Type III
Available to: Elf, Wizard, Magician
Sources: Scroll of Nature, Glimmering Ring, Altar, Shaman
Elven Grace (Type III/Gold)
Target: One character, monster or native
Duration: Combat
Usefulness: 3
If the target is a character, this spell alters the time numbers on all of his Move chits. The strength on each Move chit defines its time number: each Light chit has a time of 1, each Medium chit has a time of 2, each Heavy chit has a time of 3, and each Tremendous chit has a time of 4. If the target is a monster or native, his size redefines the Move time on both sides of his counter: a Light target has a move time of 1 on both sides of his counter, a Medium target has a move time of 2, and so on. This Spell affects only move times. It does not affect attack times, Duck chits, horses or Boots cards, and it does not affect "Move/Fight" chits created by the Unleash Power Spell.
1. Elven Grace ignores any strength changes caused by the Belt of Strength; it always uses the strength that is actually printed on each Move chit to define that chit's time number.
2. The Draught of Speed and Garb of Speed nullify Elven Grace. When the target has one of these Treasure cards active, the card defines the time number on each chit and the Elven Grace is ignored.
The Elf is already graceful enough - I've never seen him need a Move L1 chit, although I can imagine situations where it would be useful (can anyone say "Octopus"?). I suppose that the Wizard could use this spell if he got caught in a combat without a prepared Fiery Blast, as it would give him M2 Move chits, but I've never seen it happen.
Faerie Lights (Type III/Gold)
Target: Any of the spellcaster's Type III and Type VII magic chits
Duration: Day
Usefulness: 4
Each targeted Type Ill chit is transformed into a Type II chit, and each targeted Type VII chit is transformed into a Type VI chit.
Illusion (Type III/Gold)
Target: One character or the spellcaster's hex tile
Duration: Permanent
Usefulness: 4
Each affected individual adds one to his result whenever he uses any Search table. If the target is a tile, the spell affects every character, hired leader, controlled monster or phantasm in that tile.
Inconveniencing spell. It is a permanently inconveniencing spell though, and best used in conjunction with enchanted tiles. Since most of the tiles that provide Gold magic are the Woods tiles, without hidden paths or treasure sites, this spell is only mildly inconveniencing. However, the Deep Woods, Crag and Borderland tiles can also provide Gold magic.
Lost (Type III/Gold)
Target: One character or the spellcaster's hex tile
Duration: Permanent
Usefulness: 4
Each affected individual moves randomly whenever he uses the Move activity to leave a clearing: instead of moving to the clearing he recorded, he must use the Lost table to determine which adjacent clearing he moves to.
1. This spell affects an individual only when he uses the Move activity to leave a clearing. It does not affect him when he runs out of a clearing or when he starts a move between clearings, and it does not affect him when he flies.
2. If the target is a tile, the spell affects every character, hired leader, controlled monster or phantasm who starts a Move activity in any clearing on that tile. The spell does not affect Move activities that start in other tiles.
Inconveniencing spell. If the Wizard is busy looting a treasure site in the Deep Woods, then he might cast this spell to prevent other characters from muscling in, but again I've never seen it happen. It could be very inconvenient if cast on a rival character, and it makes it hard for them to find you.
Persuade (Type III/Gold)
Target: One native group, or all of the Giants in the spellcaster's clearing, or all of the Ogres in his clearing
Duration: Day
Usefulness: 2
The spellcaster pacifies the targets. To hire them, he uses the Friendly column of the Meeting table. Special: When this spell is cast by an Artifact or Spell Book, the character who holds the item is the one who has pacified the denizens. If no character holds the item, the spell is nullified.
This spell can be used to Hire denizens such as Ogres and Giants, or to cease combat. It could allow the Elf to Hire Unfriendly or Enemy natives (like the Order).
See Hidden Signs (Type III/Gold)
Target: One character
Duration: Day
Usefulness: 2
The target can record and do one extra Search phase during his turn.
Extra Search phases are always useful, although the limited duration means that this spell will need to be re-cast to be useful for any length of time.