The World of Teréth End
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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

Spell Issues

Some spells and powers do not work within the magical fabric of Teréth End.  The forbidden spells are:

Astral Projection
Astral Projection (PSI)
Astral Steed (PSI)
Baleful Teleport (PSI)
Blink
Bottomless Pit (RR)
Call Cohort (PSI)
Call Familiar (Drag280)
Call Weaponry (PSI)
Dimension Door
Dimension Door (PSI)
Dimenson Slide (PSI)
Dissipating Touch (PSI)
Drawmij's Instant Summons
Ethereal Jaunt
Ethereal Jaunt (PSI)
Etherealness
Etherealness (PSI)
Gate
Impr. Etherealness (PSI)
Leomund's Secret Chest
Mirror Safe (RR)
Mord. Magnificent Mansion
Phase Door
Phase Door (PSI)
Plane Shift
Plane Shift (PSI)
Probability Travel (PSI)
Rapid Journey (RR)
Refuge
Retrieve (PSI)
Teleport
Teleport (PSI)
Teleportation Circle
Teleportation Circle (PSI)
Telerport Trigger (PSI)
Teleport Without Error
Word of Recall

While others work, but not in ways deemed common in other worlds.  The altered spells are:

Call Aq Animal I-II (RR)
Call Aq Humanoid I-II (RR)
Call Aq Monster (RR)
Dream Travel (PSI)
Greater Planar Ally
Gust of Wind
Imprisonment
Lesser Planar Ally
Limited Wish
Passwall
Recall Champion (RR)
Phantom Steed
Summon Monster I-IX
Summon Swarm
Time Skip (RR)
Transport Via Plants
Tree Stride
Verminplague (RR)
Wall of Hornets (RR)
Widdershins (RR)
Wish

 

Temple of Woad, CuilarulyrBook of Spells & Magic

It is difficult to know how extensively magic was used in the Dekàlan Empire for much of the towers, books, and wizards are gone. Ildûn, once the center of all things sorcerous, lies under hills of ash and sand with only fingers of glass and crystal rising from their buried foundations. Perhaps the greatest evidence of magic-use in ancient times is the extent of the ruins that remain, for it is said that during the end-times, the magic was lost. It is the wish of many Uren magicians to reclaim a piece of that time.

Explaining how the Chaos works on Teréth End would not give any insight as to how it is believed to work and is used. Therefore, the following books are divided by magical form, way, and the interpretations and workings of separate sirkùli.

The source of magic on Teréth End is a matter of unending debate among sirkùli. Some feel that the Chaos is a gravitational or metaphysical effect caused by the placement of moons around the world. Some believe that massive artifacts are buried deep within the ground that emit the power. Others trace lines of magic across the stars, believing that re-created patterns of these astral channels may harnass the Chaos. Still others believe that magic is life, and that with each spell cast, life is drained from the world.

From what can be gathered from the old writings, the Dekàlan wizards did not subscribe to any of the forementioned beliefs. The Dekàlan wizards, and many who follow in their footsteps today, believed that magic was generated by mythical creatures, or that these creatures served as conduits to great reservoirs of Chaos that Uren had no access to alone. It is no mystery why the Dekàlan word for magic, is draga. Dekàlan art is filled with the imagery of these mythic beasts. The Dekàlan dependence on magic and these living sources was central to the adoption of these creatures as symbols of the Empire. The High King of Lanàdus once sat upon the Dragar'Na Tom (Throne of Dragons).

Why is magic so rare in a place where it must have once been so plentiful? Few are familiar with the events that brought about the end of the Dekàlan Empire. Fewer still guess openly regarding what calamity could have brought about a cessation of magic throughout Dekàlas. Without these questions, it is difficult to postulate why magic is rare today. Those that do guess have hypothesized that the "magic cycle" has troughed and that one day it will return to ancient peaks. Others guess that the magic is not gone, but that the Chaos-weavers have forgotten the secrets necessary to summon the magic forces. Still others believe that the magic is dying, each passing year there is less, and it soon will be gone forever.

The contemporary layman's view of magic varies from one city-state to the next. In the City of Oth, magic is viewed as a strange and reckless force. It is known to exist, but magicians are shunned and hunted for endangering the populace. But even in the some countryside areas near Oth, the view differs. In the Northfields for example, everyday people are known to have "knacks" (minor magical abilities) that manifest themselves in subtle ways. Some knacks are for fishing, farming, or midwifing. None of these compare to magician spells, but they are recognized and accepted as controllable magics by those that study such activities. It is notable that these "knacks" only appear in the Northfields, and in no other area around the City of Oth. In the city-state of Panath, magic is greeted more openly. Magic is an old and revered tradition in Panath as it may have been in the ancient lands of Dekàlas.

The Chaos

Normally, the Tapestry is a living constant, but during the full phase of Mamra the Tapestry is distorted. The "natural" laws that maintain the Tapestry's metaphysical form attempt to reassert the pattern, but such fixes are temporary at best during Mamra's reign.  This monthly period of disruption is known by many names, including the "Twisting".  During the Twisting, spells often act irratically or oftentimes, not at all. Twisting should not be confused with the mishaps that occur during fumbled spellcasting or in areas of wild magic (i.e. Dream).

D&D:  To determine the effect on a spell or spell effect (i.e. wand, etc.) during the Twisting, refer to following table.  Refer to the number that is equivalent to the spell's saving throw DC (i.e. d20 + the level of the spell + your bonus for the relevant ability). During the cusps of the full phase of Mamra (i.e. day before or after Mamra is full) there is only a 50% of Twisting.  The range of effects span 0 to 35.

01-10

Spell* fails, charges, spell components and day's memory of spell slot are lost

11-12
Random spell from repertoire is released instead with normal effect
13-14
Spell affects random target, or different area 1d10 hexes away (grenade)
15-16
Caster makes save versus Will (DC 20) or is stunned for 1d6 rounds, spell lost
17-18
Spell rebounds against caster with normal effect
19-20
Target imbued with spell, must redirect within 1d6 rounds or suffer effects
21-23
Spell becomes Pyrotechnics fireworks display, caster level = level of spell x2
24-28
Spell functions normally
29-30
Spell functions normally and is not lost, components and charges retained
31-32
Spell functions at 1d4 levels higher than normal
33-34
Spell functions with maximum effect, DC is increased by +4
35-36
Spell blast, level of spell x d6 explodes in level of spell x 10 ft. radius, spell lost
37+
Spell nova, as spell blast but all caster's spells erupt at once, spells lost

* Term "spell" refers to psionic powers, spells, and spell-like abilities.

Bad effects of Twisting (unless otherwise specified) are centered on the spellcaster.  The Twisting metamagic feat allows a character to push the results of a spell cast during this time plus or minus four points for each time the feat is taken.

Example: Dammon, a 7th level sorcerer, casts Asalayd's Wind during the cusp of Mamra.  The DM rolls percentile dice and gets a 42 meaning a Twisting effect occurs.  Rolling for the DC of his spell, Dammon rolls an 14 +3 (3rd level spell) +4 (cha modifer) for a result of 21. A result of 21 on the Twisting Chart is "Spell becomes Pyrotechnics fireworks display" which erupts around Dammon as if cast by a 6th level spellcaster (level of spell cast x2). Dammon does not have the Twisting feat, and so cannot "push" this result to a 19 for normal effect. After being blinded by the Pyrotechnics, he considers taking the Twisting feat at 9th level.

Dragàlim

To master anything, it must first be understood.  Magic is no different.  In the long ago, the wizards of Dekàlas conferred endlessly over how the Chaos should be defined and how those definitions should be categorized.  The Dekàlan DragaOrkid was completed at the Council of Ildûn in 313 HK, and ratified in the Eshádect of 440 HK.  

The Draga Orkid outlined twenty-four arts.  The arts were divided into ways and forms.  The combining of ways and forms (dragàlim) produced magic.

At first, the dragàlim did nothing to constrain magics, but acted rather as an awkward template imposed on an already existing order.  Great councils were held to determine what the constructors of the Draga Orkid meant, and to expand the meaning of the points, also called nidh (see Visìktis).  By 483 HK the current Draga Orkid, with all its definitions and variation, is believed to have been settled upon at a signing of coven masters in the Great Circle of Ildûn.  Eventually, the use of dragàlim came to play an important role in the development of spells and now defines a spell's strengths, weaknesses, and function.

Determining the dragàlim of a spell or enchantment requires a separation of action and target.  The action of a spell is defined by its primary "way".  There are nine ways within the Draga Orkid; Alèmá (to move), Endàrtá (to relate), Halá (to heal), Ild'a (to control), Kreádá (to create), Muátá (to change), Orádá (to divine), Sorádá (to enchant), and Skar'ad (to destroy).  If two "ways" exist and one is sorád'a, the other is usually counted.  The target of a spell is defined as its primary "form".  This is either the form in which the spell manifests itself, or that which the spell affects if the manifestation is unimportant or unknown.

Example, A spell that spouts fire from the magician's fingertips has two "ways".  First the fire (phlogòstá) is created (kreád'a) and then directed (ildá) at an opponent.  The direction (control) of the fire, although very significant to the poor victim, is a secondary effect to the creation of the blaze.  Therefore the spell would be kreád'a (to create) Phlogòst'a (fire).  If the spell required a nearby fire source the spell would be ildá Phlogòst'a, as the form for the spell would already be present, obviating the need to create it.

In the example above the confusion stemmed from the fact that two "ways" existed.  It is also possible that two "forms" may exist within a spell.  When two "forms" are present within a spell, the purpose of the spell becomes its target.

Example, The spell Madcurth's Eye enchants (sorád'a) an extracted eyeball (visìktis) with the power to find (orádá) an object (tereth).  Two "ways" exist, but because one is sorád'a, the other is used.  Two "forms" exist based on the eyeball and the object.  The eyeball, although important to the spell is only a component, so the object is the spell's "form".  It is unimportant that the type of object is known so long as it is physical.

Proper grammatical usage of dragàlim requires the capitalization of Form, but not Way.

Cosmology

It is natural for thinking creatures to wonder if anything exists other than "this".  Does the known world exist alone in nothingness, or is it surrounded by millions of other worlds where people are wondering along the same lines.  Many are satisfied with the idea that the question is a philosphical one and that it doesn't warrant a definitive answer.  There are also those who study the subject more closely and in discovering that "this" is not the only "here", wonder again at the extent of the possible cosmology.

Before answering these questions it is important to explain that no-one on the World of Teréth End knows the unquestionable truth, though a handful have stumbled on it accidentally.  The answer (as an outsider looking in) is not a difficult one.  There are three main "planes" (e.g. the Mortal, the Ethereal, and the Nether) and numerous smaller "areas" (e.g. mortal Dream, etc.) that exist between.  Mortal races are not constructed in such a way that they might exist in more than one plane.  For this reason, travel to the Ethereal and Nether is often one-way.

The Ethereal and the Nether are both similar and dissimilar.

The Ethereal is the immaterial world that exists beyond what the Dekàlans called the Omtènema Vor (or mortal veil).  It is believed by many cults of Teréth End that the dead assume new form that can pass through this mortal veil and that the endless Ethereal awaits all that make that passage.  Some people believe that the Ethereal holds great promise for those that venture there, but others suggest that it is a great sea of nothingness, and that spirits that venture there are forever lost.  Still others believe that the Tapestry is formed from the Ethereal and that spirits become part of the Chaos when they pass there.  It is for this final reason that in some places only priests are permitted to use magic, for the souls of the dead might be destroyed by careless usage.

The Nether is a third world that exists beyond what the Dekàlans called the Kyuràda Vor (or withering veil).  It is believed by some cults of Ter´th End that the withering veil holds great and horrible beings at bay that would seek to destroy the mortal world.  Furthermor, some believe that the withering veil was constructed by beneficent gods to protect and nurture the mortal realm.  Unlike the Ethereal, the Nether is believed to be home to voracious outsiders which are depicted in a constant struggle to breach the veil and partake of the treasures of the mortal world.


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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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

Sirkùli Sorsèreul

Aradas
Dún Ilar
Eldá
Eréthani
Gehem
Ilvir
Kavàl'un
Lodun
Tholl
Vereç
Zün

 

Ref. PHB (Player's Handbook), © Wizards of the Coast