

Deepen Shadows (Illusion): This spell slowly, inconspicuously darkens the room where the ninja is. The change is gradual.
When the spell is completed, the room is as full of shadow and darkness as possible without arousing suspicion. If it is daylight outside, it will seem that a cloud has passed over the sun. If it is nighttime, the candles and fire seem to have burned low. The dimming of the light does not appear at all mencing to people in the area, though a detect magic spell will reveal the presence of the deepen shadows spell.
The spell is useful to a ninja who cannot hide in the shadows because the area is too bright. The shadows created by this spell can help ninja to escape, to infiltrate, to pull sleight-of-hand switches, etc.
If the casting ninja is in a portal or doorway between rooms, he or she may choose which room is darkened by this spell.
It is possible that the caster can darken more than one room at a time, depending upon there experience.
Featherfoot (Alteration): The person affected by this spell gains the magic ability to move quietly and weightlessly at a normal walking pace or slower. If he or she tries to go any faster, the effect of the spell is lost.
The person affected by this spell does not leave any footprints, nor does he or she set off weight or pressure-based traps.
The reverse of this spell,leadfoot, affects one creature. The victim of a leadfoot spell moves loudly and heavily. He or she cannot move silently or hide in shadows, and automatically sets off any pressure-based traps he or she steps on.
Age to Destruction (Alteration/Necromancy): With this spell, the ninja can age any nonliving material (of a maximum volume of 3 cubic feet) by about 100 years.
This spell allows a spellcaster to sabotage crucial objects or pieces of equipment: a ladder rung, a wooden step, the sword of an enemy, portcullis, booby trap the stairway he or she has just descended, or destroy a weapon about to be wielded against him or her. It will not allow the character to sink a boat; the keel exceeds the spell's volume limitations. (However, a hull patch that does not exceed the volume limitation could be destroyed by the spell.)
This spell does not affect living creatures.
Detect the Living (divination): This spell acts much like a detect undead spell but allows the ninja to detect the presence of living beings.
The spell works on living beings belonging to animal species. The spells area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer as the experience of the ninja rises.) in the direction the caster is facing. Scanning a direction, the caster must remain motionless except for the somatic element of his spell (kuji-kiri finger excercises). When the spell is sucessful, the caster sees a glow in the direction of the life-form; no one else can see the glow. The spell indicates the direction only; it does not give specific location or distance.
This spell can detect living beings through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type (species) of creature detected, only that such a being is present.
Ninja use this spell to detect someone hiding behind a paper room divider or a false wall. They can then attack through the wall to surprise their pray. Such attacks, are startling and sometimes deadly.
