
                          The Book of spells
                          ------------------


        Now that you have been admitted into the Circle of Magicians and recieved your
first tutelage in the high Arkana, you are ready to progress further in your 
study as an apprentice of magic. Your training as a magician involves tutelage 
in the five Arkana of magic. Each of the Arkana, or disciplines, must be 
mastered separately, although the skill of a learned Magician will serve you 
well in any of the Arkana.
        Within each Arkana there are many Spells of varying power and effect. Each
Spell requires a magic ring of a certain metal to focus the psychic energies of 
the caster. The simpler Spells only require rings of base metals; while the 
more powerful Spells need rings of pure and noble metals. Theser rings have 
been forged by skilled mystics to control the energies of an Arkana: you must 
wear a separate ring for each discipline you study.
        This book details all the Spells that have been bound to the magic rings made
by mortals from the metals Iron, Copper, Silver, Gold and Platinum. The 
simplest of these Spells are those commanded by Iron, the most powerful are 
commanded by Platinum. Only the most skillful ring forgers can work magic       
from the Platinum and Gold rings.
        More powerful again are the rings of the two great mystics of the distant past,
Cyqie and Ctictqu, who could work in such a way as to forge magic rings
from flawless crystal. These rings could hold spells that were so
powerful that Platinum could not contain them. A few of these treasured
rings were passed down to the Circle, where they have been gaurded
carefully by their keepers. Others have passed from knowledge and from
the eyes of men. Each of these crystal rings of so finely tuned to it's
own purpose that it can command but one spell. Only when you have
mastered the arkana of knowledge can the secrets of these spells be
revealed.
        You will wear a separate ring to indicate your mastery of each of the five
Arkana, and each of these rings will placed on a different finger: Fire on the 
strongest finger, Frost on the middle finger, Healing on the fourth finger, 
Protection on the fifth finger, and the ring of Knowledge will be placed on the 
thumb. When your studies and practice have earned you a more powerful ring for 
one of the Arkana, the Inner Circle of Magicians will award it to you and take 
from you the lesser one. Each ring will serve to control the Spells under its 
command.
        To cast a Spell you must point the correct finger at the Spell's target and
carefully chant its name, whilst concentrating on the tutelage of the Arkana. 
Once the essence of the Spell has been distilled it will be focuded by the ring 
that you wear and will course from your being.
        Each Spell will impose a toll on your psychic energy. The simplest Spells do
not require much energy, while the mightiest Spells would bring all but the 
strongest Magician to exhaustion. Take care then, you do not tire, for a 
Magician's psychic energy is his most valued strength, and does not return 
quickly.
        The Spells in this book are grouped by their Arkana and ring level. To guide
you in the wise use of you skills, each Soell is listed with a number 
indicating the psychic demands of that Spell. Learn now the Spells and use them 
with care.


                         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 of the First Arkana concentrate heat upon their targets, and will 
not touch large numbers of foes. Only those creatures born of fire will be 
resistant to the effects of these Spells.

The Iron Spells
   AMRAS                The Snake of Fire          2
   A bolt of flame shall gro 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.

  ORLOS                 The Flame of the Eye       3
  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.
  
  AMRASMUR              The Copper Snake of Fire   4
  The copper snake has no more strength. It's venom will burn a lesser foe unto 
ashes, and will course through the veins of a stronger foes like fiery sparks.

  ORLOSMUR             The Copper Flame of the Eye 6
  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
  AMRASAKIM            The Silver Snake of Fire    7
  The silver snake is stronger than the copper snake, and its bolt 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.

  KUN                  The Furnace of the Mind     9
  When Kun is cast the caster's psychic energy becomes a sheet of white hot 
flame which surges outward in all direction. All enemies within ten feet shall 
be covered by this flame.

The Gold Spells
  AMRASLAZAR           The Golden Snake of Fire    11
  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.

  KUNLAZAR             The Golden Furnace of the Mind    13
  The purity of gold make 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
  AMRASTEL             The Platinum Snake of Fire        16
  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.

  KUNTEL               The Platinum Furnace of the Mind  19
  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 tortuous burns, and all but the strongest will be cremated unto 
dust.

The Crystal Spell
  CYQIEKUN             The Furnace of the Great Mystic   30
  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 destrustion. 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 impervious to Frost, but most will have cause to fear thses 
Spells greatly.

The Iron Spells
  STRAL                 The Frozen Hand            1
  All beings within your sight will be immersed in a chilling frost. Their 
strength will be sapped, 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.

  SEHK                  The Breath of Ice          3
  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
  KRAMUR                The Tempest of Chaos       4
  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.

  SEHKMUR               The Copper Breath of Ice   5
  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
  KRAAKIM               The Silver Gale of Chaos   7
  The storm that this Spell calls forth is terrible. Its path is broader and 
its effect greater than Kramur. Beings who stand in the face of it shall be 
stunned by its power, unable to fight in any way.

  SEHKAKIM              The Silver Breath of Ice   8
  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
  STRALLAZAR            The Golden Hand of Freezing     10
  The hand shall descend on your foes suddenly and will take from them 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.

  SEHKLAZAR             The Golden Breath of Ice         16
  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
  KRATEL                The Platinum Maelstrom of Chaos  15
  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.

  SEHKTEL               The Platinum Breath of Ice        24
  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. Ths Spell demands much of the caster and only the strongest 
Magician should attempt it.

The Crystal Spell
  MUZAQ                 Cacophonous Oblivion              45
  This is the most fearsome and terrible destructive Spell. You must first 
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. Thses Spells 
and formuala allow you to bend the ethereal forces to deflect the blows and 
magic pf 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
  TEI                   The Iron Shield               2
  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.

  SEL                   The Iron Armor                3
  All those who stand with the caster will have the strength of their armor 
substantially increased for a brief period. This Spell forms a magical armor 
around each person. Although this armor is strong, it cannot last long.
The Copper Spells

  SELMUR                The Copper Armor              6
  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 is Spell that is not long 
lasting.

  TASRAK                The Shell of the Unborn       5
  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
  SELAKIM               The Silver Armor              10
  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.

  RESEN                 The Globe of Peace             5
  On casting this Spell, you will be surrounded by a vast shimmering dome. 
Although this Spell is an ephemeral one, for its duration no magic may harm the 
party within its circumference. This is a valuable Spell, but beware that is 
has a very short duration and must be cast many times.

  FSIRITH               The Talisman of Awe             7
  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 dread the 
most. This image will, if the enemy is fooled, cause it ot 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
  TEILAZAR              The Golden Shield               7
  Teilazar will substantailly strengthen the armor of your party. This 
preparation is stronger than the Iron Spell and will last for a longer period 
of time.

  AROMIR                The Water of Waking             5
  Aromir, when cast, will create a small flask of a brillinatly 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 
liquid in the flask for four people.

  SILAMEKSH             The Silken Shroud of Life       16
  This mysterious Spell will hold the life force of each of your partyy with a 
shroud of finest blue silk, so that any physical blow you recieve will be 
deflected. Death shall be denied its toll. Silameksh, once cast, will last for 
much of a combat's duration.

The Platinum Spells
  RESNTEL               The Cyanic Globe of Peace       14
  Resentel is a Spell that requires much greater concentration than Resen. Like 
Resen it creates a dome within which no Spell may harm the party, but the 
rarity of platinum allows the dome to endure for a longer time.

  MUAMAAR               Phantasmal Terror               20
  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
  QADIOS               The Womb of Infinite Safety      30
The tome of teh seer must be consulted before attempting this great
spell.





                        The Fourth Arkana: Healing
No traveler could endure the trials of venturing forth without 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 breath 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
  SHUM                  The simplest Salve      1
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
  SHUMMUR               The Copper Salve        3
This spell, like shum, creates a magical salve which can heal the wounds
of one person. Shummur is a greater spell and can heal more serious
wounds.

  HELAS                 The Many Fingers of Healing     4
This spell will apply it's gentle ministrations to all in the caster's
presence. Those companions, and the caster, will quickly be healed of
most light wounds.

  LUQMAR                Waking                  5
This simple spell can be applied to any person. It will instantly free
that being from stunning or paralysis. These adverse effects will
normally wear off with time, but it may not be safe to wait.

The Silver Spells
  SHUMAKIM              The Silver Salve        8
The silver salve spell is again more powerful. It will mend skin and
flesh, healing serious wounds quickly.

  ISO                   Air                     7
This incantaion involves drawing the air from one afflicted by poison
into the caster's own lungs. This will cure the poisoning.

The Gold Spells
  SHUMLAZAR             The Golden Salve        12
The most powerful salve spell will completely heal all wounds of the
recipient, no matter how close to death he was.

  HELASLAZAR            The Many Golden Fingers of Healing      11
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.

  ISUL                  The Cleansing Air       13
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 amke an antidote within your 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
  HELASTEL              The Many Platinum Fingers of Healing    23
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.

  SAMECLU               Purity of Sanctuary     6
The santuaries created 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
  CYQIETUR              Ceaseless Healing       33
The Tome of the Seer describes the effects and requirements of this
wonderous incantation.



                        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 teh human mind. Thses spells are diverse
in nature, but all are effected by the concentration of your superior
intelligence upon the tutelage of your craft.

The Iron Spells
  NGOS                  The Glowing Script              1
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.

  LUM                   Light                   3
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 dissipate
and fade after a short time.

The Copper Spells
  NGOSMUR               The Glowing Copper Script       3
Like Ngos, Ngosmur will prise from inscriptions their meaning. Ngosmur
is a morepowerful spell, and mighty is the inscrption that will not
eventually yield it's meaning to the glowing copper script.

  TALIS                 The Spirit of Observation       8
Talis will create a chimerical spirit, an extension of your senses that
will hover beside it's creator. This spirit has powerful sight, and
should it pass by a hidden door, it's gaze will attempt to reveal the
door to you.

The Silver Spells
  ALTIS                 The Psychic Key                 4
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 held by some physical obstruction,
but this may require more than one application.

  EZAHM                 The Water of Strength           5
Like Aromir, Ezahm distils a magical liquid. This liquid forms in a few
precious drops on the staff of the caster. These drops, when placedon
the tounge of one, fill the person with manical strength for a short
while.

The Gold Spells
  NGOSLAZAR             The Glowing Golden Script       8
This spell is the most powerful and advanced translation spell. Any
inscriptions which do not yield their meaning to this spell had already
lost all sense before recorded history.

  LUMLAZAR               Golden Light                    7
This spell wills a magical light to appear in front of the party. The
spell uses the power of Gold, and lasts well.

  REAAM                 True Revelation                 21
With accession to the higher echelons of 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
  LENTIIS               The Holding Heart               8
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 fo other spells you have in effect at the time. It is
your responsibility to use this valuable spell where it will be of most
benfit to the party. Also, be aware that cert6ain creatures have the
ability to control time for their own purposes, reversing the effects of
this spell.

  SATOR                 The Mind Siphon                 15
The mysterious powers of your will may, by this incantation, be used to
bind and feed upon the psychic energies of a foes of like intelligence.
the siphon will seek out from those against you one who is also capable
of the use of magic. If such an enemy is 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 may try to resist this fearsome spell, but it is a strong
and highly valuable part of your discipline.

  ROTAS                 Suction                         1
this is the spell that is used to draw the psychic energy through the
mind siphon. It has no effect unless Sator has been first used to
establish a link. While siphon is attached to an enemy, you must
concentrate your entire attention on maintaining it's hold. Every time
you act your must cast a ROTAS spell, which will both reinforce the
siphon and draw some of the victim's energy through your mind. this
spell, therefore, increases your psychic energy each timeit 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
  CYQIEQARAQK           The Tome of the Seer            27
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 the human eye, and it's runes would in any case defy
translation, but the magic of the Cyrstal rign of Knowledge can
concentrate the Psychich 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 teh
cyrstal spells in all the arkana, their purpose, effect, and
requirements for casting; along with other prophecies of great wisdom
and forsight. Study the writings of the tome carefully, and heed their
portent.




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