Detect Curse (Divination)
Double Specialisation (Alteration, Invocation)
Fearlessness (Abjuration)
Fish Command (Charm)
Hallucinatory Plain (Illusion/Phantasm) Reversible
Meandering Path (Alteration, Illusion)
Moonlight (Alteration)
Neutralise Gas (Alteration) Reversible
Pacify (Enchantment/Charm)
Possess Animal (Enchantment/Charm)
Protection (Abjuration)
Protection From Elementals, 10' Radius (Abjuration)
Remove Scars (Necromancy) Reversible
Reptile Command (Enchantment/Charm)
Sanctum Sigil (Abjuration, Invocation)


Fifth Level
-----------

Avian Command (Enchantment/Charm)
Cure Critical Wounds (Necromancy) Reversible
Cure Insanity (Abjuration)
Dariod's Vestigial Vine (Alteration)
Entreaty (Conjuration/Summoning)
Godrage (Alteration, Enchantment)
Hidden Champion (Alteration, Enchantment)
Karma (Alteration)
Kiss of Death (Necromancy)
Lightning Strike (Invocation)
Mammal Command (Enchantment/Charm)
Ostracise (Charm)
Quench Flame (Invocation)
Raise Energy (Alteration, Invocation)
Stonewood (Alteration)
Viper's Bite (Alteration)
Warp Metal (Alteration)


Sixth Level
-----------

Adaptation, 10' Radius (Abjuration)
Mass Cure (Necromancy) Reversible
Polymorph into Tree (Alteration, Enchantment)
Protection from Undead (Abjuration) Reversible
Sacrifice (Necromancy)


Seventh Level
-------------

Avatar (Invocation)
Awaken Forest (Alteration, Invocation)
Death Warrior (Invocation)
Henley's Digit of Disruption (Invocation)
Lifeforce (Alteration, Invocation)
Razorwind (Alteration, Invocation)
Treegrowth (Alteration)

**********************
* First Level Spells *
**********************

Animal/Bird Call (Conjuration/Summoning)

Sphere: Animal, Summoning
Range: 0
Components: V, S
Duration: 1 round per level
Casting Time: 1 round
Area of Effect: 12" + 1" per level radius area
Saving Throw: None

This spell allows the cleric to call all animals or birds within the
spell effect. The animals or birds will converge upon the cleric
within 1d3 rounds. While the spell is in effect, none of the animals
or birds will attack each other. While there, the cleric 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.

------------------------------------------------------------------------

Animal Enmity (Enchantment/Charm)

Sphere: Animal, Charm
Range: Touch
Components: S
Duration: 1 day
Casting Time: 1
Area of Effect: One creature
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 like you would treat a friend who, for some reason,
smelled horrible.

------------------------------------------------------------------------

Animal Tracks (Alteration, Enchantment)

Sphere: Animal
Range: 0
Components: V, S, M
Duration: 3 turns + 1 turn per level
Casting Time: 2 rounds
Area of Effect: Caster
Saving Throw: None

This spell causes the cleric 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.

------------------------------------------------------------------------

Coalstone (Alteration)

Sphere: Elemental (Fire)
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: One gem
Saving Throw: None

When this spell is cast, the cleric 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.

------------------------------------------------------------------------

Comprehend Languages (Alteration) Reversible

Sphere: Divination
Range: Touch
Components: V, S, M
Duration: 5 rounds per level
Casting Time: 1 round
Area of Effect: Creature or object touched
Saving Throw: None

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

------------------------------------------------------------------------

Conjured Weapon (Conjuration)

Sphere: Combat
Range: 0
Components: V, S
Duration: 1 turn per level
Casting Time: 1
Area of Effect: One weapon
Saving Throw: None

When this spell is cast, it brings into existence a weapon of the
caster's choice which he can use to fight with. The weapon is a normal
weapon with the holy symbol of the god engraved upon it. The weapon has
a dim glow upon it which can be faintly seen. The caster, if he is to
use the weapon, must be proficient in its use. The weapon can be given
to another character to use.

If a striking spell is used in conjugation with the conjured weapon
spell, then there will be an additional +1 to hit and to damage rolls
because of the cumulative effects of the magic of the spells. The
conjured weapon then counts as a +2 weapon for purposes of special
defense.

The weapon stays into existence until the end of the spell or until the
caster wishes the spell to end.

The verbal component would sound something like, "Oh Great Warrior Kos,
give me a broadsword to smite down my foes!", then the gestures made
are those to signify the casters intent.

------------------------------------------------------------------------

Create Earth (Alteration) Reversible

Sphere: Elemental (Earth), Summoning
Range: 1"
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
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.

------------------------------------------------------------------------

Daryana's Holy Shit (Conjuration)

Sphere: Creation
Range: 10'
Components: V
Duration: Permanent
Casting Time: 1
Area of Effect: 3-inch radius sphere
Saving Throw: None

This spell was granted to Daryana, third level priestess of the goddess
of magic, after she had repeatedly, loudly, requested it.

Upon uttering the verbal component - already mentioned in the spell's
name - two things can happen. If cast consciously, the spell can be
targeted and takes effect immediately. In this case, some faeces appear
anywhere within the range of the spell.

If this spell was memorised, and cast unconsciously, the spell's effect
is delayed for up to 1 hour while the place of impact is anywhere
within 10' around the unfortunate caster, both at the DM's discretion.

------------------------------------------------------------------------

Detect Enemy (Divination)

Sphere: Divination
Range: 0
Components: V, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 1" per level radius area
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. 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.

------------------------------------------------------------------------

Dieme's Forcing Hand (Alteration)

Sphere: Combat
Range: 3" + 1" per level
Components: V, S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
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.

------------------------------------------------------------------------

Dispel Fatigue (Abjuration)

Sphere: Healing
Range: Touch
Components: V, S, M
Duration: 3 turns per level
Casting Time: 1 round
Area of Effect: Creature touched
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.

------------------------------------------------------------------------

Faithfulness (Abjuration)

Sphere: Guardian, Protection
Range: 0
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: Caster
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
alignment and standing with his 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.

------------------------------------------------------------------------

Flame Tongue (Enchantment/Charm)

Sphere: Charm
Range: 0
Components: V, M
Duration: 1 round per level
Casting Time: 5
Area of Effect: One or more persons listening
Saving Throw: Negates

This spell grants the caster the ability of fast talking: during the
spell's duration, the caster is able to talk and talk and talk, thus
gaining the undivided attention of those listening, provided they can
understand the caster. Note that all hearing the caster will be
affected by this fast talking: party members are affected too.

The second use of this spell is to increase the morale of hirelings,
followers and henchmen: prior to a fight, the priest can encourage them
by talking vividly for one round, thus increasing their morale by two
points plus one for every two levels above first, up to a maximum of 5.
Thus, a fifth or sixth level priest will increase the morale by 4
points.

------------------------------------------------------------------------

Gnat Swarm (Conjuration/Summoning)

Sphere: Animal, Summoning
Range: Sight
Components: S, M
Duration: 1d4 + 1 rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

The cleric 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.

------------------------------------------------------------------------

Grow (Alteration)

Sphere: Plant
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: One plant
Saving Throw: None

The cleric 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 cleric wishes to continually
cast this spell, then he should be prepared to furnish additional
fertiliser and water to sustain the plant.

------------------------------------------------------------------------

Guardian Watch (Conjuration/Summoning)

Sphere: Elemental (Earth), Summoning
Range: 3"
Components: V, S, M
Duration: 8 hours
Casting Time: 1 round
Area of Effect: 2" radius sphere
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.

The material components of this spell are the cleric's holy symbol and
a live worm.

------------------------------------------------------------------------

Itch (Enchantment/Charm)

Sphere: Charm
Range: 30 yards
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
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.

------------------------------------------------------------------------

Quick Step (Alteration)

Sphere: Charm
Range: 0
Components: V, S, M
Duration: 1 hour per level
Casting Time: 1
Area of Effect: One creature
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
(i.e. 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 (i.e. fight, run, etc.). This spell will work on horses, pack
animals, etc.

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

------------------------------------------------------------------------

Request Animal (Enchantment/Charm)

Sphere: Animal, Charm
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: Special
Area of Effect: One animal
Saving Throw: Special

By casting this spell, a cleric 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 cleric'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 cleric spotted an owl, the cleric could request the
owl to, if it saw any other humanoids around, fly back and alert the
cleric. 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
cleric offered.

------------------------------------------------------------------------

Rock-Jump (Conjuration)

Sphere: Creation
Range: 100 yards
Components: S, M
Duration: Instantaneous
Casting Time: 1
Area of Effect: One creature
Saving Throw: None

With this spell, the cleric 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.

------------------------------------------------------------------------

Seedling (Alteration) Reversible

Sphere: Plant
Range: 0
Components: V, S, M
Duration: Permanent
Casting Time: Special
Area of Effect: Special
Saving Throw: Special

This spell causes one tree seed or seedling per level of the caster to
be specially blessed by the caster's god. When the spell is cast upon a
seed or seedling and planted in the ground, it will immediately start
to grow at an astonishing rate. It will grow to a total height of 2'+ 1
foot per level of the caster in the period of one turn. A tree thus
"blessed" by this spell will grow to be a large, healthy tree, highly
resistant to both parasites and disease, and will have a much longer
lifespan than the ordinary trees of its type.

The reverse of this spell, tree shrink, causes one tree to be reduced
in height by the above amount. If this is cast upon a "monster" tree
then it gets a save vs. spells. If the tree saves, there is no effect.
If the tree fails, then the tree is reduced in HD by the level of the
caster.

The spell can be cast in two ways. The first way takes 1 round per seed
or seedling to cast and be planted. The other way takes 9 segments per
seed or seedling to cast. The spell is then finished at a later time by
completing the final gestures (1 segment per seed or seedling) and then
planting the seeds or seedlings. There is no limit to the time in
between the original casting and completion in this variation. Anybody
can complete the final gestures needed to complete this spell.

The seeds or seedlings are most commonly used for gifts or
reforestation projects as needed. The trees around a cleric grove tend
to be of this type.

------------------------------------------------------------------------

Sense Direction (Divination)

Sphere: Divination
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: Caster
Saving Throw: None

By use of this spell, the cleric is able to divine exactly what
direction his home grove is in relation to his 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.

------------------------------------------------------------------------

Sharpleaf (Alteration, Invocation)

Sphere: Combat
Range: 2"
Components: S, M
Duration: 1 turn per level
Casting Time: 5
Area of Effect: 3 leaves per 4 levels
Saving Throw: None

Using this spell, the cleric 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.

------------------------------------------------------------------------

Striking (Invocation)

Sphere: Combat
Range: 0
Components: V, M
Duration: 5 rounds + 1 round per level
Casting Time: 2
Area of Effect: One weapon per 4 levels
Saving Throw: None

The use of this spell calls down upon a specially consecrated weapon of
a believer, the benediction of his 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.

------------------------------------------------------------------------

Tracker (Divination)

Sphere: Divination
Range: 1' per level
Components: V, S, M
Duration: 2 hours per level
Casting Time: 1 round
Area of Effect: One object
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.

------------------------------------------------------------------------

Trance (Divination)

Sphere: Divination
Range: 0
Components: S
Duration: 8 rounds
Casting Time: 1 round
Area of Effect: 100 yards radius area
Saving Throw: None

The cleric 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.

------------------------------------------------------------------------

Trip (Alteration)

Sphere: Plant
Range: 100 yards
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 1
Area of Effect: One 10-foot per level long square
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.

***********************
* 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.

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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.

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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.

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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.

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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.

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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.

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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.

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