"Though making things invisible is entirely possible, it's also very, very difficult: so difficult, in fact, that, 99.9% of the time, it's easier to take the darn thing away entirely and just do without it." -Douglas Adams "Flying? Flying is even harder..." -George, blue research magician Controllable Flight: Why It Doesn't Work Wizards can do a lot of stuff, but one thing they just can't manage is controlled flight. Birds can do it; some reptiles can do it; even idiot artificers in hot-air balloons can fly around. So why can't wizards? Well, it's not as if they haven't tried. Lots of spells exist that could conceivably produce flight. A white mage, for example, could use "Pillars of Light" to create stairsteps under his feet as he walked about in the air. A green mage could create wings on his back and fly like a bird; or a red mage could use jets of fire and heated air to propel himself into the sky. Any of these spells could be used for, oh, about ten seconds, tops, before even the most powerful wizard would find his natural magic reserves exhausted and plummet to the earth. As for Blue... Well... A blue mage can teleport anywhere he needs to be, but he can't fly at all. This is odd, since blue mages, being the most research-oriented, are by far the most interested in the problem. Their initial goal was simply to negate gravity in a small region around the caster. They quickly discovered that this was like a man with a bucket trying to negate water in a small region in the middle of the ocean. It doesn't work like that. Never ones to give up easily, not with research grants at stake, the bulk of the blue mages shifted to finding reliable means of propulsion. The problem the other colors had been having, they reasoned, was that of trying to constantly exert large amounts of force against the earth, which was an arbitrarily great distance away. That much force adds up quickly, and humans don't have that kind of energy. (Well, all right, enough humans pooling their reserves could conceivably acheive the required power. Relying on ground sources, though, is considered cheating, since a wizard is unlikely to have anything but his own person available at any time when he really *needs* to fly.) What kind of propulsion, wizards asked, doesn't require the expenditure of energy, other than that necessary to start it going? In what was either a stroke of incredible genius or incredible stupidity, one extremely clever blue mage happened on the concept of magnetism. Like repels like, he reasoned, and the Dirt has a magnetic field; if I can just generate a powerful enough thaumomagnet (like an electromagnet, but magical), I can use the power to levitate! Unfortunately, few of his contemporaries shared his enthusiasm for the project; they had done some calculations, and even if the mage could have generated enough power to create the magnetic field, the resultant flux would be enough to kill everybody for miles around, including, of course, the unfortunate caster of the spell. (It is a measure of the power of this incantation that this would have been a *side effect* of the spell. And this was one of the cheaper flight spells...) Well, Daffyd the Overly Clever went ahead and published the spell anyway, figuring that nobody could ever generate the power to cast the thing. And, sure enough, nobody has ever tried to cast the original version. Wizardly spells, however, are fairly easy to modify. Enter Evilfiend the Ungodly (originally Horace Fredsson; see MAGIC2.TXT for a discussion of this phenomenon), a high-level black/blue research wizard. He found a way to modify the magnetic field to create a "safe zone" at the center to ensure the caster's survival; but this was by no means the only modification he made. To Daffyd, the fatalities resulting from the casting of his spell were a flaw that made it nearly worthless. To a Black Mage with any necromantic power, deaths are a resource. Evilfiend the Ungodly found a way to lace the magnetic force resulting from "Daffyd's Highly Impractical Levitation" with a necromantic power, drawing energy from the deaths to further the casting of the spell. He locked himself in a small room in a major city, surrounded by small furry forest animals, and began the incantation. The animals' deaths boosted the spell until its effects were felt a city block away, and their subsequent reanimation as small furry zombies, combined with Evilfiend's personal defensive shield and, of course, the magnetic field itself, combined to form an almost impenetrable defense. Wizardly counterspells were foiled by the magnetic field's interference with magic; constructs were slain by the zombies; and Evilfiend's protective shield kept him unscathed as the building he was in was burned to the ground by fire arrows. Things looked very bleak for the city until one guardsman made an important observation: "Say," he said, "doesn't magnetism, like, attract iron?" The City Guard raided the armory for as many iron swords as they could find, put them all in a small cart, and sent the cart towards the region of greatest magnetism. The swords were drawn to the unsuspecting wizard, point first, like, well, like iron to a magnet. The impact of sixty-seven iron swords, all heavily magnetized from their travel through the magnetic field, and incidentally moving at over 100 mph, overloaded Evilfiend's personal defenses and aborted the spell with a release of energy that was felt for miles around. Evilfiend the Ungodly is officially classified as "missing, presumed dead"; although all of the swords were discovered, stuck magnetically together and clustered about the point at which the wizard was last seen, very little was found between the sword blades that could have been classified as a "body". Incidentally, the heavily-magnetized swords were discovered to have some specialized and very useful properties, once somebody found a way to pry them apart, and some of them can still be found for sale in nearby regions. Although a Magnetic Iron Sword has only the slaying power of normal iron, the magnetic field interacts with the WSOGMM in such a way as to disrupt many magical fields and attacks, most notably the White spell Seal and most Red fire attacks.