Implementation:
      This spell circle is completely implemented.
      
501
      
      Sleep
      DURATION: 5 seconds per level
      A very relaxed feeling will overcome the target of this spell and dull its
      senses, possibly causing it to fall into a magically induced slumber. The
      actual effect depends on how badly the creature fails its spiritual
      warding:
      This spell, if successfully cast, will attempt to put the target creature
      to sleep. A warding failure of 150 will put the creature to sleep, while
      lesser warding failures will only partially sleep the target. Once slept,
      the target will remain asleep for 5 seconds per mana point used +1 second
      per 3 warding failure.
      The mana cost on this spell is level of target/2 with a max cost of 20
      mana and a minimum cost of 1 mana.
      Creatures which do not normally sleep (such as the undead) are unaffected
      by this spell.
      
502
      
      Spell Store
      DURATION: Special
      Often times the outcome of a battle is determined by who can react first.
      Because the wizard often is hindered by lengthy gestures and chants, Spell
      Store has become an invaluable first strike weapon. After casting this
      spell, the caster can then cast any of his or her other spells which will
      stay prepared for an indefinite period of time. The spell to be stored
      must be cast within 30 seconds after Spell Store. Note that although spell
      store does hold a spell for a long time, it does not do so forever; the
      exact time when this fails depends on the caster's activity.
      
503
      
      Blur
      DURATION: 1minute per level
      Although the logic behind this spell is quite simple, its effect is very
      potent. With a few quick gestures, the caster can cause his or her image
      to become distorted and difficult to focus upon. The result is that the
      wizard gains +10 to DS and thus is harder to hit in combat.
      
504
      
      Slow I
      DURATION: 1 minute
      This spell makes the air surrounding its victim viscous, effectively
      slowing down all of its actions. The result is that the target's
      actions/round-times take three seconds longer than normal.
      
505
      
      Hand of Tonis
      The spell, named in honor of the Arkati with similar powers, harnesses the
      Wizard's affinity for air to steal the breath from their opponents,
      thereby stunning them.  This magic is also useful against clouds and
      clutter in the area.
      
506
      
      Haste I
      DURATION: 1 minute
      In a not completely understood manner, invoking the magic of this spell
      distorts time around the target. To the recipient, the world seems to slow
      down, allowing the recipient to react more quickly than naturally
      possible. Fortunately, the power of the spell fuels the extra energy
      needed to operate at an accelerated rate. The target's roundtime/actions
      will take three seconds less than normal.  The target will incur a
      minimum of one second of roundtime with the spell.
      
507
      
      Elemental Deflection
      DURATION: 20 seconds per level
      This spell can be a blessing. This spell creates a minor shield around the
      body of the caster which has the affect of adding +20 to DS. This shield
      does not affect spells, except elemental attacks. The deflection is
      sometimes only enough to redirect how hard the blow hits.
      
508
      
      Elemental Bias
      DURATION: 30 seconds per level
      Because Elemental Deflection offers limited spell defense, this spell can
      provide excellent additional protection. It works like Elemental
      Deflection by creating an invisible minor shield around the caster, but
      this one works against non-elemental attack spells by adding +20 to
      spiritual warding.
      
509
      
      Strength
      DURATION: 30 seconds per level
      An ancient spell which has long been a part of a wizard's spell book. The
      strength spell enables its recipient to better utilize his or her body and
      thus cause an apparent increase in strength. This has the effect of adding
      +15 to the target's AS, as well as subtracting 3 seconds from the
      recipient’s round time, with a minimum of 5 seconds.
      
510
      
      Unpain
      DURATION: 5 minutes
      While elemental spells do not normally deal with the healing arts, this
      one is an exception. The unpain spell provides a temporary restoration of
      lost health points for the duration of the spell. The target will get a
      maximum of 50 HPs for 5 minutes, the total not to exceed the max of the
      target. These points will vanish when the spell ends.
      
511
      
      Floating Disk
      DURATION: Special
      The floating disk spell, which is believed to be one of Melgorehn's
      inventions, creates an insubstantial disk that can be used to hold objects
      by the caster/target. The disk will follow the caster/target around for
      the duration of the spell and allows for the temporary hauling of many
      objects from one place to another. The owner is the only one able to OPEN
      or CLOSE the disk. The spell actually has an indefinite duration
      and will continue to exist until the player logs off or you can DISMISS
      the disk to eliminate it.  When a player disconnects or some
      other situation breaks the magical 'thread' which binds the disk to the
      caster, such as death. When this happens, the disk will vanish and the
      objects will fall to the ground.  When a wizard casts a disk of their
      own, they will receive a "colored" disk, while non-wizards
      simply receive a disk.
512
      
      Slow II
      DURATION: 1 minute
      This works as Slow I but increases the actions/round-times by 6 seconds
      instead of 3.  
      
513
      
      Elemental Focus
      This spell will give the target player/creature a bonus of +20 to their
      Spell AS and a penalty of -40 to their physical AS. If self cast, the
      duration of the spell is 30 seconds per level. If cast on another target,
      the duration is 1 second per 2 warding failure.
      
514
      
      Haste II
      DURATION: 1 minute
      This spell works as Haste I but decreases actions/roundtimes by 6 seconds
      instead of 3.  The target will incur a minimum of one second of
      roundtime with the spell.
      
515
      
      Rapid Fire
      DURATION: 5 seconds per level
      This powerful spell is used to augment attack spells, in particular
      elemental attack spells. Once cast, the next spell which is prepared will
      be prepared again once cast, automatically for the duration of the Rapid
      Fire spell. Therefore once Rapid Fire is in effect, you may then prepare,
      for example, a Minor Fire spell and then continue to cast it with no
      preparation step (or time) in-between for as long as the Rapid Fire spell
      is in effect. Note that to switch spells being used, use a RELEASE command
      and then PREPARE a new spell.
      
516
      
      Mana Leech
      DURATION: Instantaneous
      When invoking this spell, the caster forms a mystical conduit between the
      target and the caster. If the target is unfortunate enough to fail its
      spiritual warding, a dull ray of mana-draining power will touch it and
      drain a random amount of mana. This can be up to 1 mana per 3 points of
      warding failure with a maximum amount limited by the casters level and the
      remaining mana of the target. These mana points are then transferred to
      the caster. The caster's total mana points cannot exceed the caster's
      normal maximum.
      
517
      
      Charge Item
      DURATION: Up to 15 minutes
      This spell enables the caster to tap into the mana pool and redirect some
      of it into a magical focus. This focus must be a specially treated gem of
      at least 1000 silvers in value. By casting this spell at the treated gem,
      the focus will be created and begin to accumulate the mana. The wizard
      must then concentrate completely and continue to cast the spell until the
      gem has become sufficiently charged. (Note that this only costs 1 mana
      point after the initial cast.) At this point, energy from it can be
      directed into the desired item. The chance of success is based on the
      caster's level, and the level of the spell. Extraordinary failure has been
      known to result in loss of mana points, injury to the wizard, and even
      destruction of the item. The mana cost to recharge an item is 1 mana point
      per charge times the level of the spell being recharged.
      
518
      
      Cone of Lightening
      DURATION: Instantaneous
      While Major Shock is quite powerful, it still is not a suitable defense
      against multiple opponents. Because of this, the Cone of Lightning spell
      was researched. It strikes as hard as a Major Shock, but the bolt arcs out
      in all directions and can hit many nearby targets. Anyone or thing not in
      the caster's group will be affected by this attack.
      
519
      
      Telekinetic Disarm
      DURATION: Instantaneous
      This spell enables the caster to shape mana into a physical force. By
      merely concentrating on a victim, the air will harden around its weapon or
      shield and tear it from the victim's hands if it fails a spiritual
      warding. If the caster has an empty hand, the force will conveniently
      place it there. Otherwise, the item will be torn to the ground. This spell
      is ideal for peaceful wizards who still wish to defend themselves.
      
520
      
      Major Sleep
      DURATION: Varies
      This spell works as Sleep I (501).
      
525
      
      Meteor Swarm
      DURATION: 1 to 3 minutes
      Perhaps one of the most destructive spells known to spell users is Meteor
      Swarm. The caster throws his or her arms skyward while uttering the
      phrases of invocation. While this seems innocent at first, within 20
      seconds after this spell is cast, a devastating barrage of flaming meteors
      will begin to fall on the area inflicting terrible damage to anyone or
      anything unfortunate enough to be in the area. The meteors will continue
      to fall in a wide radius around the area for several minutes after the
      initial strike.  While this spell is much more effective outdoors, it
      may shake structures and injure those inside with falling debris