"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.
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 |
|
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 |