The World of Teréth End - Spells & Magic

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"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)


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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