The First Arkana: FIRE These Spells are weapons, to strike those who stand against you. They are weapons of heat and flame, which can burn deep wounds and cause great damage. The Spells fo the First Arkana concentrate heat upon their targets, and will not touch large numbers of foes. Only creatures born of fire will be resistant to the effects of these Spells. THE IRON SPELLS: 2 AMRAS The Snake of Fire A bolt of flame shall grow from your staff and strike one foe. This and all snake Spells have speed and range, for they can reach any who would stand against you, but they must follow a straight path: they cannot travel through rock. Though this snake is but iron, it can burn a deep wound. 3 ORLOS The Flame of the Eye Orlos is the flame minor, and it shall bathe those who stand within five feet of you. The flame shall search their hearts: if they are pure then they shall pass unscathed, if they harbor destruction they shall be burnt. THE COPPER SPELLS: 4 AMRASMUR The Copper Snake of Fire The copper snake has more strength. Its venom will burn a lesser foe unto ashes, and will course through the veins of stronger goes like fiery sparks. 6 ORLOSMUR The Copper Flame of the Eye Orlosmur is the flame major, and it too will scald those impure of heart who raise violence against you. The flame is not a reaching one, for it cannot touch those who stand beyond five feet. THE SILVER SPELLS: 7 AMRASAKIM The Silver Snake of Fire The silver snake is stronger than the copper snake, and its bold more powerful. In addition, silver is the bane of the undead, and this Spell is much feared by all those of evil called forth from death. 9 KUN The Furnave of the Mind When Kun is cast, the caster's psychic energy becomes a sheet of white hot flame which surges outward in all directions. All enemies within ten feet shall be covered by this flame. THE GOLD SPELLS: 11 AMRASLAZAR The Golden Snake of Fire Few can withstand the searing burn of the golden snake: any victim struck will be seriously wounded, for the fire of gold is indeed great. 13 KUNLAZAR The Golden Furnace of the Mind The purity of gold makes Kunlazar a mightier Spell than Kun. Although it has the same range, its effects are far greater, and those immersed by the flame will be badly scalded. THE PLATINUM SPELLS: 16 AMRASTEL The Platinum Snake of Fire This is the most powerful of the Fire snakes. Platinum is the noblest of the metals and imparts its rarity to the power of this Spell. Strong indeed is the being that can stand against this bolt of flame. 19 KUNTEL The Platinum Furnace of the Mind The furnace of Kuntel is so hot that it will melt flesh and incinerate the exposed bones of the enemy. Unless born of fire, all foes within ten feet must undergo these torturous burns, and all but the strongest will be cremated into dust. THE CRYSTAL SPELL: 30 CYQIEKUN The Furnace of the Great Mystic The tome of the Seer will reveal the effects and requirements of this fearsome Spell. THE SECOND ARKANA: FROST These are Spells that harness the cold power of chaos for destruction. The Spells are not focused, and cannot be unleashed on one being. Their chaos will spread and fill a large area, causing all foes to undergo their effects. A few creatures will be inpervious to Frost, but most will have cause to fear these Spells greatly. THE IRON SPELLS: 1 STRAL The Frozen Hand All beings within your sight will be immersed in a chilling frost. Their strength will be saped, they will fight less effectively, and the shock may render them stunned and confused. This is one of the simplest Spells and can be used frequently. 3 SEHK The Breath of Ice The Spell allows your breath to freeze those foes who stand against you. Your breath will form around them and will cause numbing wounds. The forces of chaos are powerful and even this lowly Spell demands great control from the caster. THE COPPER SPELLS: 4 KRAMUR The Tempest of Chaoes This conjuring calls forth a storm from the lower planes and casts it upon the beings who oppose you. Where the storm passes, many foes will be left stunned and defenseless. 5 SEHKMUR The Copper Breath of Ice Copper is a purer metal than iron, and so Sehkmur is a stronger Spell than Sehk. The wounds caused are more severe, so too is the toll taken of the caster. THE SILVER SPELLS: 7 KRAAKIM The Silver Gale of Chaos The storm that this Spell calls forth is terrible. Its path is broader and its effect greather than Kramur. Beings who stand in the face of it shall be stunned by its power, unable to fight in any way. 8 SEHKAKIM The Silver Breath of Ice The caster's breath shall become like unto silver spears striking down foes. This Spell requires more energy from the Spell caster than Sehkmur THE GOLD SPELLS: 10 STRALLAZAR The Golden Hand of Freezing The hand shall descend on your foes suddenly and will take from the their strength and the skill of their eye in battle. When cast, you will be illuminated with a single beam of golden light, which will draw the heat from the bodies of those around. They will remain weakened and confused until the heat has returned. 16 SEHKLAZAR The Golden Breath of Ice A wind of extreme cold will blast from the breath of the caster. Damage upon all your foes will be great indeed, few will escape. THE PLATINUM SPELLS: 15 KRATEL The Platinum Maelstrom of Chaos This Spell calls forth a great storm from the lowest planes of chaos. In its wake movement itself will be quelled and those exposed to its fury will be frozen into stillness. 24 SEHKTEL The Platinum Breath of Ice Your breath shall seek out your foes and strike them with mighty damage. None shall escape the power of this Spell, and only the most formidable can survive in its path. The wounds caused will cut as icicles to the bone, paralyzing and piercing the heart. This Spell demands much of the caster and only the strongest Magician should attempt it. THE CRYSTAL SPELL: 45 MUZAQ Cacophonous Oblivion This is the most fearsome and terrible destructive Spell. You must consult the tome of the Seer to learn its effects and requirements. THE THIRD ARKANA: PROTECTION The Third Arkana forms a vital part of your skills as a Magician. These Spells and formulæ allow you to bend the ethereal forces to deflect the blows andmagic of others, and influence their behavior. Do not neglect the powers of this Arkana: they will prove essential if you are to survive for long in hostile areas. THE IRON SPELLS: 2 TEI The Iron Shield This Spell will strengthen the armor of you and your companions by a moderate amount. Leather will harden and metal become more resilient: even cloth is strengthened by this Spell. The Spell is long-lived, but its powers are modest. 3 SEL The Iron Armor All those who stand with the caster will have the strength of their armor substantially increased for a brief period. This Spell forms magical armor around each person. Althoug this armor is strong, it cannot last long. THE COPPERS SPELLS: 6 SELMUR The Copper Armor Copper is a nobler metal than iron, and so this Spell is more potent than Sel. The strength of its magical armor is such that it will bear twice the damage of Sel's armor. However, like Sel, it is a Spell that is not long lasting. 5 TASRAK The Shell of the Unborn This highly valuable Spell may only be cast upon yourself. For a brief moment, it will seem as if a cocoon of fine, strong copper fibres entwined with red silk encompasses your body. This magical shell is completely impervious to all physical attacks, but it will vanish before long. Use this power when you have strayed into a position of vulnerability near your opponents; but remember that it is far better to avoid such dangers, as Magicians are never of a strong physical constitution, and can withstand only a few wounds to the flesh. THE SILVER SPELLS: 10 SELAKIM The Silver Armor The strength of Selakim's armor is that of Selmur; the virtue of this Spell is that the purity of silver allows the incantation to last for a much longer time. The Spell is one that is very draining to cast and maintain. 5 RESEN The Globe of Peace On casting the Spell, you will be surrounded by a vast shimmering dome. Although the Spell is an ephemeral one, for its duration no magic may harm the party within its curcumference. This is a valuable Spell, but beware that it has a very short duration and must be cast many times. 7 FSIRITH The Talisman of Awe This Spell creates, in the palm of the caster's hand, an illusion of a talisman shaped to the likeness of whichever thing each of your foes dreads the most. This image will, if the enemy is fooled, cause it to flee from you. Those creatures without fear or without a mind of their own cannot be scared away; and those of high intelligence may well realize the talisman is just an illusion. THE GOLD SPELLS: 7 TEILAZAR The Golden Shield Teilazar will substantially strengthen the armor of your party. This preparation is stronger than the Iron Spell and will last for a longer period of time. 5 AROMIR The Water of Waking Aromir, when cast, will create a small flask of a brilliantly clear liquid. This must be taken immediately, and on swallowing fills the drinkers with a magical energy that will refresh and revitalize them. This increased vitality will help resist disease and minimize the severity of wounds. There is enough liquie in the flask for four people. 16 SILAMEKSH The Silken Shroud of Life This mysterious Spell will hold the life force of each of your party with a shroud of finest blue silk, so that any physical blow you receive will be deflected. Death shall be denied its toll. Silameksh, once cast, will last for much of a combat's duration. THE PLATINUM SPELLS: 14 RESENTEL The Cyanic Globe of Peace Resentel is a Spell that requires much greater concentration that Resen. Like Resen it creates a done within which no Spell may harm the party, but the rarity of platinum allows the dome to endure for a longer time. 20 MUAMAAR Phantasmal Terror A most horrible vision will be brought to bear upon each creature that threatens you when this Spell is intoned. While the talisman of Fsirith appeared as a likeness of the thing most dreaded, this phantasm will seem to have true presence and may assume any proportions. The illusion is so overwhelming that only foes of the most superior intelligence will be able to disbelieve what they see; all others will turn and flee in terror. As the phantasm does not affect you, nothing save a few bluish sparks will be visible to your party. THE CRYSTAL SPELL: 30 QADIOS The Womb of Infinite Safety The tome of the seer must be consulted before attempting this great Spell. THE FOURTH ARKANA: HEALING No traveler could endure the trials of venturing forth withou Healing. The Spells of the Fourth Arkana are devoted to these subtle and cunning arts. These are the true test of your skill, for the magic is the product of the caster's art alone. Know that no Spell is powerful enough to breathe life into the lips of one who has died; only the High Priest of the White Order can restore life where it has ceased to exist. THE IRON SPELL 1 SHUM The Simplest Salve This is the simplest and least draining of all the Healing Spells. On casting the Spell, a magic salve will form over one wound of one person and that wound will be closed. THE COPPER SPELLS 3 SHUMMUR The Copper Salve This Spell, like Shum, creates a magic salve which can heal the wounds of one person. Shummur is a greater Spell and will heal more serious wounds. 4 HELAS The Many Fingers of Healing This Spell will apply its gentle ministrations to all in the caster's presence. Those companions, and the caster, will quickly be healed of most light wounds. 5 LUQMAR Waking This simple Spell can be applied to any person. It will instantly free that being from stunning or paralysis. Thiese adverse effects will normally wear off with time, but it may not be safe to wait. THE SILVER SPELLS 8 SHUMAKIM The Silver Salve The silver salve Spell is again more powerful. It will mend skin and flesh, healing serious wounds quickly. 7 ISO Air This incantation involves drawing the air from one afflicted by poison into the caster's own lungs. This will cure the poisoning. THE GOLD SPELLS 12 SHUMLAZAR The Golden Salve The most powerful salve Spell will completely heal all the wounds of the recipient, no matter how close to death he was. 11 HELASLAZAR The Many Golden Fingers of Healing Incantation of Helaslazar will call forth a phantasm of many golden rays of light. These will cover all those in the gaze of the caster and heal any wounds that have not cleaved to the bone. 13 ISUL Cleansing Air Isul will draw the infected air from one who has been touched by the plague. The Spell is very dangerous to cast; you must draw the plague into your body, and then make an antidote within your own body and pass it into the infected one. This will place you at great risk of being infected yourself, but the plague is a most dreaded disease, and must be cured with urgency. THE PLATINUM SPELLS 23 HELASTEL The Many Platinum Fingers of Healing This Spell will bathe the caster and those around with a brilliant blue-white flickering light. When the light lifts, all wounds, no matter how serious, will have vanished. 6 SAMECLU Purity of Sanctuary The Sanctuaries constructed by the Ancients allow all within their walls to be cured of any disease and healed of their wounds when this Spell is cast. It must be cast in the unthreatened ambience of a Sanctuary, and will fail utterly if attempted elsewhere. THE CRYSTAL SPELL 33 CYQIETUR Ceaseless Healing The tome of the seer describes the effects and requirements of this wondrous incantaion. THE FIFTH ARKANA: KNOWLEDGE The Fifth Arkana, the discipline of Knowledge, provides powers that combine the forces of magic with your own intelligence to amplify and expand the normal abilities of the human mind. These Spells are diverse in nature, but all are affected by the concentration of your superior intelligence upon the tutelage of your craft. THE IRON SPELLS 1 NGOS The Glowing Script On casting Ngos, a beam of light will fly from your hand to the closest written word. The light will course along the runes and search for the meaning behind them. Ngos is a simple Spell and has not great power. 3 LUM Light By your will a bright light will appear in the air directly in front of the party, to guide you through darkened areas. The light will fade and dissipate after a short time. THE COPPER SPELLS 3 NGOSMUR The Glowing Copper Script Like Ngos, Ngosmur will prise from inscriptions their meaning. Ngosmur is a more powerful Spell, and mighty is the inscription that will not eventually yield its meaning to the glowing copper script. 8 TALIS The Spirit of Observation Talis will create a chimerical spirit, an extension of you senses, that will hover beside its creator. This spirit has powerful sight, and should it pass by a hidden dorr, its gaze will attempt to reveal the door to you. THE SILVER SPELLS 4 ALTIS The Psychic Key Many secret doors have been bound shut by magic. This Spell will attempt to use a great magical force to open such doors to you and your companions. It can also release doors that are held with some physical obstruction, but this may require more than one application. 5 EZAHM The Water of Strength Like Aromir, Ezahm distils a magical liquid. This liquid forms in a few precious drops on the staff of the caster. These drops, when placed on the tongue of one, fill the person with a maniacal strength for a short while. THE GOLD SPELLS 8 NGOSLAZAR The Glowing Golden Script This Spell is the most powerful and adcanved translation Spell. Any inscriptions that do not yield their meaning to this Spell had already lost all sense before recorded history. 7 LUMLAZAR Golden Light This Spell wills a magical light to appear in front of the party of the caster. The Spell uses the power of gold and lasts well. 21 REAAM True Revelation With accession to the higer echelons fot the Arkana of Knowledge, you will gain the ability to extract the true identity of any inanimate object that you may carry. All objects carried by the caster when this Spell is used will be accurately identified. THE PLATINUM SPELLS 8 LENTIIS The Holding Heart This Spell affects the forces that bind time to this world. When cast, the passage of time around the party will be slowed for a moderate period. This dilation of time can affect the severity of poisons, the speed and agility of enemies in combat, your consumption of food, and even the duration of other Spells you have in effect at the time. It is your responsibility to use the valuable Spell where it will be of most benefit to your party. Also, be aware that certain creatures have the ability to control time for their own purposes. reversing the effect of this Spell. 15 SATOR The Mind Siphon The mysterious powers of your will may, by this incantation, be used to bind and feed upon the psychic energies of a foe of like intelligence. The siphon will seek out from those against you, one who is also capable of the use of magic. If there is such an enemy present, the siphon will attempt to forge a channel between your two minds, through which you may drain his psychic energy, weakening his powers and restoring your own. While the siphon is attached, he will be incapable of using any magic. Powerful minds will try to resist this fearsome Spell, but it is strong and a highly valuable part of your discipline. 1 ROTAS Suction This is the Spell that is used to draw psychic energy through the mind siphon. It has no effect unless Sator has first been used to establish a link. While a siphon is attached to an enemy, you must concentrate your complete attention on maintaining its hold. Every time you act, you must cast the Rotas Spell, which will both reinforce the siphon and draw some of the victim's energy through to your mind. This Spell, therefore, increased your psychic energy each time it is successfully cast. The more powerful your foe, the more energy will be gained each time it is cast. The mind siphon will eventually break, but if you fail to cast Rotas even once, it will break immediately. Once broken, a siphon cannot be re-established. THE CRYSTAL SPELL 27 CYQIEQARAQK The Tome of the Seer With the final mastery of the Arkana of Knowledge comes the power to consult the tome of the great seer Sieqsiethsh. This mystical work is kept in a sealed bronze case on one of the astral planes. It can never be read by human eye, and its runes would in any case defy translation, but the magic of the Crystal Ring of Knowledge can concentrate the psychic powers of the Magician, from any place of Sanctuary, to form a clairvoyant view of a part of the tome, in a language of the caster's own. The tome contains the secrets of the Crystal Spells in all the Arkana, their purpose, effect, and requirements for casting; along with other prophecies of great wisdom and foresight. Study the writings of the tome carefully, and heed their portent.