The World of Teréth End - Spells & Magic

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"There is nothing between us,
The land and the stars,
But the motions of winds
Which are nothing at all,
And the breathe of our bodies
Tis wind from our souls,
Shells but for nothing at all."

Detail from Nenotha Skyas's
Nahaman Lor

Book of Nol

[form (air, wind) (sky, weather) (ether) (gas)]

The art of Draga Nol involves those energies of the air and winds.  The Form of nol is that elemental magic which binds most closely with the air and its currents.  Harnassing the magic of the air, a wizard is capable of controlling its many effects and powers.  Subtle manipulation of the Draga Nol can issue breezes and winds while more advanced controls can summon tornadoes and lightning.

Nol As with all the elemental arts, there is belief that the particular form exists by itself, apart from the other elements.  The Draga Nol is no different.  Believed by elementalists and students of matter to be one of the five basic forms, nahaman remains one of the two most elusive manifestations of creation, second only to phlogostra.  Nol differs significantly from phlogostra as it is believed to exist independently in the mortal realms, unlike phlogostra which occurs as a reaction between realms.

The elemental arts are often regarded as areas too primitive for sole concentration among the sirkùli.  Most sirkùli do however embrace one or more elemental studies within the scope of their teachings.  The primitive elemental studies are among the eldest of the magics, and prove solid foundations for other studies.

Grimoire Infinitum

Spells included here are not those owned or maintained by the sirkùli or cults but rather spells that have fallen into "outside" hands.  Some of these spells have been so widely circulated that ownership is no longer known or recognized.  Sirkùli spells may be found on the individual sirkùla pages.  Cult spells can be found on the individual religion pages.

D&D Spells:

Asalayd's Wind (Gust of Wind) Drd3, Sor/Wiz 3

(alemá Nol) As PHB Gust of Wind but with a Severe Wind strength (see DMGp87).  (5 pages) (based on Gust of Wind, PHBp212)

Lallan's Lightning (Magic Missile) Sor/Wiz 1

(muát'a Nol) (8 pages) (based on Magic Missile, PHBp224)

Components Old Othic (V, S)
Casting Time 1 action
Range Medium (100 ft. + 10 ft./level)
Area Up to five creatures, no two of which can be more than 15 ft. apart
Duration Instantaneous
Saving Throw None
Spell Resistance Yes

[Stun Ray] (Stun Ray) Sor/Wiz 1
(muát'a Nol) A quick jolt of electricity darts from the caster to the target. (based on Stun Ray, DragAnn5p23)

GURPS Spells:

Androth's Books of Binding M2
(Regular; Resisted by ST-2)
(ildá Nol) This is the spell that earned Androth the fame and respect in some "circles" of Oth.  The spell is not useful in common situations, due to the excessive material component of a "library of books".  The spell causes books to fly from the floors, tables, chairs, and shelves, and engulf the victim in a flurry of flapping leafs and pages.  All DX based skills are at -6 within the whirlwind of books and papers.  If the victim cannot make his way free, they are trapped within the books.  Any resistance rips pages and damages books.  Though damage to most books is superficial, magical books may be irreversibly damaged.  It is not believed that Androth has released the spell for others' use, but he is known to have made at least one enemy with it.  (8 pages)
Duration 1 minute
Cost 4 cast; 1/2 cost maintain
Casting Time 3 seconds
Prerequisites Dekàlan 16+, (Apportation), (Windstorm)

Asalayd's Wind (Shape Air) M1
(Regular)
(alemá Nol) A circling gesture and phrase forms surrounding air into forceful wind that can be directed from the caster's position outward.  The wind can knockback opponents based on the strength of the spell.  The spell may create a soft breeze (1), good wind (4), forceful wind (6), or a strong blast (8+) that exists until the spell expires.  Winged creatures resist at -2, flying winged -4.  (5 pages) (based on Shape Air, GM2p34)
Duration 1 minute
Cost 1 to 10 cast; same maintain
Casting Time 3 seconds
Range 1 hex wide x (5 * cost) long
Prerequisites Dekàlan 14+, (Create Air)

Caldrul's Cloud (Stench) M1
(Area)
(muát'a Nol) ... (based on Stench, GM2p35)

Eldul's Airy Creation (Create Air) M1
(Area)
(muát'a Nol) A deceivingly basic but powerful spell, Airy Creation requires a small air-tight vial of air for casting.  By uncapping the vial with the proper accompanying words and gestures, the released air grows to fill the volume required by the caster.  This spell does not pull air from another "place" (i.e. create), but rather increases the size and amount of existing air.  An airtight vial of another gas will likely work the same.  (8 pages) (based on Create Air, GM2p34)
Duration 5 seconds; Created air is permanent
Cost 1 cast; 1 per minute to maintain around caster
Casting Time 5 seconds
Prerequisites Old Othic 14+, (Purify Air)

Eldul's Unseen Maggots (Stench) M1
(Area; Resisted per turn by HT)
(muát'a Nol) With a sprinkle of maggot powder the caster can fill an area with a pale putrescent cloud.  The powder is made from the ground remains of dessicated maggots.  The stench-filled area lingers until blown away (about 20 seconds), or until it dissipates (about 5 minutes).  The odor causes choking and nausea.  Gagging persons are physically stunned.  (6 pages) (based on Stench, GM2p35)
Duration Special
Cost 1 cast; no maintain
Casting Time 6 seconds
Prerequisites Old Othic 14+, (Purify Air)

Lallan's Lightning M1
(Missile; No Normal Resist)
(muát'a Nol) Threads of lightning lance forth from the caster's fingers with great accuracy, shocking and damaging opponent(s).  The threads are rated SS 15, Acc +3 (treats all metal armor as PD 0, DR 1 <ignores shields and metal armor>).  Each of the threads does 1d-2 <1d4> damage.  Each additional target treated as Snap Shot.  Only one roll per target is required, regardless of how many bolts are fired at a target.  Continued successive targeting at one opponent gains a +1 to hit per phase up to 3 phases.  Release may be postponed after 3 phases but does not continue to increase in power.  If concentration is broken, the spell is lost.  (8 pages) (based on Magic Missile, PHBp224)
Duration 1 second
Cost 1 to 5 cast; 1 per thread; no maintain
Casting Time 3 seconds
Range 60 hex max., 1/2D @30
Prerequisites Old Othic 14+, Lallan's Minor Shock

Lallan's Minor Shock M1
(Regular)
(muát'a Nol) A rare electrical sorcery in that it only requires Magery 1, Lallan's Minor Shock creates a nimbus of charged energy around one of the caster's hands.  The energy gives off a pale white light and crackles noisily.  Should the caster touch someone with this hand, the spell delivers 1d-2 <1d4> damage per spell point.  This spell does not extend along other conducting items like the more powerful (Shocking Touch) spell.  (7 pages) (based on Shocking Touch, GG1p27)
Duration 1 use
Cost 1 to 3 cast; no maintain
Casting Time 2 seconds
Prerequisites Old Othic 14+, (Shape Air)

Skyas's Nol Revem (Seek Air) M1
(Information)
(vazallor oradá Nol) This basic spell locates nearby pockets of air or specified gas.  The direction and distance of the desired substance is revealed to the caster, after throwing six runed bird bones to the ground and examining how they fall.  The spell takes longer to cast underwater, for the bones be allowed to sink naturally to the ground, and most bird bones do not sink very fast.  (16 pages) (based on Seek Air, GG1p24)
Duration 1 minute
Cost 1 cast; same maintain
Casting Time 10 seconds
Prerequisites Dekàlan 13+

Skyas's Omus Nol (Purify Air) M1
(Area)
(skar'ad Nol) Omus Nol destroys impurities in a sphere of air or gas, making them breathable.  The spell requires a clear piece of quartz which becomes cloudy after casting.  Each piece of quartz may only be used once.  If the quartz is "dedicated" to the casting it affects twice the normal area.  (7 pages) (based on Purify Air, GM2p34)
Duration Instanteous, Permanent
Cost 1 cast; no maintain
Casting Time 5 seconds
Prerequisites Dekàlan 14+, (Seek Air)

Theremden Drial (Lightning) M1
(Missile; Resisted by HT for 1/2)
(muát'a Nol) This is a guarded invocation of the Anahla Elvarel.  Should the spell fall into non-Elve hands, and word returns of this breach, woe will fall upon the owner.  Casting has the spectacular effect of lightning leaping from the Elve's palms.  The strike is rated SS 13, Acc +3 (treats all metal armor as PD 0, DR 1.  The spell does not harm living plant matter.  When cast outside, a thunderclap can be heard in a two mile radius.  (10 pages) (based on Lightning, GM2p36)
Duration Instantaneous
Cost 1 to 3 cast; no maintain
Casting Time 3 to 5 seconds
Range 90 hex max., 1/2D @45
Prerequisites Tirengôl 15+, 6 other Nol


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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

D20 Spell Indices

Adept
Assassin
Bard
Cleric
Death Knight
Druid
Necromancer
Paladin
Ranger
Shaman
Sorcerer
Witch
Wizard

Ref. TG (Touched by the Gods), © Atlas Games; DL (Dragon Lords of Melníboné), © Chaosium; S&S (Spells & Spellcraft), © Fantasy Flight Games; MC:A (Master Class; Assassin's Handbook), MC:S (Master Class: Shaman's Handbook), © Green Ronin Publishing; KKP (Kingdoms of Kalamar: Player's Guide), KVH (Kingdoms of Kalamar: Villain Design Handbook), © Kenzer & Co.; EM (The Book of Eldritch Magic), © Malhavoc Press; WS (Wild Spellcraft), © Natural D20 Press; D&D (The Divine & The Defeated), R&R (Relics & Rituals), © Sword & Sorcery Studios; PHB (Player's Handbook), DF (Defenders of the Faith), Drag (Dragon Magazine), FR (Forgotten Realms Campaign Setting), MF (Magic of Faerun), MW (Masters of the Wild), SS (Song & Silence), TB (Tome & Blood), © Wizards of the Coast