This spell allows the caster to create a 3" radius ice raft. The boat will immediately begin to melt from contact with the surrounding liquid, lasting at most a number of hours equal to the BODY of the Ice. The Ice Wizard throws a shimmering ball of ice at the target hex which bursts as it arrives, blinding all within a certain area. Chilling damp mists begin to swirl at the caster's feet, and then coalesce into a clinging fog that is impossible to see through. A shower of ice slivers fly from the caster's hands and fly at the target. At short range against unarmored opponents, this can be deadly, but the slivers lose their potency the farther they travel. By means of this spell, the Ice Wizard is able to see clearly through all forms of snow or ice. Useful for impressing ignorant peasants or just starting a fire without tools, this spell allows the wizard to ignite any flammable material, such as a candle, torch, or kindling. This spell represents your basic high-powered illusion. It can be anything, and affects everyone within an 8" radius. Why, you might ask, don't all illusionists just take this spell? After all, it can do everything, or at least almost everything, that the rest of the spells of this type can do. The reason is simple. It's hard to cast and uses gargantuan amounts of END. Only true masters can learn and successfully cast this spell. With this simple spell, the caster can create an image that is both visible and audible to onlookers By casting this spell the caster can make himself and up to two other people immune to diseases. Although the caster needs to touch the other recipients, after that, they need not remain in range This power protects the Caster from the effects of any one known spell. To use this power, he must have previously experienced the spell directly, or observed its manifestation and effects. (Such as by means of the Forewarn spell.) The protection afforded by this power gradually decreases over the course of several hours, until finally it fades away. The victim of this spell is swallowed whole by the earth and pulled downward, where he is held and kept alive with minimum life support. With this spell, the Caster can overcome the limitations of the Ventriloquism skill, and broadcast his voice a greater distance without loss of effectiveness. The caster need merely mouth the words he is projecting, and they will be spoken at the target location. This simple cantrip allows the caster to animate any small, light objects within reach. Any manipulated items must remain within 4" of the caster while the spell is being maintained. This is an all-important spell for anyone who wishes to be free from magical scrying. When cast, this spell creates a dead zone for all but the most powerful scrying spells. Because it is a very draining spell mentally, a given mage may only cast it once a day and the spell lasts but an hour. However it gives a full hour free of magical eavesdropping. Powerful leaders often keep several experienced mages around to cast continual spells against scrying when important negotiations are going on. The powerful spell creates a column of intensely hot flames in the target hex. These flames are hot enough to incinerate normal flesh, and will cause iron objects to glow red. This spell animates objects to attack the wizard's foes. Once commanded, an object near the mage will launch itself at a designated target causing considerable damage should the target be hit. The object will take a moment to get its bearings, then look out! This spell permits the caster to momentarily alter the physical mass of a person or object. No more than 200 Kg can be altered at a time. Through the use of this spell, the caster increases his general awareness of the world around him. Once cast, the mage will notice more. This spell is cast upon an inanimate object so that when a being next touches it, a limited illusory manifestation of the caster's choosing occurs. The manifestation can be of almost any nature the caster desires, but cannot be designed to fool or scare anyone, as it is clearly some sort of phantom sensation. The manifestation can be visual, sonic, or olfactory; it will appear or manifest near or around the creature touching the enspelled object. It could be, for example, the image of a white rose, the scent of the ocean, or the sound of a crying kitten. Their reaction may vary; although they may not associate the image with the thing touched, they are aware that a distinct "something" has happened to deliver this manifestation - usually this seems to be some sort of ghostly phenomenon. The nature of the image also affects their reactions; the image of a pink bunny rabbit is less disturbing than that of a looming skull. This spell is often made permanent for various reasons. First, so that every creature touching an object causes the same manifestation. Secondly, it is often incorporated into the enchantments of a magic item (often swords) to give the item personality and flair. A swarm of vermin crawl through any holes in the armor of the target, producing a number of nasty bites and stings until they are removed. The vermin will continue their attack for as long as the caster pays the END cost. The insects can also be removed manually, but this requires a half phase action per pest. The target of this spell suddenly develops an insatiable thirst, and must drink whatever fluids are at hand in preference to any other activity. Obviously, the target will be strongly opposed to drinking any liquids that are obviously harmful. It is possible, but not likely, that the target could drink himself to death given a sufficient quantity of liquid, and failed CON rolls. This powerful spell draws all the flies (or similar small biting insects) around into a huge cloud approximately 1 km in diameter, that then descends upon any unfortunate in its area. The insects will swarm over every available surface, and into every orifice, blinding, deafening and eventually suffocating their victims. This spell is (of course) associated with darkest sorcery, and can be cast but once per day, since there will not be sufficient insects in the area to produce a second cloud. This spell acts like a recorder, allowing the Illusionist to observe a sequence of sights and sounds, then play them back when a particular trigger event occurs. This can be used, for example, to allow the Illusionist to appear to be doing one thing while he is actually doing another, such as shuffling a deck of cards while reordering the deck. The caster appears to his foes to be truly invincible, causing them to reconsider or even completely abandon their attack. A mage who casts this spell becomes virtually undetectable by normal sight. The mage can still be heard, and anyone close enough to the caster will notice a disturbance in the air and will be alert. This spell allows the wizard to bend the perceptions of animals away from himself. As long as the wizard maintains the spell and remains beyond arm's length, the animals will pay no attention to him. This spell allows the caster to create an Invisible Servant to do the Wizard's bidding. The servant can only perform one task at a time, and will not engage in combat. (See the stats below. Note that the low strength of the Servant limits the types of tasks that can be performed.) Invisible Servant An Invisible Servant is not a living being in the normal sense, but is a magical force summoned to the bidding of a Wizard. The Servant will not engage in any form of combat, but will follow any orders given by its master even at the cost of its own existence. This spell is most handy for outdoor events where the weather is going bad or where the insects are becoming too much to bear. The spell creates a magical shelter of gold-hued glassy walls. The caster receives greatly enhanced defenses against attempts to steal or drain his powers, or to dispel his personal spells The Caster can reach a heightened state of battle frenzy that allows him to ignore wounds that would stagger a normal being. This power halves the normal STUN damage from any non-mental attack. Once he drops this power, however, the Caster takes any absorbed STUN damage. Hence he will usually attempt to maintain this power until it is safe to rest. This spell enables the caster to fortify his mind against mental attacks. While swimming underwater, the wizard may find it helpful to employ this spell to escape a predator. The casting of the spell turns his skin slimy and slightly opalescent, and he gains two large glands on the side of his neck from which the ink is ejected.