This spell summons a gale force wind more powerful than the Gust spell, and more difficult to control. The wind blows for 6" along a path 2" wide. People are picked up and thrown 4" (unless they successfully resist as under Gust). This does 4d6 damage. The spell can also be useful for tossing opponents into lava pits and such. Note that the caster is not personally immune, even if the spell is cast successfully. This spell creates a 2" x 2" sparkling, transparent wall which blocks the passage of all types of gas in both directions. However, denser objects, including fluids and dust, can cross, as can containers and non gaseous beings. This spell is useful, for example, to seal a passage from a harmful gas, or to prevent air from leaking off into a vacuum. The Caster projects a silvery surface that will reflect any type of Gaze or Magical Light Attack back upon the attacker. The Caster will need to maneuver the mirror in the appropriate direction, however, or he will suffer the full effects of the attack. This spell will create a geyser where the caster wills. Hot, sulfurous water will begin spurting out of the ground forcefully and spraying the surrounding area. The geyser will take a day to subside, and while active, the sprays of hot water will inflict harm on anyone moving within its area of effect. In addition, clouds of steam will obscure the area around the geyser, making movement in its vicinity hazardous. Upon casting, this spell creates a shimmering field vaguely resembling a weapon the caster is familiar with. It can be used as a normal weapon, but its special potency is that it will also affect disembodied spirits, astral travellers and the like. It is common for a spellcaster to completely alter the appearance of himself and his surroundings. Glamor is one of the most useful and one of the most powerful spells available for this. The only weakness of Glamor is that illusory substances have no taste, and illusory surfaces have no texture or temperature. The caster surrounds himself with a bright glow of light which makes him hard to look at and thus hard to hit. If used near reflective surfaces (e.g. still water, mirrors, polished metal walls etc.) the caster also suffers from the effect. In the area where this spell is cast, the air around the Wizard begins to change density and distort visibility, making the area appear glassy. The distortion increases the difficulty of making ranged attacks at targets inside or beyond the radius of the Glass Air. When calculating the range to a target for purposes of aiming, the Glass Air effectively doubles the width of each hex to 2". Thus, if the range to a target is 12" and five of the hexes lie within the Glass Air, then the effective range is 22". With this spell, the caster can get a vague notion of the target's thoughts and emotions. He can't delve very deep, but in many circumstances, this usually isn't necessary. This spell summons an updraft that allows the caster to glide. The caster must drop 1" in altitude each Phase to maintain his forward velocity, and from the ground starts with altitude and velocity equal to his upward leap. A common tactic is to use a Gale Wind spell to lend an initial boost. With this spell, the caster causes the immediate area to become dim and foreboding. A shadow falls across the sun and lanterns grow smoky. The air is chilled, and fog creeps along the ground. In short, this spell creates a perfect environment for undead. This spell causes the target's tracks to glow, even if they were made a long time previously. This makes it simple for the caster to follow the target. This spell creates a golden sigil of warning on any surface, such as a door or floor. Anybody touching the sigil without speaking a key phrase will trigger an attack placed by the caster. The attack is a one sided explosion, and the number of DC drops by one per hex of distance from the sigil. Note that eventually this spell will be discharged when an unfortunate animal touches the sigil, unless they are kept out of the hex by some means. Also, any creature with more than 50 points of shrinking (smaller than a mouse) will not trigger the sigil. There are a number of different variants of this spell, using different sigils, each of which must be learned as a new spell - this example uses a fireball, but any attack amounting to 40pts can be substituted (e.g. a blinding Flash, a spray of ice shards, etc.) To cast this rather long spell, the magus must prepare a small figurine, a brazen mask or similar object that can serve as the voice of the gossiping wind. When the spell is cast, he can then interrogate the object as to its observations in any place that the wind blows. Of course the caster must know the specific area he wishes the wind to scan. There is the further disadvantage that the wind spirit which is employed for this spell is, like all of its kind, naturally capricious and, if improperly controlled, (failed magic skill roll, if used, or else presence roll) will give false or irrelevant information. When cast upon a simple meal, this spell gives the food and setting the appearance of an expensive banquet for a great lord. The food will taste as if produced by the finest chef, and any drinks will be top quality. However, this spell will not protect anybody enjoying the meal from the effects of spoiled food or poisoned drinks. There is reputed to be a variation of this spell that turns a grand dinner setting into a pitiful meal barely fit for prisoners and slaves. This spell can be used to create a strong, 14" long wall made from any nearby material, including wood, metal, stone, glass, bones, bamboo, and so on. The wall can be any shape, including a 3" radius sphere. The wall will eventually be knocked apart with repeated battering by a sufficiently strong force. This spell allows the caster to create a powerful pentacle to hold a particular type of demon and prevent it from attacking the caster or escaping. Once held like this, the demon will be much more willing to negotiate with the caster. To use this spell the caster must have drawn a pentacle on the floor first. The force wall will be the same shape as the pentacle. Making this pentacle requires the use of special drawing tools (brushes made from human hair with human blood used as the inks, or etched by specially prepared blades etc), and it requires about an hour. This utility spell causes a length of sturdy vine to grow from the earth. For each phase the spell is maintained, the vine will grow an additional 10" vertically. The vine is sufficiently strong to be employed for climbing. The focus for this spell is the seed of a vine, which is planted in the earth at the location where the spell is cast. With this powerful spell, the caster causes himself to grow to huge proportions. This also has the effect of making the caster stronger and tougher as well. This Growth is tiring to maintain. This spell summons a protective wind that can be used to deflect ranged attacks aimed at the caster or at others (with appropriate range mods). It is effective against thrown objects, bows, slings, Magic Bolts, etc., but not guns, lasers, or other post gunpowder, high tech weapons. This spell provides the Wizard with an intuitive knowledge of the land within a days travel. He can use this flash of knowledge to find a suitable place to hide, an escape route, locate large buildings or landmarks, or determine the best places to hunt or forage, etc. Quickly sifting through this rush of information is a tremendous mental strain, costing much higher than normal END. This spell gives the caster an improved chance of landing what could be the crucial hit. It is not realistically possible to cast the spell during combat due to the length of the spell and because of the need for the caster to stand still. The spell is good for the one attack the assassin makes following the casting of the spell. After that the weapon becomes as it was before the spell was cast. The bonus also applies to any bonuses the weapon may naturally have including any magic bonus. This spell summons a strong gust of wind blowing for 6" along a 1" path. It will blow everything in its path in the direction of the wind (indicated by the caster) with a 10 STR. It has more effect against objects of wide surface area (such as a door) than small, dense objects (such as a paperweight). People caught in the gust will often be knocked over unless they brace themselves or grab hold of something. (The spell and the resisting person roll 1d6 per 5 STR and compare BODY. The spell's roll must exceed the target's resistance to knock him over.) Note that the caster is not personally immune.