These are slightly more advanced general-purpose spellweaves known to Theril, Nimlo, Dargon, and Quix, mostly with primarily peaceful uses. These reflect the same types of changes mentioned under "Basic Spellweaves" below. Again, note that these are very basic descriptions; the specific extent and limitations of these spells, even when woven in their normal forms, are rather more complicated.
Delay: A "nasty little meta-spell" taught to Dargon and Quix by their draconic tutor, this one has a simple effect with extremely complicated consequences; it is cast in anticipation of another wizard (friend or foe) releasing a spell, and holds that spell dormant, if one is cast, for just a few seconds, then releases it normally. Only Dargon and Quix have learned this one thus far.
Enhance Second Sight: Enhances the wizard's sorcerous vision so as to reveal all power sources (and therefore the objects or creatures that generate them, and the natures of those objects and creatures) and spellweaves nearby, whether they are in the wizard's line of view (or visible) or not. This is another spell that seems to fall short of what Theril can do naturally.
Field of Light: Perhaps the most stable and elegant spellweave ever devised, this spell efficiently converts ambient magical energy into light energy, effectively turning everything (including air molecules) within a wide globe into a tiny light source, rendering the entire area as bright as a cartoon day. A simple modification to the weaving process allows the spell to be released in such a way that everything in the area will absorb light instead of emitting it, much like the less-powerful Shadowcast spell; Field of Light (and Field of Darkness) can last indefinitely, so long as it remains in an area with any ambient magical energy.
Ice Lattice: Fills an area with gigantic ice crystals, constantly dissolving and regrowing, trapping and holding any creature caught in the affected zone, that last up to eight hours in typical weather if not destroyed. The ice is formed from sorcerous power and not actual water, and is therefore rather unstable, especially in the presence of extreme heat; it tends to explode and vaporize upon the introduction of flame.
Illusory Visions: May be woven in any number of different ways for different optical effects; the most open-ended allows the wizard to actively design the appearance of the target area into anything desired, though the spell collapses as soon as the wizard ceases to do so. It can also be woven so as to create "hands-off" illusions: It may be woven around a creature or object (or the wizard) to create one or more illusions that imitate the subject exactly while the spell lasts, or it may even woven tightly into a tiny and unmoving but essentially permanent illusion.
Invisibility: Renders its subject -- an object or creature of reasonable size, or part of a larger inanimate object -- completely invisible while the spell lasts. It provides better camouflage than mere transparency -- an invisible creature swimming underwater would not appear as a giant air bubble, for instance -- but does not affect objects or pieces dropped by the subject (e.g. an injured character might leave a trail of blood, and rubble would become visible upon falling from an invisible wall) or anything picked up after the spell takes effect, and is unstable enough to be broken by direct or indirect contact with an animate being, or by any action involving the release of significant physical or sorcerous energy.
Invisible Messenger: Calls a tiny, invisible, more or less mindless being into the world; it will stay only long enough to hear the wizard's instructions, travel to the destination described (up to a few miles away), and repeat a few words or sounds that the wizard instructed it to repeat, in the same voice and intonations used by the wizard.
Magic Bag: This spell enchants the wizard's bag so that anything placed inside it effectively shrinks in weight and volume to a small fraction of its size. This allows tricks like pulling a floor lamp out of a handbag a'la Mary Poppins, but (also a'la Mary Poppins) the more the wizard stuffs into the bag, the more difficult it will be to find anything inside.
Mind Reading: This is the spell Nimlo used back at the old pirate isle to check for possible recruits, test pirates' loyalty, and generally cause massive quantities of mayhem. Notfrank still hasn't lived down Nimlo's claim that, when he called himself Frank, he was thinking with smug pleasure that he had concealed his true identity. This active use is actually a somewhat dangerous application of the spell, not that Nimlo cared in the slightest, as some beings can turn the active version around on the caster, or even expose him to thoughts that could impair his sanity. The spell can also be used passively however, to find the source (and existence) of any active malice being directed toward the wizard in the immediate vicinity.
Personal Levitation: This specialized version of the Resist Gravity spell allows the wizard to drift up and down through the air in spite of gravity, and more or less at will, though slowly. Daryan and Osiavia say that this is a very common spell in the far eastern lands where they were born, but it's still mostly significant as a precursor to Flight.
Personal Seal: An altogether superior version of Time Seal, this spell is extremely stable, and is meant to keep the wizard's most prized personal effects safe from examination or tampering. It lasts indefinitely -- standing dormant whenever the object it enchants is open, only to seal it again as soon as it is closed again -- and allows the wizard to open or close the sealed object without affecting the seal.
Telekinetic Trigger: A modification of Minor Telekinesis and a classic example of the use of sympathetic magic, this spell can activate virtually any simple device, from turning a door's latch and swinging the door open on its hinges, to cinching and buckling a belt, to cocking and firing a siege engine or crossbow.
Vermin: Essentially a cousin of Bewitch, but specialized to attract much simpler creatures that are much easier to compel, this spell attracts huge numbers of small, biting vermin to an area of the wizard's choice nearby.
Wood Haven: Theril learned this spell from the elves in Grat'ha, and has put it to nearly perpetual use ever since. It creates a small secret room inside a tree, though in some cases much larger than the inside of the tree itself, opening a knot in the trunk as the secret room's "door." Only Theril has managed to master this spell so far (well, Theril and Quil...).