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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

 

Index of D20 Witch Spells

The following index of spells appear in D20 publications other than the Players Handbook.  This list is provided so that the spells can be found easily both by the DM and the players.  It is the responsibility of the players to be familiar with their characters' spells no matter the source.

Those spells appended with an NAx code are Not Allowed in the campaign for reason x (f = flavor, g = gating / summoning, p = power-level, s = silly, t = teleportation, z = temporal).    Spells followed by a (NAx) code are not allowed in their current form, but are resolvable by changing the nature of the spells.  Spells appended with an ND are not available to most characters in Dekàlan campaigns.  Please ask the DM before taking these spells for the first time.  The TR code indicates a True Ritual (as detailed in Relics & Rituals, see below).  Sorcerers cannot perform True Rituals.  Reference and domain codes are detailed at the bottom.

0-Level Spells

...

1st-Level Spells

Tattoo (ENASp51) [Gen.]

2nd-Level Spells

...

3rd-Level Spells

...

4th-Level Spells

...

5th-Level Spells

...

6th-Level Spells

...

7th-Level Spells

...

8th-Level Spells

...

9th-Level Spells

...

Domain Only Spells

Footnotes

  1. PHB - WotC: Players Handbook
  2. PHB35 - WotC: Players Handbook 3.5
  3. BVD - WotC: Book of Vile Darkness
  4. DOF - WotC: Defenders of the Faith
  5. DDG - WotC: Deities and Demigods
  6. ELH - WotC: Epic Level Handbook
  7. FRCS - WotC: Forgotten Realms Campaign Setting
  8. MOF - WotC: Magic of Faerûn
  9. MOW - WotC: Masters of the Wild
  10. SAS - WotC: Song and Silence
  11. TAB - WotC: Tome and Blood
  12. AEGE - AEG: Evil DONE
  13. AEGM - AEG: Mercenaries
  14. TBG - Atlas Games: Touched by the Gods
  15. DLM - Chaosium: Dragon Lords of Melnibone
  16. ENAS - E.N. Publishing: Arcane Strife DONE
  17. BOR - Green Ronin: Arcana: Book of the Righteous
  18. SCN - Green Ronin: Arcana: Secret College of Necromancy DONE
  19. ASM - Green Ronin: Societies of Magic DONE
  20. MCA - Green Ronin: Master Class: Assassin's Handbook
  21. MCS - Green Ronin: Master Class: Shaman's Handbook
  22. MCW - Green Ronin: Master Class: Witch's Handbook
  23. PGA - Green Ronin: Pocket Grimoire: Arcane
  24. PGD - Green Ronin: Pocket Grimoire: Divine
  25. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  26. KKV - Kenzer Co: Kingdoms of Kalamar Villain Design Handbook
  27. KKPG - Kenzer Co: Kingdoms of Kalamar Players Guide
  28. LLSS - Legends & Lairs: Spells and Spellcraft
  29. BEM1 - Malhavoc Press: Book of Eldritch Magic
  30. BEM2 - Malhavoc Press: Book of Eldritch Magic 2
  31. BM - Mystic Eye Games: Blight Magic DONE
  32. WS - Mystic Eye Games: Wild Spellcraft
  33. DRAG - Paizo Publishing: Dragon Magazine
  34. RR1 - Sword & Sorcery: Relics & Rituals
  35. DAD - Sword & Sorcery: Divine and the Defeated

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D20 Spell Indices

Adept
Assassin
Bard
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Death Knight
Druid
Necromancer
Paladin
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Shaman
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Wizard

Categories

The House Rules are divided into the following categories.

Defense
Errata
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Racial Traits
Skills
Spell List
Variants

Draga Orkid

Dekàlan magics (Draga and Davra) are divided into 24 arts (see Draga Orkid).

The magical Ways are:

Ild'a (to Control)
Kreàd'a (to Create)
Skar'ad'a (to Destroy)
Orykul (to Augur)
Endàris (to Emote)
Sorkèrt'a (to Enchant)
Or Hàlam (to Heal)
Müt (to Change)
Alèmen (to Move)

The magical Forms are:

Baras (Animal)
Visìktis (Body)
Nol (Elem. Air)
Tereth (Elem. Earth)
Phlogòst'a (Elem. Fire)
Marus (Elem. Water)
Forad (Food)
Inkàthura (Gates)
Illùum (Light)
Pyrád'a (Magic)
Alèmen (Move)
Kadàktis (Mind)
Or Dnur (Death)
Or Kànt'a (Plants)
Sorólum (Sound)
Vorbid (Wards)

Additional 3E spells may be found in the:

Spellbook Archive

Magical Items

The Magical Items section outlines the powers and history of individual artifacts by category:

Armors
Books
Cloaks
Clothing
Jewelry
Oils
Other
Places
Potions
Rings
Rods
Scrolls
Shields
Staves
Swords
Wands
Weapons

 

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