![[Related Image]](/components/com_legacy/code/images/lexicon/cache/www.knightmare.com/series/8/88.jpg)
A 
spell that featured several times in Series 8. Apparently, it was a necessity, ensuring that 
dungeoneers making use of the 
trapdoor on 
Level 1 drifted safely down through the opening towards the 
Sewers of Goth on Level 2 (where more floaters doubtless lurked). It's perhaps noteworthy that 
Team 9 of Series 3 used a trapdor to reach Level 2, and needed no magic to ease their fall. Nor did any of the dungeoneers who plunged down 
wellway shafts. Maybe dungeoneers grew less resilient over the years.
Team 2 of Series 8 used FLOAT (having received it from 
Brother Strange). Team 4 used FLOAT too (after receiving it from 
Rothberry - and seemingly, they failed to reach Level 3 through lack of another FLOAT spell). Team 5 used FLOAT as well...
 
![[Related Image]](/components/com_legacy/code/images/lexicon/cache/knightmare.com/series/8/87.jpg)
By not giving a variety of names to the descent spells (as they did to the 
running spells of 
Series 4, to 
Merlin's 
energy spells in Series 3, to the 
seeing-eye spells of Series 7), the makers of 
Knightmare emphasised a linear, repetitive quality, rather than working around it creatively. Some might say that the special effect was appealing enough for this not to be an issue. It remains a matter of opinion.
[Earlier version: 2005-09-24 15:08:11]
				
					
					Provided By: 
David, 2007-12-12 00:31:43