Within the 8" radius of this spell, everybody is continually pummeled by giant hail stones while the spell is maintained. This spell causes the hair of the caster's head to greatly elongate, shooting out to entangle one or more victims. The spell grants the hair magical strength, making it hard to break. Further, the hair will crawl over the entangled victims, pouring into their nose and mouth, or wrapping tightly around the throat, until they are suffocated. The hair of the caster becomes animated, allowing him to manipulate objects much like a hand. This spell requires no gestures, so the wizard can perform tasks even if his other limbs are secured. Naturally, the types of actions are limited by the length and strength of the hair strands. This spell requires constant energy from the caster to maintain. This spell transforms the wizard's arm into a short sword, which is fully capable of doing damage and parrying attacks. This spell creates a piercing paralyzing noise that is heard as a high pitched whine to all but the victim. The target is wracked with shrieks that disorient and deafen him. When this spell is cast upon a surface of stone, it makes the material as tough as the finest steel. Mud will harden into rock, and sand will solidify into a block. The spell can protect a 1" radius sphere of rock or earth, or any surface totalling 6 hex sides. This spell causes the moon to appear many times larger than normal, increasing the level of illumination within the 128" radius target area to the equivalent of dusk. This spell is most useful at night in full moonlight. During the daylight hours, the effect is primarily used to impress worshippers and visitors. This powerful spell allows the Wizard to greatly speed up the target, adding two to his SPD rating. The spell requires a lot of energy from both the Wizard and the target, making it difficult to maintain for a long duration. This dark spell turns a 10 km diameter area of normal woods into a haunted forest. The trees bend and twist into gnarled, sinister forms, and the area radiates a constant, sickening aura of fear. Only a short time after the spell is cast, many of the forest animals will have fled, save for the most feisty creatures, such as boars and wolves. The focus for this spell is a nut fallen from a tree that was struck by lightning. This evilly impressive spell is normally used only by those mages who care little about their reputation or those who require a fresh heart for their experiments since it turns the caster's hand partially ethereal, enabling him to reach into an opponent's chest and drag forth his living heart. The wizard who created this spell originally thought that if a person couldn't hold a weapon, he couldn't use it either. So the expression "too hot to handle" might just apply. This spell will cause any metal object in the posession of the target to rapidly become red hot, remaining so for five minutes, and burning anyone who touches it. The effect is transferred to the metal posessions of anyone who touches the initial target, and so on. This spell is particularly useful against opponents in armour, since it takes time to strip it off!<br> Victims of this spell take damage on each of the <i>caster's</i> Phases. This spell allows the caster to sense radiated heat, allowing him or her to distinguish warm and cold objects at night. The vision thus granted is fuzzy and imprecise; it is unlikely that the viewer would be able to tell one person from another unless they were of significantly different physiques. This spell enables the caster to create a glimmering magical bridge that will support those who walk upon it. The bridge can be dispelled, or be destroyed by damage or too much weight, and it will disappear if the caster goes unconscious. (To find out if excess weight destroys the bridge, calculate the total weight on it, find the STR required to lift it, and do a Normal STR attack against the bridge's DEF of 10). <br>Just before the spell runs out, it will begin to fade and tremble slightly. However, if it is dispelled due to caster unconsciousness, damage or overloading, there is no such warning. This spell allows the caster to "see" mental powers anywhere within line of sight and determine which Power is being used. Some creatures spend the winter in a state of dormancy resembling sleep. At this reduced level of activity, the animals need less food and can survive through the harshest weather by sheltering underground. Upon casting this spell, the body of the wizard grows a dense coat of fur, and his body changes into a bear like form. He then lapses into a dormant state for three months. This allows the Wizard to place up to four voluntary targets in a state of suspended animation for a period of three months. In this state, the sleeping targets have no need to eat or drink, and they are protected from non magical freezing cold. Creates an illusion of dense, impassible undergrowth in a forest. Most wild predators will avoid the growth, making it an ideal place for a brief rest. This spell allows the caster to plant a post hypnotic suggestion within the mind of his sleeping victim. The suggestion can be whatever the caster desires, but the victim won't act on it until a key event occurs in the victim's presence, such as a key word being spoken or at the toll of a bell. After the suggestion has been activated, the target will be aware that their actions have not been their own, but they will not know from whence the control originated. The skin of the caster becomes grey hued and rough mottled, allowing him to change his appearance to blend into the background. This talent is limited, however, as he must remain motionless and not display a silhouette that can be seen against the sky line. This spell is primarily intended to counteract the effects of spells which detect truth or similar. No serious Wizard Negotiator is without some method of masking his thoughts. This spell requires full concentration on the part of the caster for its entire duration. Each phase, a gruesome attack may be carried out. The mage makes grasping and pulling motions with his hands in the direction of a single creature, and rolls to hit. A successful hit will do damage to the creature, as a 'handful' of flesh is teleported away from the unfortunate's body. One rending attack may be made per round while the spell lasts. Armour is no protection against this attack. If a target dies or falls comatose, the mage may move his focus to a new victim, and so on, for as long as the spell continues. This spell allows the caster to summon a force to hold a door or lid closed until released. The portal can still be broken down, whereupon the spell dissipates. Homekeeper is a security spell which protects all the doors and windows of a room, a wagon home, or even a small cottage. These portals become glazed with a sheet of floating dust which does not allow entry. In addition, Homekeeper stops creatures such as ghosts and spirits from intruding. (Note that Homekeeper must be cast upon at least the equivalent of three walls to constitute a room, and it does not strengthen existing walls.) This spell magically enchants the iron shoes of up to 8 horses, allowing the animals to gallop much faster than would normally be possible and leap across large gaps. However, this enhanced movement exhausts the beasts, costing them 10 points of Long Term END loss every 5 minutes the spell is maintained. While the horses are galloping, their shoes flash sparks and make noises like thunder whenever they strike the ground. The curved horns of the Ram are large and hard, allowing them to deliver a walloping blow. Upon casting this spell, large curved horns grow out from the side of the wizard's head. He can deliver a stunning blow with a head butt attack. With this spell, the caster can create a powerful odor around the target hex. The odor can be anything emitted by the caster or his possessions, and the scent will be strong enough to overwhelm the sense of smell. The odor remains at the site where it was cast until the Wizard is either asleep or unconscious. Anyone warned before hand, can hold their nose and avoid the effects of the gas. However, those who take damage from an attack must make an EGO roll to avoid inhaling. An airtight head cover, a Fresh Air spell, or lack of ability to smell will confer immunity to the effects of the gas. To use this spell, the Wizard must have a wheeled cart or small wagon available. The spell provides the propulsion for the vehicle, providing the equivalent of a single horse power. The caster can only propel the cart forward or backward, any steering must be provided by mechanical means. The vehicle can move at the same rate as a horse drawn carriage (12" per Phase). Because of the fatigue caused by maintaining this spell for long periods, the Wizard suffers 9 points of Long Term END loss every 5 hours the spell is maintained. This spell allows the wizard to call upon the house spirit to protect a dwelling from intruders, which it does with a well aimed barrage of pots, pans and other household items . This incantation is little used by most wizards, except in border or wilderness areas. When a mage needs to make a grand announcement to everybody within a day's ride of his current location, he can call upon this spell. Naturally, local residents usually disapprove of the frequent or inappropriate use of this spell. Scholar Hrag the Pompous created this spell when his discovered his long winded pontifications were being rudely ignored by fellow academicians. He was soon removed from his comfortable post and sent to teach literature in a remote whaling village along the northern coast. The caster becomes more and more impressive in the eyes of the target, while the target feels himself terribly humiliated and susceptible to intimidation. This spell can force political or economic opponents to back down and feel very foolish, but is pretty much useless in combat situations. The target of this spell begins to suffer from intense hunger pangs, causing him to eat any available foods to the exclusion of all other activities. The dread Hurricane, or Typhoon as it is known in the southern lands, is the most powerful storm known to humankind. This ritual will summon a Hurricane weather system to devastate the local area. The caster can roll to hit up to 5 hexes, using autofire. The 100km diameter storm begins at sea or near a coast, then advances through the hexes successfully targetted by the caster. After four to five days, the Hurricane will begin to dissipate and merge with the local weather patterns. The Hypnotist gradually places the subject in a state of hypnotic sleep by rhythmically moving a device and speaking a steady stream of monotonic instructions. Once in this state, the subject is highly susceptible to suggestions from the Hypnotist. Since the subject must concentrate on the Hypnotist for the full minute required to enter the state, it is difficult to hypnotize unwilling subjects with this skill, especially the strong willed. An 11- activation roll is required to achieve the successful hypnotic trance. Once hypnotized, the subject can be given a post hypnotic suggestion that will return him to a hypnotic state upon seeing or hearing a specific trigger in the future. This spell creates dancing flames that can entrance a chosen viewer (to anyone other than the target, the flames appear normal). To work, the victim must be able to see the flames. Once hooked, the target will stand motionless until he breaks free from the trance Oftentimes, brutishly slaying an enemy is not sufficient when more a delicate approach is required, especially when the enemy is small and fragile. This spell allows the caster to freeze a group of people in their tracks with a hypnotic stare, immobilizing them.