Truce, AMA, Winds, Sandstorm, Jala muling issues removed

These four major Area Enchantments have had their safety issues fixed.
If these spells do not apply to you because of a safety check, you won't
see them at all, and you won't be able to discord them. If you don't see
these spells, you can still cast them, so sometimes players will see
multiple AEs of the same type in rare situations - but only the most 
powerful copy of the spell will work its magic.

* Truce has been returned to its old functionality that everyone has
been longing for. If you cast Truce in a room, it will affect your
Guildmates, Angeled characters, and your Enemies. Truce
prevents attacks between two players who are both Truced, and between a
monster and a Truced player. The notable exception is that Truce will
NOT affect unaffiliated white players. You cannot interfere with combat
from a guilded white. To affect an unwilling player with Truce, he must
be your Enemy, either by war, soldier, or you turning off your safety
and going orange. Angeleds are affected by Truce so that players may
help them do quests, but angeleds cannot help you with Truce in return.
 Any player affected by a Truce spell will be immune to wall elements
(so you can help your guildmates out of a trap).

* Anti-magic aura works exactly the same way as before, except it now
has safety checks. AMA will only affect your Enemies and Guildmates, and
will turn you orange if you turn off your safety and 'hit' an innocent.

* Winds and Sandstorm will only affect your Guildmates and Enemies, and
will turn you orange if you turn off your safety and 'hit' an innocent. Of note
is that this means Sandstorm is now castable anywhere just like Winds.
This formerly completely borked spell can now stack on a chance to snatch
arrows and a reduction in Aim stat. Sandstorm no longer deals tick damage
or vigor damage over time, because that crap is annoying and useless! The
effect can be added back if we really have to, but... please no. So the design
now is that Winds lets a level 3 Faren mage depower bow attacks a little,
but a level 5 Faren mage can add Sandstorm and REALLY nerf bows.
And if you're still concerned about that vigor loss and damage tick, remember
that this affects your guildmates when you cast it - so Sandstorm would never
be cast if it still did that. Your guildmates would kill you.

NOTE: Discordance will only remove these spells if they are affecting
you! Unaffiliated players cannot use these spells against you, and
neither can they discord them!

WARNING: These changes give design preference to Guild Wars.
Soldier shield situations may still have muling possibilities, as they're too complex
to handle every muling scenario completely - but soldier shield battles tend to be smaller
in scale and farther from towns, where muling issues are less severe. Hopefully
it'll be alright.

**TL;DR: no more guilded whites interfering with war and shields.**