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.

IntelligenceMental Strength
1–2Animal
3–5Very low
6–9Low
10–11Average
12–15High
16–17Very high
18–21Genius
22–25Supra-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 RollSwarm Type*
1–8Rats (animals)
9–14Bats (animals)
15–16Spiders (vermin, poisonous)
17–18Centipedes (vermin, poisonous)
19–20Flying 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.