This spell allows the caster to dim the senses of the target, so that he will become less observant. Under the influence of the spell, a gambler would be less likely to notice sleight of hand, or a guard a forged pass. If only cosmetic changes are required, any roll of +EGO is sufficient to allow the spell to function - and PER rolls will be automatically failed. However, the spell is not invisibility - the target will see and remember obvious things. This spell allows the caster to detect the emotional residue left on objects. This may tell the mage something about who owned the object or how it was used. This spell is similar to invisibility and silence in that it is used to keep people from seeing or hearing you. However, this spell goes about it in a different manner. By casting Obscure, a mage merely makes himself hard to notice. People looking at him will tend to see only empty space. The advantage of this spell is that it covers both sight and hearing at once. The disadvantage is that a particularly observant person will see right through it. This spell removes any odor from the body of the caster and makes him all but undetectable by smell. A faint trace of the Wizard's scent can still be picked up within a 1" radius, however. This spell allows the caster to create an opening within an obstruction, such as a wall or portcullis. A more powerful version of the "Animate Dead" spell, this spell can raise a number of corpses to pseudo life, subject to the caster's will. They are not truly endowed with unlife - when the caster ceases to bend his attention to them, the corpses will collapse. In addition, the corpses only remain animated if they stay close to the caster. When this spell is cast, the caster's eyes, and the eyes of the bodies he is animating glow with fetid green light. This spell causes the opponent to open his heart to goodness and lose his combative ardor. He will continue to defend himself, but will not attack unless others seek to kill him. If he suffers from the berserk disadvantage, this spell will usually cause him to lose his combat frenzy. The terrible spell causes any old wounds on the target to open up again, causing terrible pain and bleeding. The spell creates a sphere of tight, boiling flames next to the caster which then rolls about under the control of the Wizard. Each phase the Orb is maintained, it will roll 6" along a string of contiguous hexes specified by the caster, and can hop across barriers up to 1 meter in height. (Due to inertia, the Orb can only change direction by a maximum of sixty degrees per hex moved.) Anyone in the hex path of the Orb is attacked, and flammable objects will begin burning. This spell allows the caster to change his form to that of a Great Horned Owl. (See the HERO Bestiary for details.) Once the sun rises, the caster is automatically restored to his normal form, even if flying, underground, or hidden from the sunlight. This spell allows the caster to see and hear as efficiently as an owl