When this spell is cast, the mage summons a version of himself from an alternate time stream. This "time brother" will immediately understand what is going on (his own time stream has almost identical events occurring) and will work to aid the caster. The presence of two versions of the same person in the same time stream is very straining to the space/time fabric, and so the duplicate can only remain for 24 seconds. Moreover, the spell cannot be cast more often than once per hour. As the caster grows in power, he must continue to restudy this spell in order to be able to summon more powerful versions of himself. With the casting of this spell, the caster launches himself out the normal time flow. The effect of this is that he can no longer interact normally with the physical world. He is still vulnerable to magical attacks however. The spell is very draining, and most casters can maintain it only for short periods of time. The focus for this spell is a small mechanism consisting of various wheels, cogs, rods, bands, ratchets, springs, and other parts. Once the parts are gathered, to properly assemble such a mechanism requires a successful skill roll against KS: Artifice Construction. Casting the spell will animate the device and cause it to produce a regular motion that properly tracks the time of the day. This is very useful if the caster needs to determine the time when he is in a location where he cannot observe the sun or the stars. When this spell is cast, a small time tunnel appears between the caster and any small ranged attack moving at him. As the attack strikes the tunnel it is displaced in time, protecting the caster from any harm. When the time mage casts this spell, all time in an area stops for up to twelve seconds. Anything entering the area of time stop also stops in time, up to a maximum of 400 kg. Nothing in the area of stopped time can be affected by the outside world in any way, nor can anything in the area of stopped time affect anything else. Power: Extra-dimensional movement, transport through time, 12 seconds into the future only, 400 kg weight. (A special effect of this spell is that those affected are "frozen" in space for the 12 seconds the spell lasts. Because they have actually been transported forward in time they cannot be affected in any way by the outside By casting this spell, a hole is created in the space/time fabric which creates a area of swirling and destructive time fields. Once created, the vortex is no longer controlled by the caster and will begin moving about randomly, wreaking havoc wherever it goes. Due to the warping nature of this spell on space-time, it can only be used three times daily. This handy little spell enables the caster to understand and communicate in almost any tongue (or sign language, for that matter). One of the most difficult spells to have ever been cast, the Tornado Spell is also one of the most destructive. Once cast, a 100 toot tall funnel quickly appears above the target hex (maximum range is 150"). The tornado sucks up everything in a radius around the target hex with a STR of 50 (just strong enough to pick up a small Farmhouse). Beyond 7" the winds lose 5 STR per hex. Everything picked up is thrown upward though the funnel and in a random direction with the full STR of 50. Anything or anyone thrown through the funnel is buffeted randomly by whatever else has been sucked up. On two separate 11- rolls, the unfortunate subject caught by the tornado takes 1 1/2d6 K and 6d6 normal - both physical damage. There is no chance to dodge these objects; they'll either hit, or they won't. The average man-sized object will be thrown 32" straight up, and 16" to the side. It will take 3 seconds to fall to the ground, with a velocity of 15" (taking 15d6 damage). With but a word and a touch, the caster can cause unliving objects to crumble and rot, while living objects wither and die. A mage can alter the fabric of his clothing, making it effectively as tough as armor with this spell. The armor will last until the caster stops putting END into it, but only covers part of the body (14- Armour Activation roll). This spell allows the Wizard to trace a use of the Teleport power back to its source. The spell works without a distance penalty to a radius of just over 1,000km, and suffers a -2 penalty for each doubling of the range thereafter. The Wizard will know the distance and direction of the Teleport source, but nothing further. With the passage of time, the Teleport trace fades, becoming more difficult to detect. Once cast, this spell allows a group of up to eight individuals to move across a soft surface without leaving tracks. This power greatly enhances the senses of the caster, allowing him to sense magic anywhere within range. He can also detect any strong magic which has passed his location recently, then follow the lingering traces to its source. This spell is used by many wizards to enhance the practice of their art. By casting it, the wizard becomes immersed in the mystical world - he is no longer aware of his physical body. The intense concentration thus possible allows him to augment his magical powers, but at some risk. If he fails his magical skill roll (use INT roll as default), the mage enters the trance as normal, but is unable to withdraw from it, slipping instead into a coma. He may try repeatedly to leave the trance at later increments on the time chart - otherwise, dispel magic or some similar power is required. This powerful spell of healing is only known by the most powerful of wizards and sorceror-priests. It will restore the recipient to health even from mortal illness. The traditional summoning ritual, this spell allows the caster to summon any creature that he can describe in some detail. (A Knowledge Skill roll is required, unless the caster has already witnessed the creature.) The being will be a typical member of its species, and is likely be uncooperative unless given sufficient inducement. Casting this spell requires a circle of summoning, a task requiring a full hour of steady concentration to prepare, unless the character already has one completed. The residence of a Conjurer will usually have a separate room devoted to this task, with the circle permanently inlaid in the floor. This power enables the Wizard to completely transform one plant species into another of roughly the same size and mass. The focus for the spell is a seed from the plant species which will result from the transformation. When this spell is triggered, it plays back a sound recorded earlier by the caster. The trigger can be any event that can be observed by the caster's normal senses. Objects on the floor, as well as the floor itself, animate and trip anybody moving through the area. This spell has no effect against swimming or flying creatures. With this spell, the caster can attempt to dispel transformation magic, returning the target to its natural form. The caster touches the target, and if successful, a low humming sound occurs as the target gradually assumes its original shape. This power allows the character to see clearly through all but the most powerful and devious illusions, both mental and physical. The caster can spot invisible foes, see through illusionary darkness, and know images to be mere figments of the imagination. The illusion will still provide a visual distraction, however, making it difficult to see details of what lies beyond. The Shadow Puppet spell was created by the little-known Illusionist, Weilam Tseshari, to allow his illusions to make simple but permanent alterations to the real world. The most devastating spell available to a Water Wizard, this spell is quite capable of taking out a fleet of ships or an entire coastal village. This spell is normally used only by the most foolhardy or by the strongest of mages as the results of success or even the consequences of failing are severe. It should be noted that this spell can only be done with a body of water that is considered a sea or ocean. To cast the spell the wizard must either be standing near the body of water or on the water. During the entire casting period, during which the wizard is slowly tossing the water from the body of a water elemental into the sea, the wizard is totally unaware of his surroundings and is very vulnerable to attack. Once the spell has been completed, the attack takes place over a huge area. However,theTsunami does not immediately affect the entire area - it starts closest to the caster and move as a wave at 10" per Segment. This is neither an Advantage or a Limitation, as the pluses and minuses tend to balance each other out. Another favorite of dirty traders and diplomats, this spell is useful in areas where traders are; it is also good for treaties. This spell allows the caster to write a document which seems perfectly normal. However, when a certain amount of time has elapsed, the text will disappear completely. This spell has no effect on anything other than documents written in ink. This spell is one of the most favored by shady traders. When cast upon a piece of parchment, the spell makes the text appear to say something it does not. This has the effect of hiding any real information which the parchment might contain. Only the caster, or someone with incredible powers of perception, may decipher writings protected by this spell. The spell is also broken if the paper is torn in half. This spell was originally developed by the less-than-honest Trader-Wizard Tulsit so that he could hide his black market dealings from the town guard. This useful spell allows the caster to temporarily diminish the magical powers of a Wizard. A band of golden fire flies from the fingers of the caster and hovers above the head of the target. Because of the nature of this spell, it has no effect on any magical powers derived from the gods. The caster must concentrate during the full phase it takes to cast. This spell allows the caster to change the state of the tide within a 1 kilometer radius. The height of the tide must be selected from an actual level during the next 24 hours, and the change requires several minutes to complete. (The tidal current is slow enough not to create a tidal bore, unless that occurs normally.) Once the regular tide matches the imposed level, the spell is cancelled.