Shallows can be treacherous things, hiding rocks and sand bars, which can run a ship aground. The Safe Shallows spell exists so the wizard can sense the sometimes labyrinthine routes of submerged topography. It is equally effective when navigating through thick fog, dark rivers, and other conditions when plain sight is useless. Climbing can be hazardous, especially when working high off the ground. This spell will create a net that will catch anybody who falls. Since the net is triggered by a fall, this spell will remain invisible until activated, increasing the thrills for an audience, or allowing a surreptitious backup. This spell allows the caster to step into a fire at one location and emerge from a fire in a site up to 160km distant. The place must have been previously selected by the wizard, and both fires must be lit at the time the spell is cast. If the remote fire has died out, the spell fails but the caster still pays the END cost. The spell provides no protection to the wizard from the flames, to which he will be exposed for a phase. Upon casting this spell, everybody within the 5" cone is struck by a blast of fine sand that seems to penetrate every opening. The primary effect is to make it impossible to see anything because the eyelids must remain closed to prevent damage. By calling forth the mightiest powers of the four elements, the Wizards can use this spell to wrack terrible upheaval upon a large stretch of land. What was once fertile grazing land can be transformed into a barren desert, or a new island can be brought forth out of a stretch of empty ocean. The upheaval greatly disturbs weather patterns over the area, causing unusual fluctuations in the climate. After a week, the land settles into its new form, but the weather may remain unstable for many decades thereafter. The scarred land is within a 500km radius of the target, and the spell can be cast from a distance of up to 1200km away. This ability protects the caster or a comrade from detection by any visual scrying magic, including Clairsentience, Enhanced Senses, or visually Triggered spells. However, the deflector will cease to function if the target uses magic employing a focus. This spell turns aside other spells designed to allow magical scrying. When the skies are too calm, or in the frenzy of seaborne combat, an extra gust of wind in the right direction can be very helpful. The wizard calls out the proper incantation and flings his arm in the desired direction, as though he were cracking a whip; and a powerful blast of air fills the sails. (Of course, sails are entirely optional.) The radius of this spell is large enough to affect several ships if they are close together. This spell conjures a white-hot, 6-foot wide floating disk of iron. The caster can maneuver the disk about at a rate of 10" by mental command. The disk cannot be moved farther than the above range, and can be stopped instantly, as if inertialess, by the caster's command. It can be used to strike and pummel creatures within range. If hit, the target will take damage from the impact and heat. If used to pin a creature down (successful grab needed), the victim is trapped by the disk, taking damage each from pressure and searing damage. Only disruption of the mage's concentration can free the trapped creature if the mage does not free them himself. Any cold-based attack or spell causing more than 5 points of damage directed at the disk causes it to shatter from thermodynamic shock, instantly ending the spell. This spell causes the wizard's hands to turn white-hot - hot enough to pierce even thick armor. This spell is a more powerful version of Sense Future. When the spell is cast, the caster gains the ability to see what may happen in the future. The vision may come to the caster in a number of ways. Usually the caster goes into a deep trance, and the vision passes through his mind. Alternately, an omen can occur, giving the caster some clue as to future events. A mage casting this spell may seek out a mind familiar to him. Seek Mind tends to give only vague hints about where the individual is, although a particularly lucky magician may be able to find out more. Stopping an enemy is fairly easy with the use of this spell. The caster has but to command the world around a target to grab that person and it will be attempted. The object grabbing the target can be anything, the ground, vines or a horse's saddle, but whatever it is, it won't let go on its own unless them mage orders it to do so. This spell makes the caster aware of minute air currents, allowing him to detect movement. It is not a 360 degree sense or a targeting sense, but is useful in the dark. It is only blocked by airtight barriers. Thus, the caster cannot sense movement beyond closed doors, through deep foliage, etc... The caster can also get information on the type of movement - how big an object is moving, how many objects, and how fast. Individuals cannot be recognized, and even different humanoid species are likely to be confused. The caster couldn't tell the difference between a large cat and a small dog, for instance. The caster can sense and identify different types of earth, stone and metal. This includes precious metals and gems. Solid barriers do not block this sense, but open space and living beings do. For instance, the caster could not sense gold in a person's hand in the next room, but could sense it buried 20 feet straight down. The caster cannot tell if the substance has been worked or forged (but could sense the purity of a metal). He could recognise a previously sensed item, such as a sword or a jewel While this spell is operating, the caster probes into the future, looking for any danger that may befall him. This spell is very inexact and the caster only gains a vague sense that something bad is about to happen. This spell will let the caster know if the unclean are nearby. The "unclean" include undead, demons, and other similar creatures. The head of the caster becomes bat-like and his ears become larger and directed forward. The wizard can even if blinded, catch a coin tossed in the dark or fight at full effect in total darkness. The caster can mentally join with a particular being, following its travels and communicate any advice or instructions. The target must cooperate in order for this spell to function, and the caster is unable to control the creatures actions through this means. This spell enables the caster to shade a large area from the heat of the sun. The effect isn't significant on lighting in an area, but can prove useful in helping to prevent sunstroke and heat exhaustion. A band of silken darkness forms across the eyes of the caster, protecting him from the blinding effects of bright light. His vision will otherwise be unaffected, although the glare from reflecting surfaces will be reduced to a comfortable level. This is a long and difficult spell in which the caster's black silk cloak turns into a shadow. This shadow hides the mage from sight and no sound may penetrate its barriers. Only in direct sunlight is the caster detectable due to a magical shadow. The caster summons a shadowy demon which can strike at a foe. The demon itself must be summoned in an area of shadows. After being summoned it strikes with blinding speed at its target, disappearing after the attack. The character transforms into a two dimensional shadow which continues to match his form and profile as he moves about. The strange moving shadow is difficult to perceive at night but stands out more prominently in full daylight. While in this form, the character can pass through small cracks and holes in surfaces, but not through a sealed barrier. He is still vulnerable to light or fire-based attacks, but not to most other attack forms. This spell - a favourite of mages who employ darkness-related spells - masks the visage of its caster in impenetrable darkness. Through this mask, he is able to perceive things hidden in darkness, breathe easily under any conditions and is protected from bright glares. The caster can employ any shadow that is visible and within range of this spell to serve as a spy. Once the spell is cast, he can both see and hear anything observed by that shadow, even if it belongs to a moving creature or target. Developed for purposes of stealth and escape, the Shadow Walk spell allows the caster to step into a shadow and emerge from another shadow. The caster creates a field of illusory darkness with a 2" radius, which is impervious to normal sight. This attack spell is very useful, and also rather humorous The caster commands the clothing and possessions carried by his target to come to life and move back and forth violently. This has the effect of shaking the target silly. The spell will not work on someone wearing very heavy armor (8 DEF or greater), or anyone magically shielded. The spell caster can create and alter shadows within a 1" radius of the target hex, although he cannot change the overall lighting level. This spell has little practical use, other than as a distraction or for entertainment value. This spell causes the target tree to reshape itself into a different form. The tree can be shaped to form a small hut, a lower trunk free of branches, a regular or unusual shape, or even a nest for a Roc or other large flying creature. This spell allows the caster to shape a body of water into any immobile form that will fit within two adjacent hexes. The water is held together by a weak force wall which maintains the shape. This spell has few practical uses beyond serving as a distraction or leaving markers. If the caster has PS: Artist, this spell can be used to produce a good quality likeness. There is a similar spell that works with gases, making them temporarily malleable. The essence of Body Manipulation, this spell allows the caster to physically become any living creature from the size of a mouse to an elephant. When combined with other spells, Shapechange allows the caster to simulate almost anything. The caster may become other people as well, although it takes some skill (Disguise Skill) to be able to impersonate another individual exactly. With this spell, the caster can hold the hand of another person and they can then fly together. Working with another person makes this spell very tiring; it requires significant concentration. As a mage can harm an enemy, so can he help an ally. This spell enables the mage to enhance the quality of his ally's sword by giving it a razor edge. The mage simply rubs down the length of the weapon and it is ready for battle. This spell allows the caster to make it more difficult for someone to teleport into the vicinity of the target hex. This is often used by magi during a siege to prevent the attackers from teleporting troops into a castle, or at least into critical areas such as the gatehouse. The area warded from teleportation is suffused by a faint golden mist. Upon casting this spell, a transparent image of a shield will appear superimposed upon the caster, and it will swiftly move to deflect any incoming ranged attacks. Casting the spell requires concentration to maintain the shield. When this spell is cast, the Wizard becomes a reservoir for an electrical potential which is discharged when the caster touches a grounded target with his bare hand. After casting, a white aura covers the Wizard's palm, and small sparks of electricity leak off into the air. The discharge will pass through conducting materials, such as an iron rod or metal gauntlets, and can be combined with an attack by such a weapon. When a group of adventurers need to climb up or down a shaft, the Wizard can use this spell to move the entire party to the next level. Lifting a large party is fatiguing to the Wizard, costing twice the normal END. The lift will begin to wobble slightly just before it winks out of existence. This spell causes the caster to shrink to the size of an apple. This makes the caster harder to hit, but much weaker. Like Growth, it takes the caster a full Turn to cause his body to change in size, and it takes considerable effort to remain shrunk. Mages are often hired in war to use this spell in particular. Siege Weapon is a spell which mages use to tear holes in the sides of castle walls and gates. Once cast, the hole remains open, making it an ideal entrance for soldiers. This spell allows a mage to become almost completely silent. This is a very useful spell for sneaking around at night or when used in conjunction with the invisibility spell. As with the invisibility spell, anyone close enough will notice the utter lack of noise and be on guard. The caster fashions a little charm that endows its owner with one greatly enhanced Characteristic. This charm can be very useful under the right circumstances, but it has one very large limitation: The person may not speak a word, or the magic of the charm will be broken. After casting this spell, the gestures and incantations of the caster are thereafter completely hidden from any viewers. This allows the Illusionist to prepare a lengthy spell in complete secrecy. This spell is a most potent offensive weapon. Upon completing the spell, a burst of up to five blazing white nodes of pure mystical essence shoot forth from a point above the head of the caster toward the target(s). The caster must pay the END cost for each bolt fired. This spell allows the wizard to animate a likeness of a creature or person. The simulacrum (worth a maximum of 75 character points) is severely limited in its skills, memories, and abilities compared to the original, and is incapable of improving itself. The construction is under the complete command of the Wizard who created it. The Simulacrum is constructed from a clay vessel, which roughly matches the original being. The spell first animates the clay form, then gradually transforms its external appearance until it looks almost identical to the original. (Make an INT roll to determine how closely the two match. An Artisan skill can be used to produce a better match.) Large beings will require several phases to complete, but only the END cost of the Transformation is paid once the Summoning is complete. If wounded, the Simulacrum oozes mud. If the caster fails his Magic Skill roll, (if skill rolls are used) the simulacrum animates (before the transformation has been completed) and attacks the Wizard. Casting this spell successfully creates one of the most formidable opponents that anyone could face. The caster fortifies his mind with a single purpose. All pain and damage taken is ignored by the caster who will refuse to run away until his goal is achieved. Unfortunately, the recipient of this spell becomes almost zombie-like, unable to divert from his quest for a moment, to consider anything else, or even to withdraw from the quest in the face of suicidal odds. Once the spell is cast the only way to stop the recipient is to kill him, dispel the original spell or use a mind control spell. (Note: although the recipient of this spell behaves as an automaton, he is still in fact a living being, so can run out of END, and still be vulnerable to mental powers).