PLEASE IGNORE THIS PAGE FOR NOW.  Will work out odd 
    rules later.
     
     
    Phase Exceptions refer those actions which either last from
    one phase to another, break the two spell efects rule or are spells that can be used in
    the Melee phase.
    Hung Spells
    First are the Hung Spells.  These are spells that
    are cast during the Casting Phase but do not take effect until the Melee phases.  
    These spells when cast are not called by name just by level. ("Casting 3rd level
    spell"). They are:
       Armor
       Damage Shield
       Enchant Armor
       Enchant Weapon
       Ghostform
       Negate Attack
       Neutralize Weapon
       Piercing Blow
       Spectral Blade
       Wraithform
    Doppleganger
    The Doppleganger spell is an oddball because while
    takes effect immediately but is called out like a Hung Spell.  Please read the
    description carefully before useing this spell
    Spell Shield
    The next exception is to the two effects rule.  You are only allowed to have two
    spell effect besides your personal spells.  Spell Shield is a perminate spell that
    dispells the first negative spell of the same level as the Spell Shield.  If you have
    a Spell Shield up before you encounter a combat it does not count as one of you personal
    spells or one of the two additional effects.  If you cast it in combat though, it
    does count as one.
    Lasting Spells
    There are a number of spells that are
    take effect during the casting phase but last for the whole combat.  Most of these
    are of the +hit points or -damage variety.  Here is a quick list.  (running late
    will make sure I haven't missed any as soon as I can):
       Aura of Protections
       Aura of Negations
       Curse
       Eldrich Form
       Fears
       Heroisms
       Invulnerability
       Rage
       Shackle
       Sleep
       Spell Shields
    Escape Spells
    Escape Spells are one of the few spells
    that can be cast during the Melee phase.  There are discussed here
    Dispell Magic
    If we allow combatants to cast escape
    spells it is only fair that we provide a means for players and monsters to counter the
    spell.  Hence Dispell Magic can be used during the Melee phase.
    Weapon Strike
    The Weapon Strike spell reads as
    follows: "Delivers damage equal to the casters First Strike without
    actually touching their foe. This spell does not activate Damage Shields and may be used
    on a foe fleeing from the combat. Each combatant can only cast this spell at an opponent
    once per combat."  So
    if your opponent uses an Escape Spell you are allowed one parting shot at them using this
    spell.  The only downside is that the Weapon Strike does not nessearily negate the
    escape.  If the Weapon Strike would be fatal, Runs are stopped cold.  Teleports
    give the escaper a chance to run for 30 seconds but if the WS killed them they have to
    stop and drop.  No looking which way they ran. If the Teleported individual can hide
    or hit a safe spot in that ½ minute,
    then hats off to them.  Teleport to Safety is unstoppable.  Either they appear
    in a safe place alive or appear there dead.  Regadless, they are still away and hence
    unlootable.