This spell allows the Wizard to glide very rapidly across a relatively smooth snow or ice surface. However, turning is difficult on such a slick surface, so skating has a turn mode of 4. The Wizard must still pay the standard END cost of 1 point per 5" running each phase. This causes the wizard to be covered with swirling blue flames. Although these flames do not hurt the wizard or his clothes, they will burn anything he touches or that touches him - like an attacker's weapon. This spell is especially effective against animals, who will frequently avoid the wizard after one attack. The change in the caster is quite dramatic as the wizard's hair, nails and teeth vanish, and the skin darkens and hardens into tight scales. The colors are fixed for any given wizard, but almost any colors and patterning are possible. A Skull Servant is a humanoid skull that has been animated to serve as a scout and spy for a Necromancer. The skull is able to fly about, but can neither run nor swim. While active, the eyes of the skull glow a sinister red. The head of the wizard changes to a skunk-like form (black haired with a white stripe) and he sprays the target with a powerful, malodorous liquid. Anybody coming near the target, or his possessions, before the scent wears off, is repelled by the strong odor. Fortunately, the scent will eventually wash off, especially if tomato juice is employed. The odor has no effect on creatures that have no olfactory sense, or use an enclosed breathing apparatus. This spell allows the caster to illuminate the night sky as if the sun were shining. The spell was originally developed to allow the more powerful Sun-mages more flexibility in casting their spells. Its more common use, however, is impressing primitive, and not so primitive, cultures. The caster concentrates and reaches out with his mind to activate the sleep centers of any creatures in the vicinity of the target hex. Those affected fall into a deep slumber, and can only be awakened by a disturbance from a loud noise or attack; or when rudely shaken awake by their comrades. The sleep spell is less effective against creatures that are light sleepers or have no need to sleep The caster can talk to a sleeping person, and they will respond fully and truthfully. This spell is a great way to get information but the talking may wake others. This spell enables the caster to "slip" out of space and "slip" back at another point. The caster steps forward and disappears, only to reappear elsewhere. The spell is accompanied by a "whooshing" sound. With this spell a mage can decrease the efficiency at which his target's body operates. His enemies' muscles will respond slower, and each movement will require more effort than normal. This spell creates a time field which slows down the target. The target perceives things normally but is unable to react as quickly. This causes an existing fire put forth black, sooty smoke that is almost impossible to see through. The target of this spell is enveloped by a dark murky cloud which shields his view and suffocates him. The head of the wizard changes to a snake-like form, with unblinking eyes and a flickering tongue. Pits in the sides of the head allow warm and cold objects to be detected, while the sensitive forked tongue provides a directional olfactory sense. The caster surrounds himself with a glowing light which reflects any arrows or projectiles back to the attacker. When cast, this spell creates a link between the caster and the plane of darkness. Anyone who touches the caster is immediately exposed to the vast coldness of the plane of darkness. Prolonged contact with the caster can drive an opponent insane. The spell was originally developed by the evil enchantress Sorsha, who used the spell on bound captives. This spell places a powerful enchantment on the recipient. It is usually used to compel obedience, since the triggered spell is cast on the target. Then, if the "soul object" prepared during the casting is destroyed, the victim is killed as his soul is drawn out of his body, even if he is far away. This spell protects the caster from the debilitating attacks of many creatures that affect the life-force of their victims, such as ghosts, or from spells with similar effects. This powerful spell allows the caster to change his victim into a duplicate of himself - with the same goals, memories and appearance. The powers of the new host may, however, be different. Total concentration is required and the caster must maintain physical contact with the target for the full period the spell requires to complete. The spell will be broken if the victim is able to break the mental compulsion - he will then revert to his own form. This spell is used sparingly by the wise magician - eventually, if the victim survives long enough, they will inevitably break free of the enchantment. Armed with the caster's memories, they are likely to be an implacable and dangerous foe This spell can be used to summon any visible target to an empty hex next to the caster. The caster must make a successful attack for this spell to succeed, but there is no penalty for range. Enlarging the active point cost will increase the range or mass that can be teleported. The END cost is 1 per 10" of teleportation. Not quite a dimensional gate, this spell creates a zone of dimensional interaction where an alternate plane interacts weakly with the Wizard's universe. The exact effects depend upon the plane chosen, but they will produce unusual environmental phenomenon. The alternate dimension must be selected when the spell is first researched, and is often one of the elemental planes. Thus, a Spacial Anomaly with the Elemental Plane of Fire would produce an area of varying, excessive heat. This spell is used by some wizards to protect their spellbooks and magical apparatus from unauthorised interference while they are away. It transforms the caster's magical goods into another item - either mundane or exotic in appearance. The appearance is decided by the caster when he first formulates the spell. It is even possible to maintain the appearance of the transformed items, but while they look similar to the original however, spellbooks will be full of gibberish, the apparatus will not fit together, or will malfunction etc etc. The condition set for retransformation can be anything - a code word, the casting of a particular spell, the completion of a puzzle, etc. Unpuzzling the spell-lock is a task approached with some caution, due to its resemblance to the much more dangerous Spell-ward spell This "generic" spell allows a Mage to absorb the energy from some phenomenon, and use it to increase the power of his spells. Unlike The Chain Of Myriad Uses (qv), which can absorb the energy from any natural phenomenon, this spell only works off one specific phenomenon, which must be defined when the spell is built. A single phenomenon cannot power both this spell and The Chain at the same time. Some phenomenon from which power can be absorbed include fire, cold, storms, lightning, physical blows, and running water. The actual name of the spell is often changed to reflect the type of energy it absorbs (for example, a spell which absorbs energy from cold might be called The Spell Of The Frigid Furnace). This spell is the companion to the Spell Of The True Arrow - it grants the caster increased accuracy in hand-to-hand combat. This spell, the bane of archers everywhere, allows the mage to pluck arrows and other missiles out of the air, avoiding the damage they might cause entirely. By using this spell, a warrior-mage makes himself an extremely accurate archer. This spell makes the caster stronger while in combat. It does not work to make the caster stronger so that he can lift heavy objects, break down doors, and so forth. A spell used to protect their magical apparatus from unauthorised use, this spell is similar to, but more powerful than, Spell-lock (qv). It transforms the caster's magical goods into any item, either mundane or exotic the caster chooses. The appearance is decided by the caster when he first formulates the spell. It is even possible to maintain the appearance of the transformed items, but while they look similar to the original however, spellbooks will be full of gibberish, the apparatus will not fit together, or will malfunction etc etc. The condition set for retransformation can be anything - a code word, the casting of a particular spell, the completion of a puzzle, etc. Unpuzzling the Spellward can be dangerous however - any unsuccesfull attempt will result in a dangerous defensive spell being unleashed. This dastardly spell creates a spherical gateway to the plane of the void, where all matter and energy are utterly consumed. The sphere moves 9" per phase, within range and under the direct command of the Wizard. Those caught by the black, featureless sphere are quickly consumed, unless they are specially protected or desolidified. The caster can use this spell to create a 3" radius sphere of complete silence. Conversation is impossible within the sphere, Powers requiring an incantation cannot be used, and no sounds of any form can enter or leave the area. The sphere can be cast on a stationary location, or it can move with the spell caster. In the later case, this could place the caster at a significant disadvantage. The caster s hands and feet become sticky, allowing him to cling to surfaces such as walls and ceilings. The caster must have at least three limbs in contact with the surface to be able to cling. The skin of the wizard sprouts a dense coat of hard spines that pierces anybody who comes too close, leaving barbed quills caught in the flesh. The spines are especially long and dangerous on the back and outer flanks of the wizard. This is the workhorse spell of sound illusions, able to generate sounds of any kind, in varied complexity. This spell allows the mage to curse someone in pre-selected manner. When the mage learns the spell, he must decide what change his curse will enact on a target such as changing their skin color, or making them appear old. The curse can easily be lifted in a manner befitting the curse, and this too must be decided upon when the spell is learned. For example, the cure for an old age curse might be to bath in babies' milk. The curse will have no effect on the target's combat ability, but can be embarrassing. A thick cloud of pollen is suddenly released from nearby growth, causing those caught within the radius to choke and gag with nausea. Anybody breathing the pollen cloud will be slow to move or react until the effects wear off. An airtight head cover, or lack of need to breathe, will offer immunity to the effects of the pollen. This spell allows the caster to run at great speed, though it is physically exhausting. When this spell is in effect, the caster's breathing speeds up and his eyes turn completely black. The bane of burglars, this spell creates an area of floor that emits annoying squeaking noises whenever a creature heavier than a mouse attempts to cross. The spell remains in effect for a period of one full day.