TEXT: The Tome
  of the Ancient
  and Esoteric
  Mysteries
  of the
  Phantasms of
  Lyahvi.
  Lyahvi is the magic of the air, of the insubstantial, the invisible, the
  ethereal, and the illusory.  Lyahvian mages are manipulates of light:
  reflection, refraction, and confusion, with effects faster than the eye and
  difficult to describe.  They are masters of air and other gases, or sound
  (which travels on the air), and they can summon Asiri and other ethereal
  to their benefit.
  Since trappings the true element within opaque containers has the wrong
  kind of meaning, surrogate materials are chosen for their relationship with
  the Lyahvi element.  Transparent or translucent material such as gems and
  glass, and substances able to manipulate light such as mirrors, prisms, or
  lenses are favored.  Red is the hue of choice, so rubies and other red gems
  are desirable, preferably cut and polished to a sparkling, multi-facedted
  finish.
  The Lyahvi nemesis is earth, represented by the convocation  of Fyvria. 
  The essence of Lyahvi is bright, sterile, and unliving.  No organic material
  should be included in a Lyahvian focus.
  NOTE: When a mage of any convocation attempts to use a Lyahvi spell
  to enchant a non-Lyahvi elemental object his EML is penalized:
  -10 Secondary (Peleahn/Savorya) elements
  -15 Neutral elements (GM discretion)
  -20 Tertiary (Jmorvi/Odivshe) elements
  -30 Diametric (Fyvria) elements
  All animals are Fyvrian elemental objets, and a Shek-Pvar is also deemed
  to be an elemental object of his own convocation.
  
  Level Determination for Lyhavi Spells
  I
  II
  III
  IV
  V
  VI
  VII
  VII
  IX
  X
  XV
  XX
  
  Principals of Lyahvi
  1. Detection, Elemental
  2. Duplication
  3. Elementals
  4. Invulnerability, Elemental
  5. Manipulation, elemental
  6. "Electricity"
  7. Armour, elemental
  8. Confusion, Through illusion
  9. Etherealness
  10. Flight
  11. Flying
  12. Gas
  13. Ghost
  14. Hypnotism
  15. Illumination
  16. Illusion
  17. Levitation
  18. Light
  19. Lightning
  20. Noise
  21. Reflection
  22. Refraction
  23. Sound
  24. Steam
  25. Twilight
  26. Vapour
  27. Voice
  28. Whirlwind
  29. Wind
  30. Color, Changing/illusion
  31. Hallucination, Illusion
  32. Invisibility, Bends Light
  33. Odourlessness, Illusion
  34. Shadow, Illusion
  
  Table of Contents
  Chapter I
  Ablarin's Field (I) 1
  Aeric's Whisper (I) 1
  Beacon Of Isala (I) 2
  *Fire Of Geniorm (I) 2
  *Pheydore’s Deceitful Hands (I) 3
  *Pheydore's Glamour (I) 3
  *Pheydore's Mantle (I) 4
  *Scarlet Eye(I) 4
  Chapter II
  Aeric's Silken Voice (II) 5
  *Archade’s Eye(II) 5
  *Crimson Proxy (II) 6
  Crimson Rune (II) 6
  Cloak Of Kalaerin (II) 7
  Hlandor's Flash (II) 7
  Lens Of Ikara (II) 8
  *Loris' Glowing Globe (II) 8
  *Marcus' Marvelous Missiles (II) 9
  *Pheydore's Thunderclap (II) 9
  *Pheydore’s Wingbane (II) 10
  *Sight of Bekla (II) 10
  *Talvae's Distraction (II) 11
  *Talvae's Silent Steps (II) 11
  *Targeting (II) 12
  Chapter III
  *Therill's Everlight (III) 12
  *Blast of Nornis (III) 13
  *Buoyancy Of Shal (III) 13
  *Clutch of Marcus (III) 14
  Curse Of Bryen (III) 14
  *Daelen’s Cloak (III) 15
  *Dirchy's Hidden Sigil (III) 15
  Globe Of Setath (III) 16
  *Marcus' Haberdashery (III) 16
  *Newler's Transparency (III) 17
  *Nolomar’s Ray (iii) 17
  *Nornis's Distant Eye (III) 18
  *Pheydore’s Sheath (III) 18
  Prism Of Gethan (III) 19
  *Ranan's Disguise (III) 19
  Sight Of Castranel (III) 20
  *Talking Head (III) 20
  *Talvae's Alteration (III) 21
  *Talvae's Duplication (III) 21
  *Talvae's Enhancement(III) 22
  *Zedrun's Shield (III) 22
  Chapter IV
  *Balefires of Archade (IV) 23
  Beam Of Nolar (IV) 23
  *Bekla's Warrior (IV) 24
  *Cloak Of Bekla (IV) 24
  Entora’s Mirror (IV) 25
  *Gildrin's Image (IV) 25
  Light Of Aestir (IV) 26
  *Nolar’s Flames (IV) 26
  *Nornis's Lightcoat (IV) 27
  *Nornis's Windwall (IV) 27
  *Talvae's Tornado (IV) 28
  Wind Of Sharis (IV) 28
  Chapter V
  *Archade’s Vision (V) 29
  Evardin’s Tube (V) 29
  *Leap of Galenos (V) 30
  Motes Of Aradin (V) 30
  Passage Of Lyah (V) 31
  *Pheydore’s Shadow (V) 31
  *Talvae's Stairway (V) 32
  Visions Of Sheridyn (V) 32
  Chapter VI
  *Lightning Bolt (VI) 33
  Maslor’s Charm (VI) 33
  Wind Of Aradian (VI) 34
  Chapter VII
  Figure Of Aestir (VII) 34
  *Reflection of Marcus (VII) 35
  Vapour Of Hirin (VII) 35
  Chapter ML
  *Break Darkness (ML) 36
  *Shujoi's Transformation (ML) 36
  
  Tomb of Lyhavi
  �
  Ablarin's Field (I)
  A spell to generate semi-audible (white) noise to
  muffle or blanket other noises.  The basic spell will
  prevent anyone within its field from hearing quiet
  noises such as normal footsteps or subdues
  conversation.
  With CS or improved mastery, the effect improves,
  until at ML76+ shouting is inaudible (etc.).
  The white noise is itself detectable by normal senses:
  Test 5xHearing (against MS casting) or 3X Hearing
  (CS casting).
  The Field is centered on the caster's head  or focus,
  and is mobile with the root object.  The caster is not
  immune to the effect.
  Bonus Effects
  ML66+ Field is harder to detect.  Test 4x\2x hearing
  (with MS\CS)
  ML76+ Field blankets loud noises such as shouting,
  battle noise, etc.
  ML86+ Field is even harder to detect.  Test 3x\1x
  Hearing (with MS\CS)
  ML91+ Field may be rooted to an inanimate object
  other than the caster's head\focus.
  ML96+ Field blankets all noise short of major
  explosions.
    Fatigue:  (15-SI) x 1.5
        Time:  (15-SI) x 10 seconds
      Range:  MS: ML feet\CS: ML x3 feet
  Duration:  MS: SI x 10 s\CS: SI x 30 s.
  Aeric's Whisper (I)
  The spell allows the caster to speak a message that a
  remote, single, caster-designated individual can/will
  hear.  To the recipient, the message will sound as if
  someone were whispering in his ear.  The recipient
  mist be in range.  Communication is unidirectional
  (one-way).  The message may be as long as the caster
  can manage in duration.
  With the basic spell, the recipient must be in clear
  line of sight, and the caster must speak the message
  out loud (although softly).
  Bonus Effects
  ML71+ Caster need not speak the message out loud
  (thinking it suffices).
  ML81+ Recipient no longer needs to be in Line of
  Sight.  Range = SI leagues
  ML91+ Up to SI recipients may be designated: all
  receive the same message.
     Fatigue:  (15-SI) x 0.5
        Time:  (20-SI) seconds
       Range:  Line of sight  /  (ML91+ see above)
  Duration: MS: ML secs./CS: SI mins.
  
  Tomb of Lyhavi
  �
  Beacon Of Isala (I)
  Turns an everyday objet into a soft, cool light source
  capable of illuminating a sphere up to ML feet in
  radius.  The spell enchants an elemental object, and
  the caster requires a spark or other light source as a
  seed.
  Bonus Effects
  Ml51+ Caster can terminate effect at any time (but
  cannot turn the light back on again without
  recasting).
  ML71+ Light may be dinned or brightened, or turned
  on/off at the caster's command during
  Duration.
  ML76+ Spark/Light source seed no longer required
  ML91+ Touch no longer required.  Range to the
  illuminating object = ML feet.
   Fatigue:  (15-SI) x 0.5
      Time:  20-SI seconds
     Range:  Touch (ML91+ see above)
  Duration:  MS:ML mins./CS: ML x3 mins.
  *Fire Of Geniorm (I)
  (Author/Contributor: Mikael Hegardt) (revised)
  This spell creates the illusion of a small fire, which
  crackles, dances, illuminates and warms. The fire will
  neither spread or burn, and apparent fuel source must
  actually exist (e.g., a collection of sticks might
  become an illusory camp fire). Viewers may test
  against Willx5 to avoid being deceived. Any person
  who attempts to touch the flame automatically
  detects the illusion when his hand remains
  unscorched.
  Bonus Effects
  ML71+ Mage need not touch apparent fuel source.
  Range is SI yards.
    Fatigue:  (15-SI)x1.5
        Time:  (15-SI)x2
      Range:  Touch(ML71+, SI yards (line-of-sight))
  Duration:  MS:ML minutes/CS: MLx3 minutes
  
  Tomb of Lyhavi
  �
  *Pheydore’s Deceitful Hands (I)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This spell allows a single small object held by the
  caster, no larger than 1 lb. to not as likely be noticed
  by others by making other aspects of the caster attract
  their attention (the sparkle in his eyes, the unique
  weave of his tunic, the brilliant colour of his hose,
  etc.).
  The object can only be detected by a successful 5x
  Eyesight roll, and the caster must not draw direct
  attention to that hand, otherwise it will be
  automatically noticed.  Please note that it is not the
  object being enchanted, rather the individual who
  holds it.  A useful spell for "magic shows".
  Special Bonus:  Any caster with Legerdemain may
  add its SI to Deceitful Hands' EML.
  Bonus Effects
  ML 51+ Observers now roll 3x Eyesight.
  ML 71+ Observers must now make a 1x Eyesight
  roll.
  ML 91+ The caster now may wave the object
  liberally in front of his target, and the observer will
  still swear his hand is empty.  No Eyesight roll.
  ML 101+ The caster may now place the enchantment
  upon  another, up to ML feet away.
    Fatigue:  (15-SI) x 0.5 FP
        Time:  (15-SI) seconds
      Range:  Self (ML101+ ML feet)
  Duration:  MS:ML minutes /CS: ML x 3 minutes
  *Pheydore's Glamour (I)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  An illusion that once laid upon an unenchanted,
  translucent or transparent gem, will make the object
  appear more or less valuable, at the caster's
  discretion.
  This will alter the assessed value of the gem by + or -
  1d6 xSI% (x2 SI% with CS).  The gem must be held
  during casting.
  Bonus Effects
  ML 66+ The caster may now lay the spell on a gem
  within line of sight up to ML feet away.
     Fatigue:  (15-SI) x 1.0
        Time:  (15-SI) x 3 seconds
      Range:  Touch /ML66+ ML feet (line of sight)
   Duration:  MS: ML minutes /CS: ML x 3 minutes
  
  Tomb of Lyhavi
  �
  *Pheydore's Mantle (I)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  A basic spell of refracting light around the caster, so
  that he or she can manipulate his or her shadow.  The
  basic spell allows to merely increase or reduce one's
  shadow by about 50%.
  Bonus Effects
  ML 61+ The caster may now completely eliminate
  his shadow, 
  and cause himself to leave no
  reflection.
  ML 81+ The caster may now lay this spell on others
  by Touch.
  ML 91+ When Prism of Gethan is cast after this
  spell,.the caster can manipulate the shadow or
  reflection into any shape or image he chooses.  The
  effect is completely convincing.
  ML 101+The caster may cast this spell on others SI
  feet away.
     Fatigue:  (15-SI) x 0.5
        Time:  (15-SI) seconds
      Range:  Self
  Duration:  MS: SI minutes /CS: SI x 3 Minutes
  *Scarlet Eye(I)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This is an all-purpose divination spell, used to allow
  the caster to "see" the air currents and detect changes
  or patterns in air pressure, and divine the weather for
  the next SI/2 watches.
  Bonus Effects
  ML 61+ This spell also allows the caster to see any
  Asiri within the spell's range
  ML 81+ The caster may see any invisible or ethereal
  creature  within range.
  ML 101+The caster may see any Lyhavian
  Sanctums.
    Fatigue:  (15-SI) x 0.5
        Time:  (15-SI) minutes
      Range:  ML yards
  Duration:  None
  
  Tomb of Lyhavi
  �
  Aeric's Silken Voice (II)
  A spell that temporarily enhances the quality of a
  caster's voice.  The spell improves the EML of all
  voice-based skills, determined by the success
  achieved and the specific skill.
  Skill  
   
  MS 
    CS
  Acting
   
  +10   
  +20
  Animalcraft
   +10
   +20
  Lovecraft
   +10
   +20
  Oratory  
  +10
   +20
  Rhetoric  
  +10
   +20
  Ritual
   
  +20
   +40
  Singing  
  +20
   +40
  Misfire (CF) Table
  Roll 1d20
  01-15
  Subject loses his voice completely (cannot
  speak) for 1d20 hours.
  16-19
  Subject loses his voice completely (cannot
  speak) for 1d10 days.
    20  As above, plus subject permanently loses one
  point from his VOICE attribute.
  Bonus Effect
  ML56+ The enchantment may be laid on someone
  other than the caster.
   Fatigue:  (15-SI) x 1
      Time:  20-SI seconds
     Range:  Touch  
  Duration: MS: SI x2mins., CS: SI x5 mins.
  *Archade’s Eye(II)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  A minor enchantment that may be placed upon an
  unenchanted missile weapon.  The spell lies dormant
  until the weapon is shot/thrown, and then activates. 
  It causes the item to glow red, and strike with greater
  accuracy (+SI%).  The spell works by causing the
  item to move through the air more easily and with
  little interference.  Once Duration expires, or the
  missile is shot, the spell terminates.
  Bonus Effects (None)
     Fatigue:  (15-SI) x 1.0
        Time:  (15-SI) x 4 minutes
      Range:  Touch
  Duration:  MS: SI days /CS: SI months
  
  Tomb of Lyhavi
  �
  *Crimson Proxy (II)
  (Author: Christine Fossing and Klaus Ole
  Kristiansen)
  (Contributor: Klaus Ole Kristiansen)
  This spell creates a red, hazy, wraith-like image of
  the caster. The image appears next to the caster and
  may be made to move up to 50 feet per round in any
  direction, as long as it remains within ML feet and
  line-of-sight of the caster. It has no substance, and is
  not hindered by any kind of barrier. It does not need
  a surface to support it.
  The caster's spells may originate from the image.
  With the basic spell, the caster must be able to see the
  target of any spell cast through the image.
  Bonus Effects
  ML51+ The caster may see through the eyes of the
  image. Spells may be cast at targets not directly
  visible to the caster if the target can be seen through
  the image.
     Fatigue:  (15-SI)x2
         Time:  (15-SI)x2 seconds
       Range:  ML feet
  Duration:  MS:SI rounds/CS:SIx3 rounds
  Crimson Rune (II)
  Enchants an elemental object to glow softly where
  touched by the caster (the caster can paint in light
  with his hands).  Crimson Rune may be used to leave
  messages.  The glow is faint, normally visible for
  about ten feet.  The caster is able to write for about
  ML seconds (MS) and ML x3 seconds (CS).  The
  enchantment (writing) remains in place for duration.
   A spark of other light source is needed as a seed.
  Bonus Effect
  ML51+ The glow may be made invisible to all but 
  mages, or to those who know this spell.
  ML61+ The glow may be made invisible except in
  certain caster-designated lighting conditions
  (e.g. moonlight).  GM discretion will
  determine what specifications are
  reasonable.
  ML81+ No spark/seed is required.
  ML91+ The glow may be made invisible to all but
  caster designated person(s).
   Fatigue:  (15-SI) x 0.5  
      Time:  15-SI seconds
     Range:  Touch    
  Duration:  MS:ML days\CS:Indefinite.
  
  Tomb of Lyhavi
  �
  Cloak Of Kalaerin (II)
  A quasi-invisibility spell that can be used to cloak a
  single inanimate object.  The spell is useful of, for
  example, the caster wishes his focus to escape the
  notice of a search.  Generally, the spell works by
  bending light about the object.  The object's tactile
  sensibility is unaffected.  The caster is not immune t
  the effect and must wait of the enchantment to expire
  before he too can see the item.  With a greater
  mastery, however, the effect can be made tactile and
  the caster can make himself, and others, immune to
  the effect.
  Bonus Effect
  ML76+  Caster is immune to the effect and can see
  the object normally.
  ML86+  Caster may make all other persons he can
  touch (while casting the spell) immune to
  the effect(s).
  ML91+  Effect can be made tactile as well as visual.
  ML96+  Touch no longer required to enchant object.
   Range = SI yards (line of sight).
    Fatigue:  (15-SI) x 1.5
       Time:  (15-SI) x 4 Seconds
      Range:  Touch (ML96+ SI yards)
  Duration:  MS:SI mins\CS:SIx3 mins.
  Hlandor's Flash (II)
  The spell causes a belonging flash to radiate from an
  appropriate elemental object held by the caster.  All
  persons within SI yards (looking at the flash source)
  are blinded, and those within ML yards (looking at
  the object) are half blinded.
  Blindness lasts 10/20 seconds (MS/CS) and then
  turns into half-blindness, which lasts for a similar
  period.  Those blinded must select an Ignore defense
  and their MLs are halved (at least) for sight related
  tasks.  Those half-blinded sustain a Special Penalty
  equal to their Eyesight for all sight related tasks. 
  Effects described presume that the spell is cast in
  dim/dark lighting conditions (i.e. underground or at
  night); halve effects in bright light/full daylight.  The
  spell is (at GM discretion) twice as effective against
  nocturnal creatures.
  Note:  In a purely random situation, each person has
  a 10% chance of looking at the flash source at the
  critical instant.  This chance should be modified at
  GM discretion according to the situation.
  Bonus Effects
  ML86+  Flash may be made to emanate from an
  elemental object in good line of sight within
  ML yards.
   Fatigue:  (15-SI) x 1.5
      Time:  (15-SI) seconds
     Range:  SI yards/ML yards
  Duration:  Fraction of a second.
  
  Tomb of Lyhavi
  �
  Lens Of Ikara (II)
  Manipulates existing lighting phenomena.  This spell
  may be used to make a single object seem larger or
  smaller, or of different shape, or make it seem
  more/less opaque.  In other words, the spell affects a
  visual attribute of a single object.  It may not be used
  to create illusions from nothing and the enchanted
  object must preserve a fair proportion of its normal
  appearance.  Lens might make a puddle look like a
  pool, or a pool look like a small lake.  Shadows
  might be made deeper, gemstones larger, etc.  All
  effects must be with caster’s line of sight; the illusion
  fades as soon as this is no longer true.  the effects are
  fixed n space and the illusion created has no texture
  or tactile dimension.
  Bonus Effects
  ML61+  The illusion may include up to SI objects at
  GM discretion
  ML81+  Illusion continues to Duration even when
  the caster is no longer in line of sight.
    Fatigue:  (15-SI) x2
        Time:  (30-SI) seconds
      Range:  Line of Sight
  Duration:  MS: SI minutes\CS: SI x3 minutes
  *Loris' Glowing Globe (II)
  Creates a globe of light which is under the caster's
  control, and which may be maintained up to ML feet
  away.  The caster must maintain minor concentration
  for the entire duration of the spell, or it will fade
  away.  The glow illuminates up to a (SI x 5) foot
  radius, and moves at a maximum rate of 1
  foot/second.  The Globe fades if the caster loses sight
  of the illumination provided by the Globe (not
  necessarily the Globe itself, otherwise it would fade
  when it drifts over the caster's head - see ML 41+).
  Bonus Effects:
  ML 41+  The globe remains if the caster's
  concentration lapses.  By default, it drifts to
  a position directly above the caster's head.
  ML 81+  The caster may direct the globe's movement
  in advance, without having to continue
  concentrating as it moves.  The globe no
  longer drifts, except to remain within ML
  feet.
    Fatigue:  (15-SI) x 2
       Time:  (15-SI) x 10 seconds
      Range:  ML feet
  Duration:  MS:SI x 2 minutes\CS: SI x 5 minutes
  
  Tomb of Lyhavi
  �
  *Marcus' Marvelous Missiles (II)
  (Taken from Randy's HârnPage)
  With the basic spell, the caster fires from one to
  (SI+1)/2 missiles from his hand at one or more
  target(s). The missiles appear as slow moving balls of
  white light (about 2" in diameter), and may be
  dodged or blocked (use the Missile Attack Table with
  the spellcasting sucsess roll replacing the attack roll).
  Upon successful casting, on any M* result the
  missiles will strike their intended target(s) with a
  burn impact of 1d4+1. Hit location is determined as
  for normal strikes. Armour provides it's normal
  protection, so the basic spell is of limited use against
  armoured opponents. If the missile misses its
  intended target, it blinks out of existence.
  Bonus Effects:
  ML 51+ Three smaller missiles may be combined
  into a larger missile doing 2d4+2 impact.
  ML 71+ Four smaller missiles may be combined into
  a larger missile doing 3d4+3 impact.
  ML 91+ Five smaller missiles may be combined into
  a large missile doing 4d4+4 impact.
  ML 111+ Six smaller missiles may be combined into
  one large missile doing 5d4+5 impact.
    Fatigue:  (15-SI) x 2.0
        Time:  15-SI seconds
      Range:  ML feet
  Duration:  Instantaneous
  *Pheydore's Thunderclap (II)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This spell creates a tremendous crash of thunder,
  which can be heard up to SI leagues away.  However,
  anyone within SI yards not taking appropriate
  precautions shall be deafened for SI minutes, and
  must make a morale check of Will x5.  Astrophobiacs
  beware.
  Bonus Effects
  ML 41+ The spell may be cast at range, up to ML
  feet away.
  ML 61+ Any within SI yards shall take SI points of
  damage from the sound (or their Hearing
  score, whichever is less), and shall make a
  morale check of Will x3.
  ML 81+ All unprepared targets must also make a 3d6
  stumble roll.
     Fatigue:  (15-SI) x 1.0
        Time:  (20-SI) seconds
      Range:  None (ML 41+ ML Feet)
  Duration:  Instantaneous
  
  Tomb of Lyhavi
  ��
  *Pheydore’s Wingbane (II)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This enchantment causes a small bubble of air
  turbulence and disruption to attach itself to one flying
  target of no more than SI strength (CS = SI x2),
  requiring it to make a Dex x5 check or plummet to
  the ground.  Note that this spell only affects flying
  creatures dependant upon air currents, wind, and air -
  it will not affect ethereals, and such.
  Please note the following chart for falling velocity.
  Time
  Velocity
  Distance
  1 sec.
  27'
  27'
  2 sec.
  54'
  81'
  3 sec.
  81'
  162'
  4 sec.
  108'
  270'
  5 sec.
  135'
  405'
  6 sec.
  162'
  667'
  7 sec.
  162'
  829'
  8 sec.
  162'
  991'
  9 sec.
  162'
  1153'
  Bonus Effects
  ML 61+ The target must make a Dex x3 check to
  avoid falling.
  ML 81+ The target no longer makes a Dex check,
  and falls automatically.
     Fatigue:  (15-SI) x 2.0
        Time:  (15-SI) seconds
      Range:  ML yards
  Duration:  SI seconds
  *Sight of Bekla (II)
  (Author: Christine Fossing & Klaus Ole Kristiansen
  Contributor: Klaus Ole Kristiansen )
  A spell to improve the target person's aim. The basic
  spell works only upon the caster, creating a lens-like
  deformation in the air covering the caster's eyes.
  Sight of Bekla changes the range categories for
  weapons to 10, 25, 75, 225, 500, 1000, and 1200 feet,
  but will not increase the maximum range of any spell
  or weapon. It doubles medium range for Beam of
  Nolar.
  Bonus Effects
  ML51+ The spell may be cast on another person.
  Range is touch.
  ML71+ Weapon attacks may use the range modifier
  for the next lower range category. Example:
  a spear would have −5 to 5 hexes, −10 to 12
  hexes, −15 to 30 hexes, −30 to 60 hexes,
  and 60 would still be maximum range. Both
  short and medium range are doubled for
  Beam of Nolar.
    Fatigue:  (15−SI) x 1
        Time:  (15−SI)*2 seconds
      Range:  Self (ML51+, Touch)
  Duration:  MS: SI∗10 seconds\CS: SI∗30 seconds
  
  Tomb of Lyhavi
  ��
  *Talvae's Distraction (II)
  (Author: Jeff T. Barrett) (Contributor: Tim Prestero)
  This spell causes the individual designated by the
  caster to see a strange and fascinating object out of
  the corner of his eye. If the target turns to look, the
  object will flicker from the corner of one eye to the
  opposite corner of the other, as if it were circling
  rapidly around the back of the target.
  The target must roll against Willx3 (MS) or Willx2
  (CS) to avoid turning to attempt to get a better look at
  the illusory object. If the target fails this roll, he will
  waste ten seconds looking for the object. After this
  time, the target may attempt another roll at Willx4
  (MS) or Willx3 (CS). Each time the target fails the
  roll, he will waste another ten seconds and then re-
  roll at one level higher. (Willx5, Willx6, etc.) Once
  the target makes a successful Will roll, the object
  disappears from view.
  If the target is attacked while distracted in this way,
  the attack is made versus an Ignore defense and the
  illusory object immediately vanishes.
  Bonus Effects
  ML81+ The caster may affect SI number of
  designated individuals with a +0.5 multiple
  for Fatigue for each target added.
     Fatigue:  (15-SI)x1
         Time:  15-SI seconds
       Range:  SI yards
  Duration:  See above
  *Talvae's Silent Steps (II)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell creates a thin layer of cushioning air
  beneath the casterUs feet, thus muffling the sound of
  his or her footsteps. Listeners are unable to hear any
  footsteps so long as the caster moves at normal
  walking pace. If the caster attempts to move more
  rapidly, listeners may test against Hearingx2 (MS) or
  Hearing (CS) to hear the sound.
  Bonus Effects
  ML71+ The caster may bestow the effect on another
  individual in addition to himself.
  ML81+ The caster may bestow the effect on SI/2
  others in addition to himself.
     Fatigue:  (15-SI)x1.5
         Time:  15-SI seconds
       Range:  Self/ML71+, touch
  Duration:  MS: ML/2 minutes CS: ML minutes
  
  Tomb of Lyhavi
  ��
  *Targeting (II)
  (Author: Christine Fossing and Klaus Ole
  Kristiansen)
  (Contributor: Klaus Ole Kristiansen)
  A spell to improve the target person's aim. The basic
  spell works only upon the caster, creating a lens-like
  deformation in the air covering the caster's eyes.
  Targeting changes the range categories for weapons
  to 10, 25, 75, 225, 500, 1000, and 1200 feet, but will
  not increase the maximum range of any spell or
  weapon. It doubles medium range for Beam of Nolar.
  Bonus Effects
  ML51+ The spell may be cast on another person.
  Range is touch.
  ML71+ Weapon attacks may use the range modifier
  for the next lower range category. Example:
  a spear would have -5 to 5 hexes, - 10 to 12
  hexes, -15 to 30 hexes, -30 to 60 hexes, and
  60 would still be maximum range. Both
  short and medium range are doubled for
  Beam of Nolar.
    Fatigue:  15-SI
        Time:  (15-SI)x2 seconds
      Range:  Self(ML51+ touch)
  Duration:  MS:SIx10 seconds/CS:SIx30 seconds
  *Therill's Everlight (III)
  Creates a lasting light source.  This spell must be cast
  on an appropiate Lyhavi focus (transparent or
  translucent object), and must have a light source as a
  seed.  The overall brightness of the light will be
  sufficient to light an 10-foot radius area.
  Bonus Effects:
  ML 51+  A light source is no longer needed
  ML 61+  Brightness can be set (at time of casting)
  anywhere up to the light produced by a
  torch.
  ML 81+  Light may be varied by the caster after the
  time of casting, by taking (15-SI) minutes
  and making a Aura x 5 roll.  The caster
  acquires (15-SI) fatigue in the process, and a
  CF will negate the spell, if not permanent.
  ML 96+  If the spell is cast upon the Lyhavi object as
  it is being created, the duration is Indefinite
  (MS)/Permanent (CS)
    Fatigue:  15-SI) x 2.5
       Time:  (15-SI) hours
     Range:  Touch
  Duration:  ML days/Indefinite (ML 96+ Indef/Perm)
  
  Tomb of Lyhavi
  ��
  *Blast of Nornis (III)
  (Author: Anders Sandberg, Contributor: Magnus
  LyckÂ)
  The spell enchants a small sphere of glass, or other
  transparent or translucent object. The sphere is
  activated by an invocation word when in skin contact
  with the person uttering the word. This person need
  not be the caster, just someone who knows the proper
  invocation. The sphere will then explosively shatter
  three seconds after skin contact is broken, throwing
  shrapnel SI yards in all directions. The shrapnel has a
  point Impact of 1d6 per inch of sphere diameter. The
  maximum diameter for the sphere is SI/2 inches.
  Bonus Effects
  ML51+ A delay longer than three seconds, but less
  than or equal to remaining Duration, may be
  specified on activation.
  ML61+ The sphere may be caused to explode when
  a second invocation word is uttered within
  ML yards.
  ML81+ The spell may be combined with a Lyahvi
  spell of detection which can also be placed
  on a Lyahvi elemental object. The detection
  spell must be cast first, enabling the caster to
  instruct the sphere to explode when a
  specified result of the detection occurs.
    Fatigue:  (15-SI)*2
        Time:  (15-SI)*10 min
      Range:  Touch
  Duration:  MS: SI∗5 days\CS: SI*5 days
  *Buoyancy Of Shal (III)
  (Author/Contributor: Steve Bartlett)
  A spell that reduces the weight of the caster so that he
  assumes neutral buoyancy with the air surrounding
  him, thus allowing movement through the air as if
  through water. The basic spell does not affect the
  caster's possessions, and the caster remains fully visible
  (and damagable) throughout.
  Bonus Effects
  ML61+    effects may be increased to a few inches
  beyond the caster, including up to a
  backpack. The excess material is unlikely  to
  be Lyahvi material so that the spell will
  become more  difficult
  ML71+  The  spell may  be cancelled at will rather
  than extending to  duration. This applies
  only to the personal use of the spell
  ML81+ It may  be placed upon another (willing)
  person. Once again the spell will probably
  more difficult due to the material affected
  being Fyvrian
  ML91+  The caster has some control over his
  buoyancy, allowing a vertical drift of SI
  yards per ten seconds. This applies only to
  the personal form of the spell
  ML96+ The spell may be cast on an unwilling
  person, though they do get a chance to resist
  ( <CS> roll against Will, <ms> roll  against
  3xWill, success indicates resistance )
  Note: the casting of this spell in windy areas is not
  encouraged unless you are looking for a quick method
  of transportation. Similarly areas with updrafts such as
  cliffs are to be avoided....
    Fatigue:  (15-SI) x 3
       Time:   (15-SI) x 4 seconds
      Range:   Self (ML81+ Touch)
  Duration:  MS:ML secs.\CS: SI mins
  
  Tomb of Lyhavi
  ��
  *Clutch of Marcus (III)
  (Taken from Randy's HârnPage)
  With this spell, the caster develops an electrical
  charge to his hands. He then can deliver an electric
  shock to any touched victim. The caster must touch
  the victim to deliver the shock. Once the caster has
  touched a victim (whether he intends to or not ), the
  charge is dilivered and the spell dissipates. With
  Critical Failure, the shock is delivered to the caster.
  The shock's basic power is 2d6+SI with Marginal
  Success and 4d6+2*SI with Critical Success. Treat
  the shock as a E2 or E4 shock roll. Add SI or 2*SI in
  addition to the victims EI.
  Bonus Effects (None)
    Fatigue:  (15-SI) x 2.5
        Time:  20-SI seconds
      Range:  Touch
  Duration:  SI minutes
  Curse Of Bryen (III)
  Causes a single victim touched by the caster to suffer
  a gradual improvement of eyesight, one attribute
  point per day.  The effect (at first) may seem
  beneficial, but after several days, the victim’s eyes
  will become more and more sensitive.  With Eyesight
  at 26+ he will suffer from constant headaches in full
  daylight; at 31+ even candle-light will be intolerable;
  and at 36+ any light (even star-light) will be
  unbearable.
  After duration, of if the Curse of Bryen is dispelled,
  Eyesight returns to normal at the rate of 1 attribute
  point per hour.  There are no permanent after-effects.
  Bonus Effects
  ML76+  Touch no longer required; caster may
  enchant a single victim within SI yards.
  ML 96+  Caster can designate SI victims (or less) all
  of whom must be in range (SI yards).
     Fatigue: (15-SI) x2
        Time:  (15-SI) x 4 seconds
      Range:  Touch (ML76+ see above)
  Duration:  MS: ML days\CS: Indefinite
  
  Tomb of Lyhavi
  ��
  *Daelen’s Cloak (III)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  An illusionary spell that masks the sounds of the
  caster, and makes him slightly less noticeable against
  his surroundings.  It effectively adds SI (CS: SI x3)
  to the caster's Stealth, or subtracts the same amount
  from detection rolls vs. Hearing.
  Bonus Effects
  ML 61+ The spell may be cast upon another person.
     Fatigue:  (15-SI) x 2.5
        Time:  (20-SI) x 10 seconds
      Range:  Touch
  Duration:  MS: SI minutes /CS: SI x 3 Minutes
  *Dirchy's Hidden Sigil (III)
  (Author/Contributor: Mikael Hegardt)
  (revised)
  With this spell the caster may hide grooves, marks,
  writing, runes, etc. Only visible information is
  hidden, not tactile, so markings may be felt as under
  normal conditions. The area of writing/marking
  which may be hidden is SI (MS) or SIx3 (CS) square
  feet.
  Bonus Effects (None)
    Fatigue:  (15-SI)x2
        Time:  (15-SI)x5 seconds
      Range:  Touch.
  Duration:  MS: ML days /CS: indefinite
  
  Tomb of Lyhavi
  ��
  Globe Of Setath (III)
  Creates a fascinating and confusing, illusory ball of
  flickering, multicolored light, about one foot in
  diameter, that hovers one foot over the caster’s head;
  alternately, it may be attached to a Lyahvi elemental
  object.  the globe remains stationary in relation to its
  root object.  The Globe is marginal or critical,
  depending on the caster’s success and this determines
  range and effect.  Anyone in line of sight tests vs
  multiple of Will determined by their distance from
  the globe’s center, and its rating.  i.e.: a victim 14
  feet from a MS globe, rolls 1d100 against his willx3.
   Maximum target level = 95
  Feet to Globe
  MS Globe
  CS Globe
  0-10
  Will x 2
  Will x 1
  11-20
  Will x 3
  Will x 2
  12-40
  Will x 4
  Will x 3
  41-70
  Will x 5
  Will x 4
  71-100
  Will x 6
  Will x 5
  101+
  Will x 7
  Will x 6
  CF: 
  Victim remains stationary, gazing into the
  sphere until he or it is removed.  He may not
  make any more rolls.
  MF:
  Victim gazes helplessly into the globe for 10
  seconds at which time he may make another
  roll to break free.
  MS:
  Victims is partially distracted; he suffers a
  3d6 special penalty for 10 seconds and may
  then roll again.
  CS: 
  Victim is able to ignore the globe.  He is
  unaffected and does not have to make any
  more rolls.
  Effects terminate immediately when the globe
  dissipates.
  Bonus Effects (None)
     Fatigue:  (15-SI) x2
         Time:  (15-SI) x 4 seconds
       Range:   See above
   Duration:   MS:SIx10 secs.\ CS: SI x 30 secs.
  *Marcus' Haberdashery (III)
  (Taken from Randy's HârnPage )
  The basic spell allows the caster to present the
  illusion of a normal robe and sandals. This spell is
  useful after casting Figure of Aumos or a similar
  spell. The clothing does nothing to protect the mage
  from the elements or strikes, but helps to avoid
  certain embarrasing social situations. With greater
  proficiency, the variety of clothing that can be
  created is increased. The clothing is dispelled if
  removed.
  Bonus Effects:
  ML 36+ Clothing gives tactile sensation of real
  clothing, including weight.
  ML 51+ Caster can dispell the clothing at anytime.
  ML 61+ Caster may create Tunic, hose & shoes
  instead of Mages robes.
  ML 71+ Caster may create any clothing he has seen
  such as clerical garb, military uniforms,
  armour, insignia, etc.
    Fatigue:  (15-SI) x 2.0
        Time:  15-SI minutes
      Range:  Self
  Duration:  Indefinite
  
  Tomb of Lyhavi
  ��
  *Newler's Transparency (III)
  (Author/Contributor: Mikael Hegardt)
  (revised)
  This spell makes an inanimate object (such as a wall)
  transparent. The transparency is equal to that of glass,
  so one can still tell that the object exists. Up to SI
  (MS) or SIx5 (CS) cubic feet may be made
  transparent.
  Bonus Effects (None)
    Fatigue:  (15-SI)x2
        Time:  (15-SI)x2 seconds
       Range:  Touch
  Duration:  MS:SI minutes/CS:SIx10 minutes
  *Nolomar’s Ray (iii)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This spell creates a cone of light, SI x5 feet in length,
  and SI x5 feet in with at the terminus.  This cone is
  very intense light, and shall do half their SI +1d6
  damage to all within the cone, and targets must take
  the damage to all locations of their body (generally
  though, this will only affect their exposed skin.  Due
  to the general effect of this spell, each area will only
  take 1d6 injury points for a minor burn, and 2d6 for a
  serious burn.
  Bonus Effects
  ML 61+ The caster may now adjust range and width
  of the cone up to SI x5 feet, but adjusting
  the ray shall not adjust damage.
    Fatigue:  (15-SI) x 2.5
       Time:  (15-SI) seconds
     Range:  SI x 5 feet
  Duration:  A few seconds
  
  Tomb of Lyhavi
  ��
  *Nornis's Distant Eye (III)
  (Author: Anders Sandberg, Contributor: Magnus
  Lyckå)
  The spell enchants a transparent or mostly
  transparent object, a “lens”, causing it to split in half.
  Afterwards, light which enters the exposed face of
  one of the halves will exit from the other, no matter
  the distance between them. With CS, sound is also
  transmitted.
  With the basic spell, transmission is one-way. One of
  the halves becomes a transmitter and the other
  becomes a receiver. The receiver will only work
  when held to the forehead of a living person who has
  Attuned to the lens.
  The enchanted object may be of diameter no greater
  than SI inches. A person using the lens to view
  distant events will envision them as if the lens was a
  peephole one inch before his eyes.
  Bonus Effects
  ML71+ The caster may create two-way
  communicating halves.
    Fatigue:  (15-SI)*2.5
       Time:  (15-SI) hours
      Range:  Touch
  Duration:  MS: SI days\CS: indefinite
  *Pheydore’s Sheath (III)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This spell surrounds a single, unenchanted object in a
  thin, form-fitting shell of coherent, burning light. 
  This light will cause SI points of damage to anything
  that touches it, burn touching surfaces (not stone or
  metals), and causes the object to appear as a white,
  glowing object.  A handy enchantment to protect
  books from being read, objects from being handled,
  and can be used offensively with weapons, the
  caster's own body, etc.
  Bonus Effects (None)
    Fatigue:  (15-SI) x 1.0
       Time:  (20-SI) seconds
     Range:  None (ML 41+ See Above)
  Duration:  Instantaneous
  
  Tomb of Lyhavi
  ��
  Prism Of Gethan (III)
  Creates and manipulates illusions.  Objects may be
  made visible which exist only in the imagination of
  the caster, but unless CS is achieved, the illusions
  seem insubstantial and tend to flicker in and out of
  existence.  Normally, effects are stationary and must
  be in clear view of the caster.  the illusions are purely
  visual.  the illusions created are not self-illuminating
  and cannot be seen in the dark.
  Note: as a general spell, Prism of Gethan
   tends to lack the nicety of detail, realist,
  and quality possible with more specific
  personal spells.  Mages who desire
  illusions that will work on more senses
  than eyesight must develop (higher level)
  full spectrum spells.  The most effective
  illusion spells are designed to create a
  specific illusion: i.e. the same vision with
  each casting.
  Bonus Effects
  ML46+  Illusions can be made to move, but the
  caster must remain in line of sight and the
  effect requires great concentration
  ML66+  Caster can operate simple illusions beyond
  line of sight, provided he knows the
  geography.
  ML81+  Caster may enter trance and operate
  illusions beyond line of sight (this amounts
  to a kind of clairvoyance).
     Fatigue:  (15-SI) x 2.5
        Time:   (15-SI) x 2 seconds
      Range:   ML yards in line of sight
  Duration:  MS: SI x 10 secs.\CS: SI x 30 secs.
  *Ranan's Disguise (III)
  (Author/Contributor: Mikael HegardtÜ)
  This spell overlays a slight disguise upon a person's
  appearance. It cannot fool someone who knows the
  subject well, but acquaintances must test against
  (Intelligence+Will)∞3 to detect the illusion. People
  who have never seen the target before must test
  against Intelligence+Will. The target must be willing.
  Bonus Effects
  ML61• The caster may alter the subject's more
  seriously, 'molding' his appearance (who must be
  willing) to whatever he wants to.
  ML91• The target no longer need be willing. The
  subject must test against Aura•5 (MS) or Aura•3 (CS)
  to notice that something strange is happening, and if
  successful against Will•5 (MS) or Will•3 (CS) to
  prevent the disguise from being placed.
    Fatigue:  (15•SI)•2
        Time:  (15•SI)•5 seconds
      Range:  ML yards (line-of-sight)
  Duration:  MS: ML minutes\CS: SI hours
  
  Tomb of Lyhavi
  ��
  Sight Of Castranel (III)
  An enchantment to enable the caster to view distant
  objects as if they were close by (telescope spell). 
  The basic spell works only with a good line of sight,
  and be blocked or greatly hindered by clouds or dust,
  but this improves with mastery.  This spell allows the
  caster to see any object within MLx3 yards (MS) or
  ML x10 yards (CS) as if it were within a few inches
  of his eyes.  With MS, visions of objects more than
  have the Range away, may wobble or blur; with CS
  they are clear.  The spell provides no illumination.
  Bonus Effects
  ML76+  The enchantment may be laid on a subject
  other  than the caster.
  ML96+  Vision may be projected around corners, but
  not through opaque objects.
   Fatigue:  (15-SI) x 1.5
       Time:   (23-SI)  seconds
      Range:   Touch (to cast)
  Duration:  MS: SI x 3secs.\CS: ML secs
  *Talking Head (III)
  (Author/Contributor: Mikael Hegardt)
  (revised)
  The spell creates an illusion of a human-sized face.
  The face is able to speak a phrase or sentence spoken
  by the caster at the time of casting. The image may
  speak at most twenty words, and it cannot sing. The
  face will appear at a designated time, within SI (MS)
  or SIx3 (CS) hours of casting, speak its phrase and
  disappear.
  Bonus Effects
  ML51+ The image may be set to trigger when
  anybody comes within ML feet (line-of-
  sight) in a 180 deg arc in front of the image.
  Duration is indefinite, but the spell
  terminates once the phrase is spoken.
  ML76+ The image may be set to trigger when a
  described being enters the area (as described
  above); e.g., a dwarf with one arm, carrying
  a bow, etc. Duration is indefinite, but the
  spell terminates once the phrase is spoken.
    Fatigue:  (15-SI)x2
        Time:  15-SI minutes
      Range:  Touch
  Duration:  See above
  
  Tomb of Lyhavi
  ��
  *Talvae's Alteration (III)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell creates the visual illusion that the caster
  and all of his or her belongings are either better or
  worse than they actually are. For individuals, this
  reflects factors such as cleanliness, posture, lack or
  abundance of small scars and marks, and overall
  "scruffiness/pleasantness" of appearance.
  For possessions, the changes reflect quality
  (inferior/average/superior), cleanliness, shininess,
  apparent smoothness, and related factors. With a MS,
  the caster may change the appearance of self and
  possessions by one level (superior to average, or
  inferior to truly ugly, for example). With CS, a
  change of two levels is possible. GM's discretion
  with respect to changes in the appearance of the
  caster him/herself.
  Bonus Effects
  ML71+ The caster may bestow the effect on another
  individual.  Range is touch.
  ML86+ The caster may bestow the effect on SI/2
  others in addition to himself.
     Fatigue:  (15-SI)x2.5
         Time:  (15-SI) minutes
       Range:  Self(ML71+ Touch)
  Duration:   MS: ML minutes \CS: SI hours
  *Talvae's Duplication (III)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell creates an illusionary duplicate of the
  caster within line of sight and up to a maximum of
  ML yards away. The illusion looks solid but has no
  substance. It will duplicate the actions and
  movements of the caster exactly. This spell may be
  linked with AericUs Whisper or a similar spell to
  provide conversational ability.
  Bonus Effects
  ML76+ The caster may use another individual as the
  source of the  duplicate. The duplicate will then
  mimic that individual's actions and movements.
    Fatigue:  (15-SI)x2
        Time:  (15-SI)x10 seconds
      Range:  Line of sight. ML yards.
  Duration:  MS: MLx3 seconds\CS: SI minutes
  
  Tomb of Lyhavi
  ��
  *Talvae's Enhancement(III)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell prepares the caster for ethereal contact,
  improving  the EML of the casterUs psionic ability
  Medium by SIx2 (MS) or SIx3 (CS). It is cast
  immediately before Medium is used, and the duration
  begins once Medium itself has been prepared.
  Fatigue is postponed until after the Medium session
  has been terminated.
  Bonus Effects (None)
     Fatigue:  (15-SI)x2
         Time:  (15-SI)x10 seconds
       Range:  Self
  Duration:  MS:SI minutes/CS:SIx2 minutes
  *Zedrun's Shield (III)
  (Author/Contributor: Tim Prestero)
  (revised)
  This spell causes the air to form a wall of force as tall
  as the caster and which protects him from missile
  weapons coming from a specified 60! arc. The shield
  protects the caster from any flung  or shot solid item
  but offers no protection from non-solid airborne
  items, such as magic fireballs, or from non-missile
  attacks, such as swords and clubs. The shield reduces
  missile Impact by SIx2 (MS) or SIx3 (CS).
  Bonus Effects
  ML51+ The shield covers a 120 deg arc.
  ML61+ The shield covers a 180 deg arc.
  ML71+ The shield covers a 240 deg arc.
  ML81+ The shield covers a 300 deg arc.
  ML91+ The shield covers a 360 deg arc.
     Fatigue:  15-SI
         Time:  15-SI seconds
       Range:  Self
  Duration:  MS: ML seconds/CS:MLx3 minutes
  
  Tomb of Lyhavi
  ��
  *Balefires of Archade (IV)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This illusion spell causes the caster to take on a fell
  appearance, with burning eyes, smoking tendrils
  about the feet, witchfires floating about his person,
  etc.  This spell should cause morale checks and a
  great reaction.  The flames of the spell do cast light,
  illuminating an SI foot radius, but they do not radiate
  heat.
  Bonus Effects
  ML 86+  May be cast on another person, as long as
  they remain in sight up to ML yards away.
    Fatigue:  (15-SI) x3.0
       Time:  (15-SI) x2 seconds
      Range:  Touch
  Duration:  MS: ML seconds /CS: ML x3 seconds
  Beam Of Nolar (IV)
  Causes a beam of blinding, burning, coherent light to
  issue from the caster’s focus in a chosen direction. 
  the diameter of the beam is one inch (CS) or two
  inches (MS).  The caster must declare a specific
  (spot) target.  The accuracy and Burn impact vary
  according to range to target and success level as
  follows:
  RANGE (Max)
  CS
  MS
  Short (SI Yards)
  Med (ML Yards)
  Long (Mlx5 Yds)
  Direct Hit/4d6+SI
  1d6 inches/3d6+SI
  3d6 inches/2d6+SI
  1d6 inches/3d6+SI
  3d6 inches/2d6+SI
  5d6 inches/1d6+SI
  The first entry is the deviation (i.e. CS at medium
  range gives a deviation of 1d6 inches).  Deviation is
  in a randomly generated direction, and may still
  strike another part of the target.  The second entry is
  the Burn impact (i.e.  MS at Long Range generates a
  burn whose impact is 1d6 plus caster’s SI).
  The beam will be refracted/reflected as would
  ordinary light, and may be weakened or eliminated
  by darkness spell(s).
  Bonus Effects (None)
    Fatigue:  (15-SI) x3
       Time:  (15-SI) x 3 seconds
     Range:  As above
  Duration:  Fraction of a second
  
  Tomb of Lyhavi
  ��
  *Bekla's Warrior (IV)
  (Author: Christine Fossing and Klaus Ole
  Kristiansen)
  (Contributor: Klaus Ole Kristiansen)
  This spell creates an illusionary warrior who is tall,
  of heavy frame, and equipped with tower shield,
  estoc, plate half helm and scale habergeon. This is a
  full-spectrum illusion affecting all senses but
  otherwise unable to affect the real world. The warrior
  can be made to move or speak. It can only move as a
  real man, that is it can not walk through walls or fly,
  and it must stay within Range at all times. With the
  basic spell, the warrior will stand inactive if the
  caster can not see it.
  Bonus Effects
  ML61+ The caster can see through the eyes of the
  warrior, so that the warrior may act even if
  out of caster's line-of-sight.  With CS the
  caster may employ all of the warrior's
  senses, though touch will be somewhat
  limited.
     Fatigue:  (15-SI)x2.5
         Time:  (15-SI)x5 seconds
       Range:  ML yards
  Duration:  MS:SIx10 seconds/CS:SI minutes
  *Cloak Of Bekla (IV)
  (Author: Christine Fossing and Klaus Ole
  Kristiansen) (Contributor: Klaus Ole Kristiansen)
  (revised)
  The spell target, and anything worn or carried when
  Cloak of Bekla is cast, can not be seen. Objects will
  remain invisible only as long as they are kept on the
  target's person. Very long or bulky objects can not be
  hidden by this spell.
  A person who has witnessed this illusion before (and
  known that it was an illusion) may test against
  Eyesightx2 (MS) or Eyesight (CS) to see if he detects
  the invisible person/objects, but only if he is actively
  searching for illusions. If successful, he observes a
  slight distortion outlining the illusion.
  Bonus Effects
  ML41+ The target can not be detected by smell,
  though he may be tracked by scent.
  ML71+ The spell can be cast on another creature.
  ML91+ The spell can be cast on an inanimate object.
     Fatigue:  (15-SI)x2.5
         Time:  (15-SI)x3 seconds
       Range:  Self (ML71+ Touch)
  Duration:   MS:SIx2 minutes/CS:SIx5 minutes
  
  Tomb of Lyhavi
  ��
  Entora’s Mirror (IV)
  A spell that projects an image of an object to a
  remote location.  With the basic spell, the object must
  be held by the caster and the image must be in good
  line of sight within SI yards.  Wit MS, the image is
  perfect, but translucent - this improves with
  CS/Mastery.  The image is a “snapshot” of the object
  and will not normally change unless the object is
  destroyed in which case the image vanishes.  The
  spell works best on simple objects/images - more
  complex items should reduce EML.
  Bonus Effects
  ML56+  The image may be made non-translucent
  (solid looking)
  ML61+  Range to image increase to ML yards (line
  of sight is still required)
  ML71+  Image remains until duration expires, even
  if the caster is no longer in line of sight.
  ML81+  Line of sight to image no longer required
  (range to image remains unchanged)
  ML91+  Image can be more closely linked to its
  object -image will move/be moved as the
  object moves/is moved, etc.
  ML96+  A single attribute (i.e. Size, color, etc.,) of
  the  image can be varied slightly.
    Fatigue:  (15-SI) x 2.5
       Time:  (15-SI) x 3 seconds
     Range:  Touch (to Object)
  Duration:  MS: SI minutes, CS: ML Minutes
  *Gildrin's Image (IV)
  (Author/Contributor: Mikael HegardtÜ)
  This spell alters the appearance of an existing object
  within Range, in a fashion similar to Talvae's
  Alteration. For example, a warrior in shining armor
  could be made to appear dirty and battered. Addi-
  tionally, small displacements in the target's image
  may be effected; e.g., an open chest could be made to
  appear closed and so forth. With the basic spell, the
  caster cannot affect the size of the object.
  Bonus Effects
  ML51+  The caster may make the target appear to be
  up to 10% smaller or larger.
  ML71+  The caster may make the target appear to be
  up to 25% smaller or larger.
  ML91+  The caster may make the target appear to be
  up to 50% smaller or larger.
    Fatigue:  (15•SI)•3
       Time:  (15•SI)•3 seconds
     Range:  MS: SI feet (los)\CS: SI yards (los)
  Duration:  MS: ML minutes\CS: SI hours
  
  Tomb of Lyhavi
  ��
  Light Of Aestir (IV)
  Causes a multicolored, gently shifting light to emit
  from the caster’s focus.  The light reveals a hazy
  image of any ethereal objects within RANGE, or
  objects hidden by arcane means, but the basic spell
  shows only inanimate objects.
  Distinguishing the different types of phenomena and
  entity detectable by this spell requires practice (and
  GM discretion.  The clarity of the revelation (the
  brightness of the light) depends on the caster’s
  success level.
  Bonus Effects
  ML86+  Light will reveal animate objects/entities,
  including otherworldly ethereal.
  ML91+  Light will reveal the true form(s) of visible,
  disguised creates.  Of course, there is
  usually considerable controversy as to what
  a creature’s true form might be.  Since
  Pvaric philosophy holds that flesh is a
  manifestation of Aura, it follows that the
  Aura is the true essential form.  Therefore,
  anyone’s true form will appear as a
  somewhat abstract mass of hazy light.  With
  practice, the caster can learn to distinguish
  different types of entity by the forms of their
  auras.
  ML96+  Light will reveal the true forms of invisible
  ethereal and/or disguised entities (see
  ML91+).
     Fatigue:  (15-SI) x 2
        Time:  (20-SI) x 3 seconds
      Range:  ML feet
  Duration:  MS: SI secs.\CS: SI x3 secs.
  *Nolar’s Flames (IV)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This minor artifact enchantment allows an object to
  appear as if it is burning.  It does cast light
  appropriate to torchlight, but does not radiate heat,
  nor burn anything put in contact with it.  The smoke
  produced also seems to be somewhat diminished to
  the careful eye.
  Bonus Effects
  ML 96+  The sound of the flames may now be heard.
    Fatigue:  (15-SI) x3
        Time:  (15-SI) x2 minutes
       Range:  Touch
   Duration:  MS:SI days /CS: Indefinite
  
  Tomb of Lyhavi
  ��
  *Nornis's Lightcoat (IV)
  (Author: Anders Sandberg, Contributor: Magnus
  Lyckå)
  A spell which warps light around the subject and
  objects on his person and shifts light
  emitted/reflected from within into the invisible spec-
  trum. The subject is effectively invisible except for a
  slight distortion which might be seen along his
  outline, especially when he moves. Rapid motion
  causes rainbow-like phenomena. Test Eyesight on the
  following:
  Active search
  Passive search
  Movement
  MS
  CS
  MS
  CS
  Immobile
  Eye
  — 
  —
  —
  Crawling
  Eye∗2
  Eye/2
  —
  —
  Walking
  Eye∗3
  Eye
  Eye
  —
  Run/fight
  Eye∗8
  Eye∗3
  Eye∗6
  Eye
  A person fighting the subject suffers a Special
  Penalty of 30-Eyesight.
  Some external light enters the coat, enabling the
  subject to see. Light from the invisible spectrum may
  be transformed to the visible, enabling the subject to
  detect other Lightcoat subjects. This chance falls
  geometrically with the number of coat surfaces
  through which the light passes.
  Bonus Effects
  ML51+  Dirt, blood, etc., that strikes the subject
  during Duration is included in the
  enchantment.
  ML71+  Enchanted objects dropped by the subject
  remain enchanted.
  ML91+  Spell may be cast on another person or
  object.
    Fatigue:  (15-SI)∗3
        Time:  (15-SI)*3 seconds
      Range:  Basic, self (ML91+ touch)
  Duration:  MS: SI*2 minutes\CS: SI*5 minutes
  *Nornis's Windwall (IV)
  Author: Anders Sandberg, Contributor: Magnus
  Lyckå)
  A spell which creates an immobile wall of air (or any
  other gas present) with a strong suction on one side
  and a strong pressure on the other. The pressure side
  is strong enough to bar a man or animal from passing
  through, but not an object with a high ratio of speed
  to cross-section (e.g., a thrown spear), although it
  does lose speed (GM discretion). The pressure side is
  elastic, and if horizontally oriented forms a comfort-
  able sleeping surface or landing pad, provided one
  spreads out before falling on it. The wall must be
  “anchored” to the ground or similar strong surface.
  The wall dissipates immediately after Duration or if
  the caster passes from line-of-sight or falls
  unconscious.
  A windwall is one foot thick and SI∞2 square yards
  or less in area. With the basic spell, it must be flat. It
  is invisible, but the wind can be heard nearby. The
  pressure-side has no friction, so it is very difficult to
  maintain balance when trying to walk on a horizontal
  wall; test against Agility. Walking through a vertical
  wall from the suction side will likely cause a fall; test
  versus Agility∗2.
  Bonus Effects
  ML61+  Caster may “colour” the wall any time
  during Duration.
  ML71+  Caster may shape the wall and can also
  enclose volumes, locking air or other object
  within
  ML81+  Caster may reshape the wall during
  Duration.
  ML91+  Caster may move the wall, providing it
  remains anchored to a strong surface, up to
  SI feet per second at a fatigue cost of 15-SI
  per ten seconds of motion.
    Fatigue:  (15-SI)∗2.5
        Time:  (15-SI)∗2 seconds
      Range:  ML feet (line-of-sight)
  Duration:  1 hour
  
  Tomb of Lyhavi
  ��
  *Talvae's Tornado (IV)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell creates a cylindrical whirlwind of air to
  surround the caster at a radius of SI feet. The high
  speed of the whirlwind makes it extremely difficult
  for arrows and other missiles to penetrate (EML
  penalty of SIx7), and they are instead blown to one
  side (casterUs choice as to clockwise or counter-
  clockwise upon casting). Melee combat is affected as
  well, but to a much lesser degree (EML penalty of
  Six2).
  Bonus Effects
  ML71+ The caster may create a more complex
  vortex that blows entering objects in a
  random direction.
  ML86+ The caster may control the vortex more
  precisely, choosing in which direction to
  blow each entering object he or she is aware
  of.
  Note that the choices for direction are still clockwise
  or counter-clockwise. More specific control is not
  possible with this spell.
    Fatigue:  (15-SI)x3
        Time:  (15-SI)x2 seconds
      Range:  Self. Radius is SI feet.
  Duration:  MS: MLx3 seconds/CS:SI minutes
  Wind Of Sharis (IV)
  Used to transmute a volume of gas into another type
  of gas.  Only simple (elemental) gases may be
  transmuted (i.e. pure oxygen or hydrogen) and the
  end product must be an inert gas (namely one of
  argon, helium, neon, krypton, or xenon), but these
  constraints improve with proficiency.  The volume
  affected may not exceed 1,000 cubic feet (MS) or
  3,000 cubic feet (CS).  Unless cast in an airtight
  volume of space, the effect will dissipate in no more
  than five minutes; this depends on wind/air currents.
  Note: Perfect use of this spell would require modern
  Terran knowledge of physics/chemistry which few, if
  any, casters will possess.  Consequently, while the
  GM should know what kind of transmutation is
  occurring, the Caster must be less specific.  He could
  say, for example, “I wish to turn the air that
  nourishes into the air that makes us speak with high
  voices...” but should not say “Convert Oxygen into
  Helium.
  Bonus Effects
  ML66+  The individual components of gaseous
  compounds (such as oxygen in the air) ma y
  be isolated and transmuted.
  ML86+ The transmutation may be to any non-inert
  gas which remains gaseous and stable at the
  prevailing temperature and pressure.
     Fatigue:  (15-SI) x3
        Time:   (15-SI) x 5 seconds
      Range:   SI x 10 feet (line of sight)
  Duration:   Permanent
  
  Tomb of Lyhavi
  ��
  *Archade’s Vision (V)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  By casting this spell, a lens of crystal or glass can be
  used to gain greater clarity of sight to those who use
  it.  Once cast upon the lens, the duration is Indefinite.
   It has been known for two such lenses to be made,
  and perched upon the nose in a frame of wire or
  wood, one for each eye.  Using the lens will raise any
  user's eyesight score to 10.  As this is a major/minor
  power, any major artifact it occupies uses 3 Ego/Will.
  Bonus Effects
  ML 66+  Eyesight is now raised to 12.
  ML 86+  Eyesight is now raised to 14.
     Fatigue:  (15-SI) x2.5
        Time:  (15-SI) x4 hours
      Range:  Touch
  Duration:  Indefinite
  Evardin’s Tube (V)
  A spell to render an inanimate object temporarily
  non-corporeal.  The caster touches the object and
  speaks a brief incantation and the object becomes
  insubstantial.  The enchantment may be laid on part
  of an object.  The spell is able to render up to SI x2
  cubic feet (MS) and SI x 5 cubic feet (CS) of material
  non-corporeal such that other solid objects may pass
  through it.  Any attempt to use this spell on
  secondary, tertiary or diametric elemental substances,
  such as earth, stone, metal, water or ice, involves a
  special penalty to the caster’s ML, as noted in the
  Lyahvi introduction.
  Bonus Effects
  ML71+  Volume of material that can be affected is
  doubled.
  ML81+  Touch no longer required:  Range is
  increased to SI yards.
  ML96+  Volume of material that can be affected is
  tripled.
      Fatigue:  (15-SI) x 3
         Time:  (15-SI) x 4 seconds
      Range:  Touch (ML81+ SI yards)
  Duration:  MS: SI mins.\CS: SI x 5 mins.
  
  Tomb of Lyhavi
  ��
  *Leap of Galenos (V)
  Author/Contributor: Janne P‰nk‰l‰Ü
  An enchantment which transports the caster to a
  designated place within line of sight by turning him
  into a beam of light. With the basic spell, the caster is
  unable to carry along any personal possessions. If the
  caster is in motion when he casts the spell, then when
  he resumes his normal form after transport he will be
  traveling at that speed.
  (Note: there is a possibility that CF may result in
  transportation in a random direction. If this occurs, it
  might be of use to know that terminal velocity for a
  falling human is about 200 ft/second, which is
  attained in about seven seconds.)
  Bonus Effects
  ML61+   Caster may carry clothing and/or other
  personal possessions totalling no more than
  SI% (MS) or 3•SI% (CS) of his bodyweight.
  ML81+  Spell may be cast on another willing person.
  Range is touch.
    Fatigue:  (15−SI)∗3.5
        Time:  (15−SI)∗3 seconds
      Range:  Basic, self (ML81+Touch)
  Duration:  (Virtually) Instantaneous
  Motes Of Aradin (V)
  Creates a stream of brightly flashing, dancing motes
  of light around the caster.  The light-storm is
  centered on the caster’s head and extends for (up to)
  ML yards in all directions.  The motes are harmless,
  but very distracting.  Sight-dependent skills used
  within the light-storm function at 50%/25% ML for
  MS/CS castings.  The basic spell produces pinkish
  motes, but multicolored light may be produced with
  greater mastery.
  Note:  This spell attracts a good deal of attention. 
  Shek Pvar rarely use it in town (or on the battlefield).
  Bonus Effects
  ML41+  Caster may produce vari-colored, flashing
  motes, change colors, etc.
  ML46+  Caster is able to render the motes invisible
  to himself, this enables him to function
  normally within the field of effect.
  ML66+  Caster may affix the enchantment to an
  object or person other than himself. 
  However, if the chosen object is not a
  Lyahvian elemental object, the normal EML
  penalties apply.
  ML76+  Caster is able to render persons he touches,
  in the course of duration, immune to the
  effect.
  ML91+  Caster is able to render any person within
  the storm immune to its effect (touch no-
  longer required).
     Fatigue:  (15-SI) x 2.5
        Time:  15-SI seconds
      Range:  Touch (ML91+ line of sight)
  Duration:  MS: SI mins.\CS: SI x 3 mins.
  
  Tomb of Lyhavi
  ��
  Passage Of Lyah (V)
  A spell to render the caster translucent and semi-
  corporeal (quasi-ethereal).  With CS, the caster has
  the option of invisibility.
  The caster-ethereal has difficulty moving.  Normal
  air resists him as if her were underwater (SI yards per
  10 secs).  The caster can penetrate solid objects, but
  the process causes discomfort and feels like
  swimming in molasses (move no more than SI feet
  per 10 secs).  The ethereal-caster is immune to
  mundane injury, but would feel, for example, a
  normal sword slashing repeatedly through his form. 
  This is a one-way effect; non corporeal creatures
  cannot feel the ethereal at all (except sometimes as a
  chill or shiver, depending on the subject’s
  sensitivity).
  The caster’s physical body de-manifests,
  accompanies his ethereal form, and will re-manifest
  as the spell wears off or is dispelled.  This will
  happen regardless of where the caster is at the tie.  If
  this happened  to be halfway into a wall, the
  remanifestation would be fatal for the caster, but does
  leave an interesting design on/in the wall.
  Bonus Effects
  ML71+  Spell may be cast on another (willing)
  person.
  ML91+  Spell may be cast on another unwilling
  person, if the subject fails a test against
  WILL x3 (MS casting), or WILL x1 (CS
  casting).
    Fatigue:  (15-SI) x 3.5
        Time:   (15-SI) x 4 seconds
      Range:  Touch (as applicable)
  Duration:  MS: ML secs.\CS: ML mins.
  *Pheydore’s Shadow (V)
  (BY Blair Wettlaufer brand@INTERLYNX.NET)
  This spell allows the caster to detach his
  shadow/reflection from himself and send it away. 
  The basic spell allows the shadow to act
  independently, but it will only follow the caster's
  direct orders, and then return upon completion. 
  Useful for spying.  While the shadow is gone, the
  caster shall not cast a shadow nor reflection.  Also,
  the caster will not gain any information until the
  shadow returns.
  The shadow will only have 1/3 of the caster's Sensory
  skills and statistics, and will only move at 1/3 the
  caster's Move, and may not communicate.  However,
  the shadow has 2x the caster's Stealth, cannot be seen
  at night, and moves with absolute silence.  The
  shadow may vanish, and return to the caster instantly
  at any moment, and automatically happens at end of
  Duration.
  Bonus Effects
  ML 61+The caster is now aware of the shadow's
  observations and may direct it as he chooses
  during its absence.  The  shadow may now
  speak with 1/3 the caster's Voice.
  ML 81+The shadow may now take on substance (this
  must be decided before casting, and may not
  be changed during the enchantment).  This
  allows the shadow 1/3 of all the caster's
  stats, shadowy versions of any objects held
  (including weapons at 1/3 damage values),
  but any damage the shadow takes is
  immediately transferred to the caster (as if
  the caster himself was struck).  In combat,
  the shadow may only vanish on its own turn.
   All FP used by the shadow are taken
  immediately by the caster.  The shadow is
  impeded by 1/3 of the caster's Physical
  Penalty at any given time.  Any object
  dropped by the  shadow vanishes.
  ML 101+ The shadow may take on substance or non-
  corporealism during its action, and the
  caster may cast spells through the shadow at
  1/3 EML.   Shadowy objects may be given
  to others (as long  as Duration lasts, and
  they are usable by others,  readable, etc.)
     Fatigue:  (15-SI) x3.5
        Time:  15-SI x4 minutes
      Range:  Self
  Duration:  MS: SI hours /CS SI x3 hours
  
  Tomb of Lyhavi
  ��
  *Talvae's Stairway (V)
  (Author: Jeff T. Barrett)
  (Contributor: Tim Prestero)
  This spell condenses the air beneath the caster’s feet
  to create a series of hazy gelatinous steps. The steps
  are created as the caster walks upward, and remain
  behind for the duration of the spell. The steps can be
  touched and harmed by physical means, and if a
  lower step is entirely destroyed, the stairway will
  collapse. Initially the semi-solid steps can only
  support the caster, and high winds may interfere with
  step formation and stability.
  With higher levels of mastery, the strength of the
  steps increases, allowing more individuals to be held
  and providing greater resistance to wind and assault.
  Bonus Effects
  ML41+ The steps have the strength and consistency
  of earth.
  ML51+ One additional individual may accompany
  the caster.
  ML61+ The steps have the strength and consistency
  of wood. Two additional individuals may
  accompany the caster.
  ML81+ Lower steps are unimportant and can be
  removed at the caster's will. Three
  additional individuals may accompany the
  caster.
  ML91+ The steps have the strength and consistency
  of stone. Five additional individuals may
  accompany the caster.
    Fatigue:  (15-SI)x3
        Time:  (15-SI)x3 seconds
      Range:  Touch
  Duration:  MS: SI minutes\CS: SIx3 minutes
  Visions Of Sheridyn (V)
  A spell to create powerful, vivid, invisible
  (subliminal) illusions.  This is an extremely subtle
  spell used to help the caster’s Rhetoric.
  The spell may be cast immediately prior to, or in the
  course of a conversation.  Thereafter, for the
  Duration the caster may give the single person he is
  talking to extremely brief illusion-flashes which tend
  to act directly on the subconscious.
  If properly used the subliminal effect can be
  profound.  An experienced caster can convince
  almost anyone of anything  But in the hands of a
  novice, the spell is generally quite ineffective.  If
  used to enhance the caster’s Rhetoric Skill, the effect
  is to add 10-100% to the caster’s EML.  If a plausible
  argument is made, victims can sometimes be
  persuaded to act against their better interests.
  Bonus Effects
  ML46+  The spell may be used to inject effects into
  conversations in which the caster is not
  participating (i.e. to help a friend persuade
  someone).  Eye contact no longer required. 
  Range = SI yards.
  ML86+  The spell can be cast on an audience
  (broadcast) instead of a single person.  This
  enhances the Oratory skill instead of the
  Rhetoric skill.  The range is increased to ML
  yards.
      Fatigue:  (15-SI) x 2.5
         Time:   (15-SI) x 2 seconds
       Range:  Eye contact(ML46+ SI yards)
   Duration:  MS: SI mins.\CS: SI x 3 mins.
  
  Tomb of Lyhavi
  ��
  *Lightning Bolt (VI)
  (Taken from Randy's HârnPage)
  With this spell, the caster delivers a powerful electric
  shock to a single specified target within ML yards.
  The target must be in a direct line of sight with the
  caster. The bolt is considered fired for dodge/defence
  considerations.
  If the target dodges,the bolt will continue until it
  contacts any solid object or magical effect, at which
  point it will deliver basic shock (treat as burn) impact
  equal to SId6.
  The bolt will disappear if it fails to contact any solid
  object within range.
  Bonus Effects (None)
    Fatigue:  (15-SI) x 4.0
        Time:  30-SI seconds
      Range:  ML yards
  Duration:  Instantaneous
  Maslor’s Charm (VI)
  A spell to find/summon ethereal.  The basic spell will
  locate the nearest ethereal entity, but give the caster
  only a vague idea of its nature, and then only with
  CS.  With improved mastery, the caster is able to
  identify, summon and more easily control the target
  entity(ies).  The basic spell only allows the caster to
  scan the ethereal landscape.
  A controlled ethereal may be returned whence it
  came by commanding it to depart.  This command
  takes time (same as to cast the spell), but no
  additional fatigue.  IF the caster does not return a
  controlled ethereal before duration expires, it will be
  free (in the caster’s world) and will do as it pleases. 
  Some ethereal, in order to avoid Mental Conflict or
  punishment, are prepared to negotiate for their
  favors.  This varies greatly from one entity to another
  and is largely a matter of GM discretion.
  Bonus Effects
  ML56+  Caster will gain a good idea of the ethereal’s
  strength, morality and nature.
  ML66+  Caster may seek out a second ethereal.
  ML76+  Caster may find/identify up to SI/2 ethereal.
  ML86+  Caster can summon any identified ethereal
  if he can win a Mental Conflict with it.
  ML96+  Caster can control any ethereal he summons
  if he wins a Mental Conflict.
     Fatigue:  (15-SI) x3
        Time:   (15-SI) x 4 seconds
      Range:   n/a
  Duration:    MS: ML mins.\CS: ML x 5 mins.
  
  Tomb of Lyhavi
  ��
  Wind Of Aradian (VI)
  A spell which allows the caster to increase or decrees
  the windforce in his immediate vicinity.  The effect is
  extremely localized and, while it can be used to drive
  a single ship the caster is on, it has no effect beyond
  that on the local weather.  It could not, for example,
  be used to sail a fleet.
  The caster declares to the GM before casting where
  he wishes to increase or decrease the windforce. 
  With MS/CS he achieves his intent.  With CF, the
  wind may be randomly affected, and/or the caster
  will suffer the normal effects of a misfire at GM
  discretion.
  The spell cannot be used cumulatively;  The caster
  could not, for example, raise the windforce from 0 to
  1 with one casting and then raise it to force 2 with a
  second.
  The spell needs a significant volume of space for air
  circulation.  While in theory the spell can be cast
  indoors, few interior chambers are large enough. 
  Reduce effect at GM discretion.
  Bonus Effects (none)
     Fatigue:  (15-SI) x 4.5
        Time:  (15-SI) x 4 seconds
      Range:  n/a
  Duration:  MS: SI mins\CS: SI x 5 mins
  Figure Of Aestir (VII)
  A spell that renders the caster translucent and non-
  corporeal -- ethereal.  In this form he is immune to
  physical damage, but remains susceptible to
  enchantment.
  With the basic spell, the caster cannot achieve full
  etherealness.  He can still feel events in the material
  world, but cannot affect them.  He is not immune to
  physical harm, but injuries sustained leave no
  wounds and have their equivalent injury points
  translated into equal quantities of fatigue points as
  they are acquired.  This improves with mastery.
  The effect co-extends with the caster’s Aura, several
  inches beyond his skin in all directions, and can be
  further extended (with practice) to include a
  backpack, weapons, etc.
  Bonus Effects
  ML66+  Injury Points sustained while non-corporeal
  are halves before converting to Fatigue
  points.
  ML86+  Caster can achieve full ethereal state
  wherein he is immune to physical harm. 
  Injury points sustained in this state are no
  longer translated into Fatigue Points.
  ML96+  Caster may, upon casting, designate a single
  item he is touching (such as a weapon) as a
  link.  The link item has substance, but can
  still be touched by the caster.  If the caster
  fumbles/drops a link item, it can be used
  against him.
    Fatigue:   (15-SI) x 4.5
       Time:    (15-SI) x 4 seconds
     Range:    n/a
  Duration:   MS: SI mins\CS: SI x 5 mins.
  
  Tomb of Lyhavi
  ��
  *Reflection of Marcus (VII)
  (Taken from Randy's HârnPage)
  With this powerful spell, the caster creates SI/2
  mirror images of himself. The basic spell only
  produces a visual image that "reflects" the caster.
  The images appear to do the same thing as the caster.
  With the basic spell, the reflections are only visual.
  No auditory/tactile or olfactory traits will be
  produced.
  Any successful combat strike or hostile spell will
  dispel the image it strikes. Note that with the basic
  spell, entities with sensitive noses are most able to
  detect the false nature of the image. The images must
  all remain within ML feet of the caster.
  Bonus Effects:
  ML 41+The reflections are solid to the touch, but
  will still be dispelled by a successful combat
  strike/spell.
  ML 56+The caster can mimic basic sounds
  (footsteps, rustling of clothing, etc.)
  ML 69+The caster can speak through the images.
  ML 81+The caster can mimic any olfactory traits.
  ML 96+The caster can control the images
  independently of himself (i.e. the images
  can act independantly).
    Fatigue:  (15-SI) x 5.0
        Time:  15-SI minutes
      Range:  ML feet.
  Duration:  SI minutes
  Vapour Of Hirin (VII)
  An enchantment to protect an object/entity against
  harm by dematerializing it.  CF on casting causes
  instant dematerialization (perhaps of the caster) and
  random rematerialization at GM discretion.  With
  MS/CS the enchantment is laid and may be instantly
  invoked at any time during duration by the caster’s
  touch.
  On invocation, the object/entity evaporated in 20-SI
  seconds, and recombines after a minimum of 24-SI
  hours and a maximum of SI days.  The caster may
  declare any time/place (on the same world)
  when/where recombination will occur within the
  min/max range.  The more distant in space-time the
  recombination point, the grater the margin of error
  additional rolls may be required (GM discretion) to
  determine accuracy.  On recombination, non-
  permanent enchantments on the object/entity are lost
  (dispelled).  A dematerialized entity has no
  consciousness; it cease to exist until recombination.
  Bonus Effects
  ML66+  Touch no longer required.  Range to target
  object is now ML feet.
  ML96+  An injured entity may (Caster option) heal
  one injury point  per 24 hours while
  dematerialized.
    Fatigue:  (15-SI) x 4.5
        Time:   (15-SI) x 5 minutes
      Range:  Touch(ML66+ ML feet)
  Duration:  MS: ML hours\CS: Indefinite
  
  Tomb of Lyhavi
  ��
  *Break Darkness (ML)
  Author/Contributor: Klaus Ole Kristiansen
  This spell dispells a magical darkness effect of up to
  one level above its own level. This effect is
  instantaneous; the target spell is gone. The basic spell
  will not work on effects of permanent or indefinite
  Duration.
  Bonus Effects
  ML31+ Break Darkness may suspend a spell of
  lower level of permanent or indefinite
  duration for SI minutes.
  ML41+   A spell of lower level of indefinite Duration
  may be dispelled.
    Fatigue:  (15-SI)*(CL/2)
        Time:  (15-SI) seconds
      Range:  SI feet
  Duration:  See above
  *Shujoi's Transformation (ML)
  (Author/Contributor: Mikael Hegardt)
  (revised)
  This spell destroys any illusion of lower Complexity
  Level. The spell works in one of two ways: (1) it
  removes an illusion created with a lower success
  level (e.g., MS with Shujoi's Transformation removes
  an illusion achieved with MF), or (2) it lowers the
  success level of an illusion (e.g., it would lower an
  illusion achieved with MS to MF). The latter option
  does not reduce the quality of the illusion, but just
  makes it easier to destroy with a subsequent casting
  of Transformation. Thus, if a caster attempts to
  destroy a CS illusion, he must cast Shujoi's
  Transformation at least twice, once to lower the
  success level and at least once to destroy it. Shujoi's
  Transformation will nor work on illusions of
  permanent Duration.
  FP cost is determined by Object Enchantment
  Complexity Level (OECL) and caster's SI with
  Transformation. Hence, a mage with Transformation
  SI 7 removing a CL III illusion would expend (15-
  7)x3=24 FP. It is quite possible for the caster to not
  know the FP cost of casting Shujoi's Transformation.
  CF with Transformation may cause the object
  illusion to misfire at GM discretion, but only if it is
  of lower CL than Transformation.
  Bonus Effects
  ML90+ The caster may instead improve the success
  level of the object illusion by one step if he
  achieves a higher success level with
  Transformation.
     Fatigue:  (15-SI)xOECL
         Time:  15-SI minutes
       Range:  Touch
  Duration:  n/a
  
  Tomb of Lyhavi
  �
  
SOURCE: textdata/thevault/Harn/HarnWorld/HarnWorld - Lyahvi {CG 4502}.pdf