"The black cloud that accompanied her moved through the
streets with the flapping of a thousand beating wings and dark soulless
eyes. The wind they stirred sent the shutters crashing and doors
slamming around them. All but the foolish hid from their path, and
those that stayed to watch were breathed into the swallowing murder."
- Idrawnara, Watcher of Irtithshal
|
Book of Baras
[form (animal, beast)]
The Art of Draga Baras is the study and interaction with
fauna. Those that master the art have often secluded themselves in
deep wilderness to learn from the animals they yearn to imitate or control.
Most that pursue the call of Draga Baras, develop a deep-seated love
and respect for their animal examples. It is rare that those that
study and learn the art, use it to the detriment of animal-kind. Some
have guessed that the highest, most challenging levels of Draga Baras, must
be taught by the animals themselves; who will only divulge their secrets
to those they greatly trust. Most masters of the art are students
of the druidic ways.
Similar to Draga (Plants), the energies need to cast Draga
Baras spells cannot be found in crystals and stones. The power to
cast these spells must derive from the caster, from willing animals, or
from the latent energies of a wilderness area.
Grimoire Infinitum
Spells included here are not those owned or maintained by
the sirkùla 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:
[Swarm
Form] (Swarm Form) Sor/Wiz 5 |
(Muátá
Baras) ... (based on Swamp Form, Drag280p42) |
GURPS Spells:
Arkedyen's Agitation
(Beast-Rouser) M1
(Regular) |
(Endàrtá
Baras) Arkedyen's Agitation worsens a beast's reaction by 2x the
energy used to cast the spell. The spell is cast with quick
hand gestures and sharp magic words. If the subject cannot see
the gestures or hear the words, the spell will have no effect. (4
pages) (based on Beast-Rouser, GG1p9) |
Duration |
Reaction Roll, or one hour |
Base Cost |
1 to 3 cast; no maintain |
Casting Time |
3 to 5 seconds |
Prerequisites |
Pagan (Drua) 13+, Animal Empathy or (Vexation) |
Arkedyen's Calm (Beast-Soother)
M1
(Regular) |
(Endàrtá
Baras) Arkedyen's Calm soothes a beast's reaction, improving the
reaction roll by 2x the energy used to cast the spell. The spell
is cast with smooth hand gestures and rolling (if not musical) magic
words. If the subject cannot see the gestures or hear the words,
the spell will have no effect. (6 pages) (based on Beast-Soother,
GM2p23) |
Duration |
Reaction Roll, or one hour |
Base Cost |
1 to 3 cast; no maintain |
Casting Time |
3 to 5 seconds |
Prerequisites |
Pagan (Drua) 15+, Animal Empathy or (Persuasion) |
Olalis's Domination: Mammals
(Mammal Control) M1
(Regular; Resisted by IQ) |
(Ild'a
Baras) A spell frowned upon by most druids, this wizard serial
spell forcefully asserts control of mammal(s) body(ies). The
spell affects up to 100 lb of animal(s), and requires concentration
to maintain control. Most animals seized by this spell become
very fearful during the spell's duration, and suffer large reaction
adjustments when dealing with Humans thereafter; often hostile reactions
result. (13 pages) (based on Mammal Control, GM2p24) |
Duration |
1 minute |
Base Cost |
5 cast; 3 maintain |
Casting Time |
3 seconds |
Prerequisites |
Old Othic 13+, (Beast-Soother) or (Charm) |
Sarajda's Transfixion
(Master) M1
(Regular or Blocking; Resisted by IQ) |
(Endàrtá
Baras) By means of a short command and an intense stare, the caster
is apply to "hold" any creature motionless for as long as the wizard
can maintain his stare and concentration. Any obstacle (including
darkness) may interrupt the spell. The spell is popular in and
around Jadth where jungle creatures
often prey on Humans and their kind. (7 pages) (based on Master,
GM2p23) |
Duration |
Indefinite |
Base Cost |
2 cast; no maintain |
Casting Time |
1 second |
Prerequisites |
Old Jadthàri 15+, (Beast-Soother) |
Sorkayrol's Spiders
(Beast Summoning) M1
(Regular) |
(Ild'a
Baras) A minor summons written by Sorkayrol
the Pale, that calls forth spiders to attack. The talas-sized
spiders crawl forth at 1 hex per round, and attack any one victim appointed
by the caster. Each spider attacks with a THAC0 of 20 and does
1 hit point of damage. The spell requires a black Craw
feather that is good for 6 spell points. Passive Defense (i.e.
armor) is of no effect versus the spiders' bites. The tiny creatures
are nearly invisible to all but Darkvision. (6 pages) (based on
Beast Summoning, GM2p23) |
Duration |
5 rounds; +1 round |
Base Cost |
1 per spider; 1 maintain all |
Casting Time |
5 seconds |
Prerequisites |
Old Othic 14+, (Beast-Soother) |
Verasde Beastcall (Beast
Summoning) M1
(Regular) |
(Ild'a
Baras) A reliable spell once used by the Old Men of Druden Veras,
the Beastcall summons a named type of creature from its closest location.
After the initial casting, the wizard knows the distance of the
nearest creature and the time it will take for the beast to arrive.
The spell is considered reliable because many who do not know
the Verasde language well, have had good success despite poor pronunciation.
(9 pages) (based on Beast Summoning, GM2p23) |
Duration |
1 minute |
Base Cost |
3 cast; 2 maintain; 2x for multiple |
Casting Time |
1 minute |
Prerequisites |
Pagan (Verasde) 10+, (Beast-Soother) |
|
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 |