Level Two Spells

Aid (Necromancy, Conjuration)
Level: 2
Sphere: Necromantic
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

The recipient of this spell gains the benefit of a bless spell (+ 1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Barkskin (Alteration)
Level: 2
Sphere: Protection, Plant
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, saving throw rolls vs. all attack forms except magic gain a + 1 bonus. This spell can be placed on the caster or on any other creature he touches. Multiple castings of this spell are not cumulative.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting.

Chant (Conjuration/Summoning)
Level: 2
Sphere: Combat
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: 30-foot radius
Saving Throw: None

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Multiple chants are not cumulative.

Comments: See Bless. This is a combat buff, but you'd be crazy to spend that much time casting a minor spell when all hell is breaking loose around you. Casting time reduced to 1.

Flame Blade (Evocation)
Level: 2
Sphere: Elemental (Fire)
Range: 0
Duration: 2 hrs + 1/2 hr/4 levels (4 max)
Casting Time: 3
Area of Effect: Special
Saving Throw: None

With this spell, the caster causes a blazing blade of red-hot fire to spring forth from his hand. The flame blade is wielded as if it were a sword that the caster has specialized in, complete with the associated bonuses. The power of the blade itself scales according to the level of the caster as follows:

Levels 1 - 5
Enchantment: +1
To hit bonus: +1
Damage: 1d4 + 1 slashing, 1d3 fire

Levels 6 - 11
Enchantment: +2
To hit bonus: +2
Damage: 1d4 + 2 slashing, 2d3 fire

Levels 12 - 17
Enchantment: +3
To hit bonus: +3
Damage: 1d4 + 3 slashing, 3d3 fire

Levels 18+
Enchantment: +4
To hit bonus: +4
Damage: 1d4 + 4 slashing, 4d3 fire

Comments: A cool spell that needed a bit of help and scaling in order to be a realistic choice for memorization. The big change which sets this apart from Shillelagh at level one is the ability to wield the weapon with a specialization bonus. That combined with scaling bonuses comparable to magic weapons available at the same level should make this spell a compelling choice, particularly for priests without fighter levels via dual or multi-classing.

Know Alignment (Divination)
Level: 2
Sphere: Divination
Range: 10 yards
Duration: Instant
Casting time: 5
Area of Effect: 1 creature
Saving Throw: None

A know alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject. Certain magical devices negate the power of the know alignment spell.

Comments: It's hard to imagine that anyone will ever memorize this spell. Unlike the good/evil distinction revealed by Detect Evil, a NPC's place on the Lawful/Neutral/Chaotic spectrum is almost meaningless in the BG games. But if you do decide to use this spell, at the very least it should have no save and work in spite of magic resistance. Now it does.

I've provided a replacement spell as an optional mod component (in recognition of the fact that a magic toothpick for use after meals would be more useful than the Know Alignment spell).

Resist Fire/Cold (Alteration)
Level: 2
Sphere: Protection
Range: Touch
Duration: 4 hrs + 1/2 hr/2 levels (8 max)
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat and cold, with all damage sustained by fire or cold reduced by 50%. Multiple castings of this spell are not cumulative; furthermore, the recipient's fire and cold resistance cannot be modified further during the duration of the spell.

Comments: The spell was given a lengthy duration so that, should you opt to use it, you need cast it only once after resting. In order to compensate for its lengthy duration, it now SETS resistance at 50% and prevents any further resistance modifications for the spell's duration.

Slow Poison (Necromancy)
Level: 2
Sphere: Healing
Range: Touch
Duration: Instant
Casting Time: 0
Area of Effect: Creature touched
Saving Throw: None

When this spell is used upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.

Comments: Casting time reduced to zero. If you are going to burn a slot on this, at the very least you ought to be assured that its casting won't be interrupted by the very poison it is meant to cure.

Spiritual Hammer (Invocation)
Level: 2
Sphere: Combat
Range: Self
Duration: 2 hrs + 1/2 hr/4 levels (4 max)
Casting Time: 3
Area of Effect: Special
Saving Throw: None

By calling upon his deity, the caster of a spiritual hammer spell brings into existence a magical hammer. This hammer is wielded as if it were a weapon that the caster has specialized in, complete with the associated bonuses. The power of the magical hammer scales according to the level of the caster as follows:

Levels 1 - 5
Enchantment: +1
To hit bonus: +1
Damage: 1d4 + 1 crushing, 1d3 electric

Levels 6 - 11
Enchantment: +2
To hit bonus: +2
Damage: 1d4 + 2 crushing, 2d3 electric

Levels 12 - 17
Enchantment: +3
To hit bonus: +3
Damage: 1d4 + 3 crushing, 3d3 electric

Levels 18+
Enchantment: +4
To hit bonus: +4
Damage: 1d4 + 4 crushing, 4d3 electric

Comments: To make this a viable alternative to the reworked Flame Blade, it's basically the same spell, except that it delivers crushing / electricity damage instead of slashing / fire damage. This is another spell for which I've provided an alternate version as an optional mod component.