Bull’s Strength
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants an enhancement bonus to Strength of 1d4+1 points, adding the usual benefits to melee attack rolls, melee damage rolls, Strength-related skill checks, etc.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Cat’s Grace
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement bonus to Dexterity of 1d4+1 points, adding the usual benefits to AC, Reflex saves, Dexterity-based skills, etc.
Arcane Material Component: A pinch of cat fur.
Detect Thoughts
Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 action
Range: 60 ft,
Area: A quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of thoughts (from conscious creatures with 1+ Intelligence).
2nd Round: Number of thinking minds and the mental strength of each.
3rd Round: Surface thoughts of any mind in the area. A Will save on the part of a target prevents you from reading his thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up.
| Intelligence | Mental Strength |
| 1–2 | Animal |
| 3–5 | Very low |
| 6–9 | Low |
| 10–11 | Average |
| 12–15 | High |
| 16–17 | Very high |
| 18–21 | Genius |
| 22–25 | Supra-genius |
| 26+ | Godlike |
Note: Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.
See Invisibility
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You see any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase, as if they were normally visible.
The spell does not reveal the method used obtain invisibility, though an astral traveler is easy to identify if he has a silver cord. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures that are simply hiding, concealed, or otherwise hard to see.
Arcane Material Components: A pinch of talc and a small sprinkling of powdered silver.
Summon Swarm
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full action
Range: Close (25 ft.+5 ft./2 levels)
Effect: A swarm of small creatures in a 5-ft. spread
Duration: Concentration+2 rounds
Saving Throw: None
Spell Resistance: No
A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. (Roll on the table below to see what sort of creature is summoned.) A creature in the swarm who takes no actions other than fighting off the creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage plus 1 point per three caster levels. Spellcasting or concentrating on spells within the swarm is impossible.
| d20 Roll | Swarm Type* |
| 1–8 | Rats (animals) |
| 9–14 | Bats (animals) |
| 15–16 | Spiders (vermin, poisonous) |
| 17–18 | Centipedes (vermin, poisonous) |
| 19–20 | Flying beetles (vermin) |
*The creature types in parentheses indicate what sorts of spells and effects might aid a subject against the swarm.
A swarm of poisonous creatures deals no damage to creatures that are immune to poison, though it still prevents spellcasting and concentration. The creatures make mundane attacks. Damage reduction, incorporeality, and other special abilities also make a creature immune to damage from the swarm.
The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 2 hit points per caster level from these attacks. Certain area or effect spells, such as gust of wind and stinking cloud, disperse a swarm immediately if appropriate to the swarm summoned. (For example, only flyers are affected by a gust of wind.)
The swarm is stationary once summoned. A druid caster, however, can (as a move-equivalent action) direct the swarm to move up to 30 feet per round (or 90 feet per round if she has summoned bats or beetles).
Arcane Material Component: A square of red cloth.