OBJECT MAGIC (blue) Destroy item. Causes any one item to cease to exist, permanently. Will not work on certain magical items. Usable once. Create item. Causes any one item to come into existence, as described by the caster. Note that only inanimate matter may be created in this fashion, not deva or beings. Also, the item must be one the caster is familiar with to some degree--someone who's never seen poison will have a tough time creating it. Usable once. Conceal item. Causes an item to be concealed by an illusion that it is something else. Size discrepencies are not a problem; the illusion is multi sensory and permanent. .. Hide item. Causes an item to be permanently concealed by a non-detection spell, such that it will not be noticed by a normal search. Secrete item. Causes an item to cease to exist for one hour. Locate object. Discovers the location of any one unique object, or of the nearest member of a class. The spell takes a variable amount of time to cast, depending on the object's location. .. Analyze object. Allows the caster to ask any two questions about the nature, purpose or functioning of an item and get an answer. .. Sense impressions. The caster will receive visions relating to the recent use of an item. .. Protect item. Item is unaffected by any sort of object magic, although information may still be gathered about it. OFFENSIVE MAGIC (red) Numbness. This spell requires a focus of some sort to cast. It produces a ball of ionized particles that disrupt nervous functioning wherever they touch for fifteen minutes. .. Magic Missile. This spell requires a focus of some sort to cast. It produces a ball of energized particles that disrupt cellular functioning wherever they touch. .. [acts as a kill dart] Quickdraw. This spell functions as the ability; you may attack or defend with a weapon so long as the simulation weapon is on your person and able to be drawn. .. Enchant weapon. Causes any one weapon to grant a weapon skill bonus of 3 to anyone wielding it. Lasts for one combat. . Strength. Causes any one person's MA to increase by 150% for one hour. .. Speed. Causes any one person's MD to increase by 150% for one hour. .. Magic Armor. Acts as class 2 armor, but invisibly and silently, for one hour. .. Awareness. Causes subject to be unsurprisable for two hours. Usable once a day. Protection. Subject is unaffected by the direct effects of offensive magics for one hour .. MIND MAGIC (green) Truth. Forces subject to answer one question truthfully. Truth-read. Caster becomes aware of any lie the subject tells. Deceit. Allows subject to tell one lie, undetectably, unpreventably, unnoticably, within 6 hours of casting. .. Mind Bar. Subject is immune to all sorts of mind magic for one hour. Circle of Truth. Ritual Spell. All those participating in the spell scribe a circle and sit within it. Until the spell is broken, no lie may be told in the circle. The actions of the subjects are not otherwise proscribed. Prevention. A mental block is produced in the subject, preventing him from undertaking a certain action or type of action. The subject may not be prevented from undertaking activity to directly save his own life (ie; he may be commanded never to attack you, but not to never defend himself from you) The duration varies from one day to permanent, depending on the cooperation of the subject. Passive psyche defense. Domination. The subject is compelled to perform a particular action. The command may be as specific or general as desired, but may not be conjoint... no "and"s, "but"s, "or"s, "while"s, etc. Subject will perform the action as soon as it becomes possible, but is not otherwise compelled to cooperate. Active psyche defense. Dream Weaver. Some portion of the subject is needed for this spell, such as hair or blood or nails. The caster may construct a dream vision of any sort, which the subject will receive when next he sleeps.