Arkana: Power
Power: 5
Duration: 4d10 days + Level
Speed: Ritual
Range: Special
Drain: 25
This spell transports the character’s home, and a large amount of land, into a pocket dimension. This pocket dimension will have the same weather patterns and climate as the original area. The original area will appear to be a flat and barren, even if there were originally mountains there. The caster can choose to re-materialize at the original location at any time.
Arkana: Physical
Power: 1
Duration: Instant
Speed: Quick
Range: Touch
Drain: 3
Saves the victims life if injury points drop to or below zero. The character slips into a coma however for 1d10 hours. After this rest the character has 10 injury points and can only walk until naturally healed.
Arkana: Physical / Power
Power: 1
Duration: Permanent
Speed: Normal
Range: Touch
Drain: 3
This spell will create a magical seal on a door, chest, lock, or other device that opens. This seal is unbreakable
by normal means. An Open Lock spell will automatically open the door. The door can still be smashed or the hinges
removed, if they can been seen.
Arkana: Physical / Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
Allows the recipient to see heat emanations and infrared light. This can be done with or without another visible
light source. If however a sudden burst of extreme heat occurs the caster must roll Health. If unsuccessful the
caster is blinded for 1d10 rounds. The range of vision is equal to 5’ for every level of the caster.
Arkana: Physical / Mental / Power
Duration: 1d10 + Level
Power: 2
Range: Touch
Speed: Normal
Drain: 4
Allows the individual touched to see a darkened patch that generally follows the invisible person, creature, or
item. This patch enables the caster to target the victim with spells, weapons, or other effects. The recipient
cannot fully identify any features of the item beyond that vague patch. The invisible victim may attempt a stealth
roll to avoid being seen by the caster, if she knows that she can be seen.
Arkana: Physical / Mental
Duration: 1d10 + Level
Power: 2
Range: Touch
Speed: Normal
Drain: 4
By use of this incantation the individual touched can see any magical energies within sight. The magical energies
will appear to have vibrant colors and textures. Enchanted items will glow a deep blue color, while spells in effect
will seem to glow a reddish orange. Spells being cast will seem to be an almost too bright yellow. Spell casters
will seem to have a light blue tinge. This spell will not give any more information on the effects, abilities,
or powers of the magic.
Arkana: Physical / Power
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
This spell must be cast upon a weapon. When cast the weapon will seem to dim and become shadow. The weapon will
deal no extra injury, but can now injure shadow creatures. In addition, when a critical hit occurs or the weapon
deals its maximum injury, the victim must roll health or lose one point of health permanently.
Arkana: Physical / Power
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Touch
Drain: 5
Transforms the subject into a creature of shadow. The subject gains all of the abilities and penalties of a shadow.
See the full description of shadows in Beings, Creatures, & Adversaries. In short, shadows cannot be
struck by normal weapons, but can be the victims of spells. In addition, when a critical hit occurs or the weapon
deals its maximum injury, the victim must roll health or lose one point of health permanently.
Arkana: Physical
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Self
Drain: 4
Allows the caster to alter his features, race, and sex or become any one non-magical creature of similar size and
mass. Any natural abilities or armor is automatically gained for the new form. Any equipment becomes part of the
mass of the creature.
Arkana: Physical / Power
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Touch
Drain: 5
Allows the caster to alter the features, race, and sex of the individual touched. The caster can choose to turn
the victim into any one non-magical creature of similar size and mass. Any natural abilities or armor is automatically
gained for the new form. Any equipment becomes part of the mass of the creature.
Arkana: Physical
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 4
Shrinks the victim to approximately 3" in height. The victim's HEA is unaffected, but his strength drops to
1. All other attributes remain the same, but the victim will gain a bonus of +20 to his Defensive Tactics for the
duration.
Arkana: Physical / Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 4
Forces the victims to be unable to speak for the duration unless they save with a successful willpower roll. The
caster can silence up to one person for every two levels.
Arkana: Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 4
Causes one individual to sleep. Any loud noises within 5’ of the victim or any injury will break this spell. The
victim may receive a save with willpower at casting.
Arkana: Physical
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
Causes the target to slow unnaturally. The victim will slow one encumbrance level and lose one action for every
5 levels of the caster. Victims may attempt to save with willpower.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
This spell will slow the subject’s sense of time to a crawl. Events will seeem tooo slooow doooown. Every action
will seem to take forever to complete. While this could be used for psychological torture, it does give the recipient
a bonus of + 10 to all skills. The character’s body does not speed up, simply the time allowed her to think and
plan.
Arkana: Physical / Power
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
By use of this incantation the individual touched can become intangible and smoky. This smoke form is completely
controlled by the recipient and cannot be dispersed or divided. Winds can buffet and move the individual unless
he saves with willpower. While in this form the individual can go anywhere that smoke or mist can.
Arkana: Power
Power: 3
Duration: 2d10 Hours + Level
Speed: Normal
Range: Touch
Drain: 6
Grants the power of flight over long distances to the individual touched. The recipient is in complete control
of the direction, speed, and altitude traveled. This spell does not confer an ability to breathe thinned oxygen
so the character can not fly too high. Speed is equal to the running speed of the character, but the character
can not be carrying more than his STR + HEA ÷ 2 in lbs. If travelling for more than an hour, consider the
airspeed to be 20mph.
Arkana: Power
Power: 3
Duration: Permanent
Speed: Ritual
Range: Level x 5 Feet
Drain: 23
Soul-bind requires an active skeleton, zombie, or other corporeal undead. When this spell is cast the corpse’s
soul is permanently bound into the corpse. This causes the animation to become permanent. Up to the casters level
of undead can be bound in any combination desired. For example: a 15th level caster can bind three 5th
level skeletons, or one 15th level skeleton, or one 10th level skeleton and five 1st
level skeletons.
Arkana: Power
Power: 3
Duration: 2d10 + level minutes
Range: Touch
Speed: Ritual
Drain: 23
This spell will place the recipient into a coma-like state for the duration of the spell. Once in this state the
recipient’s soul can leave the body and travel independently. This soul is invisible to all senses. Some spells,
including See Magic and Identify Magic, may be able to detect the soul. Spells that detect heat, invisibility,
or night vision will have no chance for success. Creatures such as ghosts, spirits, or other non-corporeal undead
will see the soul without difficulty. Souls cannot affect living tissue, and have an effective strength attribute
of 1. Souls can affect other non-corporeal creatures without penalty or restriction.
Arkana: Energy
Power: 4
Duration: Instant
Speed: Normal
Range: 15’
Drain: 6
Sprays sparking electricity in a cone close to the caster. The square directly ahead of the caster is effected, so are the next three squares directly in front of that square, and finally the five squares directly in front of that. Injury done is equal to 5d10 + level + 1/10th the casters skill. The victim may attempt to dodge by rolling an AGL check. Non-metal armor will reduce any injury received, but metal armors will add the PV of the armor to the injury inflicted.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
This spell will make the subject’s time seem to fly past. The duration of the spell will seem to be over instantly.
The victim must attempt a willpower roll each round to be able to make any active actions. Active actions include
combat, spell casting, or anything that requires impetus. Defense and speech are passive actions and can be done
without a save.
Arkana: Physical
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
Causes the target to become much faster. The target will gain one action for every 5 levels of experience the caster possesses. In addition the target will act as if one encumbrance value greater for the purposes of speed. If already at the lowest, add 10' for every 5 levels of the caster.
Arkana: Mental / Power
Power: 1
Duration: 1 Hour per Level
Speed: Normal
Range: Self
Drain: 3
Allows the character to store any one spell to be used as needed within the duration of the spell. Only the power
for the storing spell is required at casting, when activated the power for the second spell will be taken normally
(no roll is required for non-combat spells at activation). Spell activation can be done either at the beginning
of the encounter or in one action once combat has begun.
Arkana: Physical
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
When cast this spell expels a large mass of sticky goo at the victim. The victim may attempt either a dodge or
use defensive tactics to save. If hit by the sticky goo, the victim can move only 5’ per round and will have a
penalty to strike of 10 + the casters level.
Arkana: Physical
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Self
Drain: 5
Transforms the caster into solid living stone. The caster will greatly resemble a stone golem. Grants the wearer
a PV equal to her level. In addition the caster will gain 50 injury points for the duration of the spell. All injury
dealt to the caster will be taken from this bonus first. This transformation makes the caster immune to gas effects,
poisons, cold, electricity, and takes ½ injury from fire.
Arkana: Physical
Power: 4
Duration: Instant
Speed: Long
Range: Touch
Drain: 9
This spell will revert a victim turned to stone back into flesh. This will reverse any spells such as Flesh to
Stone, or the gaze of a basilisk or medusa. This spell will not turn a statue or golem into flesh; it will only
reverse a previous spell or effect.
Arkana: Physical
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 5
This spell will transform a section of stone into mud. This mud can then be shaped, formed, or molded as desired.
The wizard may determine the viscosity of the mud at the time of the casting. When the duration ends the mud will
return to stone. One 5’ x 5’ x 5’ cube of stone can be transformed for every five levels of the caster.
Arkana: Physical
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
The recipient of this spell will gain a large bonus to his strength attribute. This bonus is equal to 20 + the
caster’s level. This new strength should be considered for extra injury done, as well as strength rolls. Multiple
castings will lengthen the duration; not strengthen the individual further.
Arkana: Physical
Power: 3
Duration: Permanent
Speed: Normal
Range: Touch
Drain: 5
This spell will harden and toughen an item held in the caster’s hand. It can cancel a brittle spell, add 1 PV to
armor, or increase an item’s number of breakage points. If Breakage points are added to an item increase them 1d10
+ the caster’s level. The PV of armor or Breakage points of items cannot be increased to more than 150% of the
original value.
Arkana: Power
Power: 5
Duration: 4d10 days + Level
Speed: Ritual
Range: Touch
Drain: 25
This spell must be cast upon a building or structure. It prevents anyone from travelling inside by magical means.
It will bar and repel any monster or creature that the caster does not wish to enter. It will resist offensive
spells with a save roll of 85%. Any physical attacks or magical spells deal half damage to the structure. The structure
cannot be any larger than 1000 square feet for every level of the caster.
Arkana: Mental
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 5
Drains the target of most of her intelligence. The victim may attempt a save with willpower, but failing that may
only roll at 1/4 INT until the duration is complete. Any and all rolls (Perception saves, certain skills) that
incorporate intelligence must be rolled with this value. The victim will begin to react instinctively and more
primal as the duration continues.
Arkana: Mental
Power: 1
Duration: 1 Action
Speed: Normal
Range: 10’
Drain: 3
Forces victim to complete one simple command that does not break his or her morality. This action cannot take longer
than 1d10 / 2 + Level rounds or else the spell will fizzle. The victim receives a save with willpower.
Arkana: Power
Power: 5
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 25
This spell will summon one angel from Elysian to the caster. This angel will attempt to aid good individuals and
strike down evil, even if the summoner is evil. This spell does not grant control over the angel. There is a 5%
chance to summon an Archangel, a 10% chance to summon a Guardian angel, and a 25% chance to summon a Healer angel.
Otherwise a Seraph angel will be summoned.
Arkana: Power
Power: 2
Duration: Special
Speed: Ritual
Range: 1 mile per level
Drain: 22
Summons up to the caster’s level in normal animals. The animals summoned will be common for the habitat the summoning
is performed in. It will take 1d10 minutes for all of the animals to arrive. If there are no animals within the
range, the spell will not be effective. The animals will follow the instructions of the summoner for 1d10 + Level
hours.
Arkana: Power
Power: 5
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 24
Summons a demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle or another
spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires.
They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit). This spell has
a 5% chance to summon an Arch demon, a 10% chance to summon a Baal demon, and a 25% chance to summon a Daemon.
Otherwise it will summon a Seducer.
Arkana: Power
Power: 3
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 23
Summons a minion demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle
or another spell is required to control it. Demons will bargain for their freedom and will offer anything the caster
desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit).
Arkana: Power
Power: 4
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 24
Summons a demon from the depths of Gehenna. This demon is not controlled by this spell. A magical circle or another
spell is required to control it. Demons will bargain for their freedom and will offer anything the caster desires.
They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit). This spell has
a chance to summon a Merchant demon, a Warrior demon, or an Imp. Roll percentile. A result of 01 – 70 summons an
imp, a roll of 71 – 90 results in a Warrior, and a 91 + summons a Merchant Demon.
Arkana: Power
Power: 4
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 24
Summons several minion demons from the depths of Gehenna. These demons are not controlled by this spell. A magical
circle or another spell is required to control it. Demons will bargain for their freedom and will offer anything
the caster desires. They can drive a hard bargain, but will follow any agreement to the letter (if not the spirit).
The caster can summon up to one-fifth his level in demons.
Arkana: Power
Power: 4
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 24
By use of this incantation the caster can summon and control one Djinni. This djinni will follow all of the spell
caster’s commands for 3d10 + Level rounds. These requests, also called wishes, are limited to the knowledge, skills,
and abilities of the djinni. The djinni must use his formidable memory and spell-casting powers to complete the
request.
Arkana: Power
Power: 3
Duration: Instant
Speed: Ritual
Range: 1 mile per level
Drain: 23
Awakens and compels a dragon within the range of the spell to travel to the caster. This spell does not control
the dragon in any way, and most dragons are not happy to be summoned. Control spells and magical circles are the
only way not to be eaten. The caster can summon a dragon of an equal level to himself. If there are no dragons
in this category within range the spell fails.
Arkana: Power
Power: 3
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 23
This spell will summon an elemental to the caster from any of the four elements: fire, earth, air, and water. The
elemental summoned will be half the level of the summoner. This spell contains an inherent control of the elemental
which will last for 2d10 + Level. The caster can return the elemental to its home at any time during this duration.
After the duration expires the caster cannot return the elemental home.
Arkana: Power
Power: 3
Duration: Special
Speed: Ritual
Range: 1 mile per level
Drain: 23
Compels a faerie within the range of the spell to travel to the caster. The faerie will arrive in 1d10 minutes
after casting. Once the faerie arrives, the caster has no control over or protection from the faerie. The faerie
will be of the same level or lower than the summoner. If there are no faeries within the range of the spell, then
the spell will fizzle.
Arkana: Power
Power: 1
Duration: Special
Speed: Ritual
Range: 1 mile per level
Drain: 21
This spell will summon a normal creature within range to the caster. It will take 1d10 minutes for the creature
to arrive. The specific creature is left to the GMs discretion, but large animals make poor familiars. Smaller
animals such as ravens, owls, mice, cats, dogs, and hawks are preferred. Once this animal has arrived the caster
may choose to bond with the animal. If this occurs it is permanent, and can only be broken with the death of the
caster or the familiar. The caster can choose to see and hear through the familiar, but will also take any injury
the familiar receives. At 10th level the caster can speak through the familiar, and at 15th
the caster may choose to cast spells through the animal. If the familiar dies, the caster may not repeat this spell
for 2d10 + 4 months of mourning.
Arkana: Power
Power: 2
Duration: Special
Speed: Ritual
Range: ¼ mile per level
Drain: 22
This spell can bring any one item within range to the caster. Non-magical items will automatically be transported.
Magical items have an inherent resistance to this spell. Items with minor properties have a 35% chance to resist
this spell, major items have a 50% chance, excellent items have a 75% chance, and superlative items will always
resist (100%). Only one attempt can be made per item.
Arkana: Power
Power: 3
Duration: Special
Speed: Ritual
Range: 1 mile per level
Drain: 23
This spell will compel any one person within range to travel to the caster. The caster must know the true name
of the person to be summoned. This true name cannot be a nickname or epitaph. The travel times will vary on the
individual, but they will take the fastest, most direct route. This spell will not protect the caster from the
wrath of the summoned person, nor will it control them.
Arkana: Power
Power: 3
Duration: Instant
Speed: Ritual
Range: 10’
Drain: 23
This spell will draw a creature from the realm of shadow. This shadow is simply transported to this world; it is
not controlled by this spell. In order to control the shadow the caster must use a magical circle or a spell that
can control sentient creatures such as suggest, command, or domination.
Arkana: Power
Power: 2
Duration: Instant
Speed: Ritual
Range: ¼ mile per level
Drain: 22
This spell will summon one ghost, spirit, or wraith within range to the caster. This spell does not grant the caster
with any protection or control over the ghost. Because of the tendencies of ghosts to have unfinished business
on Selan, most spirits will speak before harming the summoner.
Arkana: Mental
Power: 3
Duration: 1 month
Speed: Long
Range: Touch
Drain: 8
Causes one animal to become domesticated for the duration. The animal receives a willpower roll to save at casting
and at any out-of-character or harmful commands. Mistreatment or abuse will instantly end the spell.
Arkana: Power
Power: 2
Duration: Special
Speed: Normal
Range: Touch
Drain: 4
When this spell is cast upon an object held or worn by the caster, it will become a tattoo somewhere on the caster’s
body. This tattoo will resemble the original item and will radiate a magical aura. When the caster touches the
tattoo and concentrates, the item will reappear as it was before its transformation. If the tattoo is not activated
within one day, there is a cumulative 2% chance per day that the tattoo will become permanent (and inert).
Arkana: Energy / Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 4
Allows the character to mentally lift, move, and manipulate items by simple concentration. The spell-caster can
lift a maximum weight of [(WIL + HEA) / 2] + 5 lbs. per level. The weight limit can be distributed amongst several
items to manipulate simultaneously. The maximum number of items that can be Telekinetically lifted is INT / 10.
To strike with an item roll with the Cast Energy or Mental Spell skill.
Arkana: Energy / Mental
Power: 1
Duration: Instant
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
Deals 1d10 injury plus the level of the caster plus one-tenth her use skill. Victims may subtract the appropriate
amount from the use spell with their Defensive Tactics. Armor will reduce any injury received.
Arkana: Energy / Mental
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Self
Drain: 5
Grants the power of flight to the caster by a form of reversed telekinesis. The recipient is in complete control
of the direction, speed, and altitude traveled. This spell does not confer an ability to breathe thinned oxygen
so the character can not fly too high. Speed is equal to the running speed of the character, but the character
can not be carrying more than his STR + HEA ÷ 2 in lbs.
Arkana: Mental
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 5
Allows the caster to read the surface thoughts of anyone within range. The victim may receive a willpower roll
to force the caster out, if a successful awareness roll is made to even notice the intrusion. Only what the victim
is currently thinking can be scanned, not deep memories or beliefs unless there is a prompting to bring them to
the surface.
Arkana: Power
Power: 3
Duration: Instant
Speed: Normal
Range: 1 mile per level
Drain: 5
Instantly transports the caster to any location within the range of the spell. There are no penalties if the caster
either knows the location intimately or if it is within line of sight. If not there is a 20% penalty to the Cast
Power Spells skill.
Arkana: Physical
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
Grants the gift of far seeing to the individual touched. This person can see up to twice as far as accurately as
their normal vision. This spell does not grant night-vision, nor is it compatible with either natural or magical
versions. At 10th level the caster can see up to three times the normal distance, at 15th
up to 6 times, at 20th up to 10 times, and at 25th up to 12 times.
Arkana: Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
Forces the victim touched to tell the truth, the whole truth, and nothing but the truth. In order to resist, the
victim may roll a save using willpower. Failure results in a complete and honest account of anything asked. The
victim will speak from her recollection and point of view. Knowledge unknown to the victim cannot be told.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
Allows caster to understand and speak any language by an intelligent creature. This spell will not translate
the written word, nor does it allow the caster to speak with animals. The caster will not remember the language
after the spell’s duration, except highlights and simple phrases used.
Arkana: Power
Power: 5
Duration: 4d10 + Level
Speed: Long
Range: Level x 10’
Drain 10
Creates a large swirling mass of wind very similar to a real tornado. This tornado will be up to 40’ in diameter,
and can lift numerous objects no heavier than the caster’s level x 20 lbs. This tornado cannot be controlled and
will move up to 50’ in one round.
Arkana: Power
Power: 4
Duration: Instant
Speed: Ritual
Range: Touch
Drain: 24
Transfers the powers, abilities, memories, personality, and other characteristics of one magical item into another.
The only limitation is that weapons with offensive abilities can only transfer them into other weapons. Other magical
items will gain a natural resistance based on their properties’ magnitude. Minor items will have a base 10% to
resist, major items will have a 20% to resist, excellent items will have a 50% chance to resist, and superlative
item will have a 90% chance to resist. Items that resist will remain as they were with no penalty to their powers
or properties. Intelligent items may choose to roll willpower to resist the transference with a bonus equal to
any additional property magnitude.
Arkana: Physical
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Self
Drain: 5
Allows the caster to alter his features, race, and sex or become any one creature of similar size and mass. Any
natural abilities, magical abilities or armor is automatically gained for the new form. Any equipment becomes part
of the mass of the creature. All natural or magical abilities that were from the true form are lost for the duration.
Arkana: Physical / Power
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: Touch
Drain: 6
Allows the caster to alter the features, race, and sex of another or transform them into any one creature of similar
size and mass. Any natural abilities, magical abilities or armor is automatically gained for the new form. Any
equipment becomes part of the mass of the creature. All natural or magical abilities that were from the true form
are lost for the duration.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
Allows the caster to create an illusion that affects only one sense. The applicable senses are Sight, Smell, Taste,
Touch, and Hearing. Everyone within sensory range receives a Perception save to realize what the illusion really
is. They still can see, hear, or feel the illusion, but can easily ignore it and any of its effects.
Arkana: Mental
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Touch
Drain: 5
The individual touched by the caster will gain the ability to see the truth in all things. The subject can still
see what most others see, but it requires concentration. All illusions, shape-changes, holograms, disguises, hidden
doors, and other deceptions will be noticed and pierced by this spell.
Arkana: Mental
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
Allows the individual touched to know instantly whenever anyone is lying to her. The victim is allowed an awareness
roll to notice the individual’s odd reactions as she listens to the speaker.
Arkana: Power
Power: 5
Duration: Permanent
Speed: Ritual
Range: Self Only
Drain: 25
This ritual drains off the remaining life essence of the caster to transform himself into a Lich. As a lich the
caster will gain immortality of a sort as an undead creature. If the spell is unsuccessful the caster will be dead
with no chance of Khadina allowing a chance for resurrection. The caster does not automatically gain the abilities
of a lich as described in Beings, Creatures, and Adversaries. He will keep his skills, knowledge, and spell
ability he had in life. The character can still advance in levels and experience just as they did before. Un-death
does begin to unhinge the mind of the wizard. Every year of un-death requires a willpower roll or the lich will
go insane for that year. Any further insanity rolls will have a cumulative penalty of – 5 for each failure.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
Allows the individual touched to understand any written language for the duration. This does not grant the caster
the ability to write in this language, nor speak it. This spell also does not decrypt codes or cyphers. The subject
can understand dead, lost, and pictographic languages.
Arkana: Power
Power: 2
Duration: Instant
Speed: Quick
Range: Self
Drain: 4
By use of this spell the caster can choose to re-roll the results of any dice throw. This spell must be cast the
very next action or else the spell will fizzle. If there are any subsequent dice rolls the spell will also fizzle.
Fore example, a wizard casts fire stream and fumbles. The player must immediately state that he is casting Undo.
If he waits until after the die roll to determine what the result of the fumble is, the spell will fizzle. This
spell will allow one re-roll, but these results cannot be changed. Only one undo is allowed per dice roll.
Arkana: Physical / Power
Power: 5
Duration: Permanent
Speed: Long
Range: Level x 5’
Drain: 10
This spell transforms the victim into a living plant of the caster’s choice. This plant must be similar in size
to the victim. A human might be vegemorphed into a small tree, but never a flower. The victim is still aware of
his surroundings but cannot interact with them except as his new form allows.
Arkana: Mental
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: 10’ + 5’ per level
Drain: 3
Causes the victim to fall if any sudden action is attempted. Sudden actions include combat, movement (except crawling),
dodging, or defensive tactics. To resist the original spell the victim is granted a save using willpower. If this
fails a successful agility roll must be made for each sudden action.
Arkana: Mental
Power: 1
Duration: Instant
Speed: Normal
Range: 1 mile per level
Drain: 3
Grants an instantaneous peek at the desired target. The image will remain for one round. The caster must have a
scrying device and the true name of the person or object to be glimpsed. Otherwise the spell will fizzle.
Arkana: Energy
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: 50’
Drain: 6
Creates a wall of electricity in a straight line or curve for Level x 5'. For every action spent inside the wall
it will inflict 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at
the caster's will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.
Arkana: Energy
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: 50’
Drain: 6
Creates a wall of flame in a straight line or curve for Level x 5'. For every action spent inside the wall it will
inflict 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at the caster's
will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.
Arkana: Energy
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: 50’
Drain: 6
Creates a wall of swirling frost in a straight line or curve for Level x 5'. For every action spent inside the
wall it will 5d10 injury plus the caster's level. The wall cannot be moved once cast, but can be cancelled at the
caster's will. At 15th level the width of the wall is 5 feet, at 20th the width increases to 15 feet.
Arkana: Physical / Power
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: Level x 10’
Drain: 6
This spell will create a wall of iron within the range of the spell. Creates a 10' high, 5' wide wall of steel
from the ground. This wall can be up to Level x 5' long. Each 5' section of the wall has 200 Breakage points.
Arkana: Physical
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 4
Causes all nearby plants to suddenly grow to unprecedented size and tangle up together. The wall will be 10 feet
tall, 5' wide and can be up to Level x 5' long. The wall will inflict 1d10 injury to anyone attempting to climb
the wall each round. The wall has 50 Injury points and is NOT sentient. This spell cannot be cast in an area without
plant-life.
Arkana: Physical / Mental / Energy
Duration: 3d10 + Level
Power: 4
Range: Level x 5’
Speed: Normal
Drain: 6
This spell causes all loose metal within the immediate area to begin flying together and spinning at a great rate
of speed. The wall can be created in a straight line or curve for Level x 5'. For every action spent inside the
wall it will inflict 1d10 injury for every 2 levels of the caster, with a bonus of one-tenth the caster's use skill.
The wall cannot be moved once cast, but can be cancelled at the caster's will. At the end of the duration, all
of the metal will crash down upon the ground where the wall used to be. This spell requires a great amount of metal
or the spell will fizzle or be greatly reduced in effect.
Arkana: Physical / Power
Power: 5
Duration: 4d10 + Level
Speed: Normal
Range: Level x 10’
Drain: 7
This spell will create a wall of steel within the range of the spell. Creates a 10' high, 5' wide wall of steel
from the ground. This wall can be up to Level x 10' long. Each 5' section of the wall has 500 Breakage points.
Arkana: Physical
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 5
Creates a 10' high, 5' wide wall of stone from the ground. This wall can be up to Level x 5' long. Each 5' section
of the wall has 200 Breakage points. Can only be cast near a source of stone.
Arkana: Physical
Power: 1
Duration: Permanent
Speed: Normal
Range: 10’ + 5’ per 2 levels
Drain: 3
This spell will warp items made of wood. Many items when warped become useless or less effective. The exact effects
are up to the GM, but melee weapons should have a penalty of – 10, and missile weapons a penalty of – 20. Doors
may not open or close correctly, and wheels may bow or break. One wooden item can be warped for every five levels
of the caster.
Arkana: Physical
Power: 1
Duration: 1d10 ÷ 2 + Level
Speed: Normal
Range: Touch
Drain: 3
Subtracts 20 + Level from victim's strength. A successful defensive tactics or dodge will negate the spell. The
victim’s strength can never drop below 5. Multiple castings will lengthen the duration; not weaken the victim further.
Arkana: Power
Power: 3
Duration: 2d10 + Level
Speed: Long
Range: Touch
Drain: 8
By use of this incantation the caster can transform one weapon into another weapon. Mass must remain the same with
a maximum modifier of +/- 5% per level. The weapon must remain a weapon; it cannot be transformed into nothingness.
Arkana: Power
Power: 1
Duration: 1d10 ÷ 2 hours + Level
Range: 10’ + 5’ per 2 levels
Speed: Ritual
Drain: 21
This spell creates an invisible barrier shaped as a hemisphere around the range of the spell. This shield will
repel bad weather such as hail, rain, or snow. The temperature within the shield will stabilize at a cool 50-60
degrees Fahrenheit. The shield itself can become opaque to shield the inhabitants from the rays of the sun.
Arkana: Power
Power: 3
Duration: 2d10 + Level
Speed: Normal
Range: Level x 5’
Drain: 5
This spell creates a whirlwind similar in nature to Dust devil. The whirlwind will be 1’ in diameter for
every level of the caster. This whirlwind can move objects up to 1 lb. per level of the caster. This spinning mass
of air can be controlled by the caster or set to wander randomly. The whirlwind can move up to 20’ in one round
randomly, or 10’ in one round if controlled by the caster.
Arkana: Physical
Power: 4
Duration: 3d10 + Level
Speed: Normal
Range: Touch
Drain: 6
The individual touched will begin to grow large bird, bat, or butterfly wings from his back. If there is any armor
worn by the recipient the spell will deal 2d10 injury and then fizzle. Clothing will rip and tear, but will inflict
no injury. The wings will allow the subject to fly. The recipient is in complete control of the direction, speed,
and altitude traveled. This spell does not confer an ability to breathe thinned oxygen so the character can not
fly too high. Speed is equal to the running speed of the character, but the character can not be carrying more
than his STR + HEA ÷ 2 in lbs. Anything more becomes a controlled fall, allowing the character to receive
half injury. The subject of the spell may cast spells and fight normally with his hands while flying.
Arkana: Physical
Power: 2
Duration: 1d10 + Level
Speed: Normal
Range: Touch
Drain: 4
The individual touched will have his arms transformed into wings. If there is any armor worn by the recipient the
spell will deal 2d10 injury and then fizzle. Clothing will rip and tear, but will inflict no injury. The wings
will allow the subject to fly. The recipient is in complete control of the direction, speed, and altitude traveled.
This spell does not confer an ability to breathe thinned oxygen so the character can not fly too high. Speed is
equal to the running speed of the character, but the character can not be carrying more than his STR + HEA ÷
2 in lbs. Anything more becomes a controlled fall, allowing the character to receive half injury. The subject may
not use the wings to fight or cast spells while flying.
Arkana: Power
Power: 1
Duration: 1d10 ÷ 2 minutes + Level
Range: 5’
Speed: Normal
Drain: 3
This spell will take 100% accurate dictation. The caster can select any number of people present to be recorded.
The caster must have paper and ink available, or select some other means of writing. Chalk, paint, and blood can
all be used for this spell.
Arkana: Physical
Power: 5
Duration: Instant
Speed: Ritual
Range: Touch
Drain: 25
This spell will cancel the effects of a Mature spell, or similar aging effects. In this circumstance the
spell will reduce the character’s age by one group. The age groups are as follows: Infant, Child, Adolescent, Young
Adult, Adult, Middle Aged, Mature, and Elder. Otherwise this spell will remove 3 years of normal aging from the
character.