Just as the first book promised to send you forth within ten minutes to do battle against some surly foe, so this second volume promises to get you blasting spells hither and thither in a similar timescale. But you'll need to get your head around Magic Points (for sorcerers) and Fatigue Checks (for mystics) first, and the spell lists for either class are hardly comprehensive. But remember that this is Corgi's budget-price entry into the '80s RPG system wars, aiming at readers of Gemmell and Eddings as much as anything else. The adventures included are just as lethal as before, even allowing for the inclusion of magic, and the settings are fittingly bleak. No magical Camelot here, only angry spectres of long-dead feudal kings.