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"A small incision along this lower muscle will release the kanas myod.  This too will elevate the draga within the subject, finally permitting us to advance to the final stage.  In this stage, the subject is reversed and the back is prepared.  Each (scapula) is pulled forward so that the etchings face upward and out.  It is important that these are angled precisely, so that the wings will grow appropriately."

Notes of Orest the Chirurgeon,
342 DR

Book of Draga Visìktis

Draga Visìktis

[form (body, anatomy) (sex, fertility) (health) (sickness, disease)]

The Arts of Draga Visìktis involve old and complicated magic forms.  Within the Dekàlan magical tradition, Draga Visìktis is divided into three branches.  The branches of this form are Ishra, Thaldos, and Fuld Etheres.

Some students of Draga Visìktis attempt to learn and master all of these forms, including forms non-canonical.  Diversification usually fails as the forms vary greatly and often contradict in both principle and practice.  Prerequisites in seperate forms do not often apply to advanced studies in another.  There are some studies and spells that are basic to all forms, but those are few.

Ishá is the study of the body as a magical conduit.  Ishra teaches that the body is an instrument of magic, and can be enhanced with knowledge and use of the Nidh.  Nidh are areas of the body where the flow of magic is strongest.  By tapping the potential of the Nidh the body may be augmented.  The reverse is also true, though many have falsely associated degenerative magics with necromancy. On Teréth End, the study of Or Dnur deals only with death, undeath; not draining, sickness and disease.  Ishra is most commonly practiced by monks or other dedicated scholars. Examples of Ishra: increase/decrease dexterity, increase/decrease stamina, increase/decrease strength.

Thaldos is the study of the functional, physical and metaphysical interconnectivity of the body as a complex construct or vessel for the soul (see Fuld Etheres).  Named after a Dekàlan anatomist, Thaldos teaches the meaning, function, and interaction of body components, as well as their sensitivity and significance with regard to Chaos.  Many Thaldan sorcerers and wizards are also chirurgeons, though this should not be confused with the study of Or Hàlam. The study of Thaldos is sometimes mistaken for Ishra, but the two are dissimilar. Whereas Ishra may modify the potential of a physical body (up or down), Thaldos utilitizes that which is naturally occurring.  Examples of Thaldos: choke, control actions, mimic actions, trip.

Fuld Ethéres is the study of the body as a vessel of the soul.  Fuld Etheres seeks to interpret the mysteries of personality, experience, and destiny from the expressions left on the body by the soul, Chaos, or a combination of these.  Practitioners of Fuld Etheres claim to ability to read palms, scalps, eyes, and other body parts to gain insight into the person's secrets, problems, and future.  Though many charlatans and fortune tellers claim these abilities, the Etherad are truly adept in this field.  Though contested, it is believed that true mastery of Fuld Etheres requires deep understanding and experience with Draga Orykul.

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:

Elzundir's Sympathetic Heal (Share Life) Sor/Wiz 2
(halá Visìktis)  When cast, the sorcerer or wizard transfers some of her own health into an ailing familiar for up to 1 hit point per level of the caster. A familiar's hit points cannot be raised above its normal maximum in this manner.  To cast the spell, the caster and familiar must be in direct contact (i.e. flesh to flesh) (based on Share Life Drag280pp63)

Madathan's Borrowed Vision (Madathan's Borrowed Vision) Sor/Wiz 2
(Ka Shurt Oradá Visìktis) This spell enables a magician to share the sense of vision with a target.  Shared vision is viewed when the magician's eyes are closed, while the magician's vision returning when eyes are opened.  The magician may switch back and forth between the two views during the spell's length.  During the spell's length, a successful Concentration check (DC 10) is required each round the magician wishes to perform a physical action.  If the check is unsuccessful, the magician suffers a -2 Dexterity penalty for that round.  Light and gaze attacks are resisted at -4 if the same attack would affect both viewers simultaneously. (© 2001, D. Stanley)

Shape of the Master (Fiendform) Sor/Wiz 6; [Sirkùli Vereç]
(muát'a Visîktis-Ish'a) Shape of the Master allows a magician to temporarily adopt the form of a Nether denizen.  Prep: a piece from the desired creature's body (i.e. scale, hair, tooth, horn, etc.). Casting requires the insertion of the component into a Nidh of the magician's body (i.e. into a cut, into the anus, swallowed, etc.); the component may be retrieved later.  If placed into a cut, the cut seals over (with the piece inside) by the end of casting.  A component is considered internalized if it cannot be easily removed.  (based of Fiendform, MFp93)

[Mass Strength] (Mass Strength) Sor/Wiz 6
(sorád'a Visìktis-Ish'a) ... (based on Mass Strength, Drag275p85)

[Mirror Move] (Mirror Move) Brd 2, Sor/Wiz 2

(aléma Visìktis-Thaldos) Mirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat. With a single casting, you may mirror move a number of feats equal to your Intelligence bonus, but always at least one. That is, a caster with an Intelligence of 10 can mirror one feat, while a caster with 18 Intelligence can mirror up to four feats with a single use of the spell. The effects of multiple castings of mirror move do not stack. Each new casting wipes out the previous one. Spellcasters who do not meet the prerequisite(s) for the feat they wish to mirror can sometimes find clever ways around this limitation. The spell conveys all the nuances of the mirrored character's style. Anyone familiar with the copied style should be allowed a Spot check (DC 15) to recognize the similarities. Item Creation Feats and Special Feats can not be duplicated by mirror move. Likewise, Metamagic Feats are too subtle and/or complex to be mirrored. (based on Mirror Move, Wizards Spellbook Sep 00, © 2000 WotC)

Components (V, S, M)
Casting Time 1 action
Range Personal
Target You
Duration 1 minute/level

Olsur's Detached Eye (Olsur's Detached Eye) Sor/Wiz 2
(sorád'a Visìktis) This strange enchantment allows the magician to ensorcel one of his own eyes.  The enchanted eye may then be removed without ill-effect, and continue to work normally from whatever location (within the spell's range) it is placed.  If the spell's duration ends before the eye is re-housed the eye begins to dry and the eye-socket bleeds and issues pain as if the eyeball had just been ripped out.  Re-casting of the spell cannot re-attach an eye in this state. (© 2001, D. Stanley)

Olsur's Flux (Olsur's Flux) Sor/Wiz 4
(Nor Halá Visìktis-Thaldos) This cruel spell causes all bodily fluids to rush toward their nearest exits within a target's body.  The fluids affected are blood (rush rapidly through system causing bleeding from eyes, ears, nose, and wounds gush at x2 rate), mucus (from throat and nose), feces (from anus), urine (from bladder), stomach contents (from throat).  The whole effect is a horrible experience that overrides all other concerns the target might have been occupied with before the spell.  After d3 rounds the character the worst of the spell's effects are completed. The victim is Stunned for up to three rounds after which they suffer a temporary -2 Str, --2 Dex, and -2 Con. (© 2001, D. Stanley)

[Rapid Strikes] (Rapid Strikes) Brd 2, Sor/Wiz 2
(Alemá Visìktis-Ishá) ... (based on Rapid Strikes, Drag275p85)

[Ray of Clumsiness] (Ray of Clumsiness) Sor/Wiz 1
(Nor Alemá Visìktis-Ishá) The energy of the ray stiffens the target's muscles and joints, making it more difficult for the target to move. (based on Ray of Clumsiness, DragAnn5p23)

[Ray of Sickness] (Ray of Sickness) Sor/Wiz 2
(Nor Halá Visìktis-Ishá) The ray makes the target temporarily nauseated. (based on Ray of Sickness, DragAnn5p24)

[Ray of Weakness] (Ray of Weakness) Sor/Wiz 4

(Nor Halá Visìktis-Ishá) A dark ray drains the strength of its target, if a successful ranged touch attack is made.  (based on Ray of Weakness, DragAnn5p26)

GURPS Spells:

Annoch's Anchor (Glue) M1
(Regular)
(Nor Alemá Visìktis) ... (based on Glue, GM2p69)

Annoch's Rising (Levitation) M1
(Regular; Resisted by IQ + Special)
(Alemá Visìktis) By cupping one's hands over each opposing shoulder, speaking a small incantation, and rising up on tip-toes, the caster will rise slowly into the air.  Movement is determined by caster's will, but does not exceed Move 4.  Recipients must follow the somatic preparations while the caster speaks the magic words, or the spell does not work.  Once the "position" is interrupted, no further controlled elevation or descent can be achieved, but the height reached may continue to be maintained.  If the caster or recipient is missing a hand, arm, or foot the somatic component cannot be met and the spell fails.  (7 pages) (based on Levitation, GM2p70)
Duration 1 minute
Cost 1 per 50 lb (min 2); 1/2 cost (rounded up) maintain
Casting Time 3 seconds
Prerequisites Old Othic 14+, DX 10+, (Apportation)

[Cure Disease] (Cure Disease) F1
(Regular)
(halá Visìktis) A useful spell, Cure Disease eradicates all disease, illness, and plague from a person's body.  The spell is helped by a successgul Diagnosis skill check without which, the spell is at -5.  Casting the spell requires the priest draw a circle around the target followed by prayers which the target repeats.  If the target cannot repeat the prayers, the casting time is 5 minutes longer.  The spell requires a circle of candles and the priest's holy symbol. (based on Cure Disease, GM2p50)
Duration Permanent; one try per day
Cost 4 cast; more for larger creatures; no maintain
Casting Time 10 minutes
Range Touch
Prerequisites (Major Healing)

Death's Veil F1
(Regular)
(halá Visìktis) This spell allows the priest to return a mortally wounded subject to consciousness , i.e. 0 hit points.  The difference between this effect and that of other healings is that the subject may be further healed immediately, without having to wait for a day to proceed.  A character brought back through Death's Veil and other healings may act normally once revived.  The spell requires the priest's holy symbol and a strip of linen which is tied around the subject.  If the linen strip is removed within 24 hours of the spell's casting, the Death's Veil and all subsequent healings vanish.  Due to the length of the spell's casting time, it is often wise to bind the wounds of the target before casting this spell.  (© 1999, D. Stanley)
Duration Special
Cost 5 cast; no maintain
Casting Time 5 seconds
Range Standard
Prerequisites Major Healing

Drameddar's Overwhelming Exhaustion (Fatigue) M1
(Regular; Resisted by HT)
(Nor Halá Visìktis) More efficient versions of this spell are believed to exist, though are probably guarded within sirkùla libraries.  By uttering a short phrases and pointing fingers at the target (with hands kept at stomach level) the wizard is able to temporarily drain ST from the victim.  (6 pages) (based on Fatigue, GM2p27)
Duration 10 seconds
Cost 1 per point of ST reduced (max 5); 1/2 cost maintain (rounded up)
Casting Time 3 seconds
Prerequisites Old Othic 14+, Ishra 13+

Falkwell's Feline Finesse (Dexterity) M1
(Bardic/Regular)
(Alemá Visìktis) This Bardic spell requires the rapid fingerwork of a small flute or stringed instrument.  While playing, the caster utters the appropriate incantation over the recipient.  Once completed the spell confers an increased Dexterity for the duration of spell.  The spell cannot raise a person's Dexterity over 20.  (3 sheets) (based on Dexterity, GM2p26)
Duration 1 minute
Cost 2 per point of DX; same maintain
Casting Time 3 seconds
Prerequisites Old Othic 15+, Music (Paldan) 14+, Instrument 16+, Ishra 10+, (Clumsiness)

Fyrid Fodvor's Throatpinch (Choke) M1
(Regular; Resisted by HT)
(Alemá Visìktis) When cast, the mage closes off the subject's windpipe, suffocating them.  The spell lasts as long as the mage concentrates, staring at the opponent with a steadily closing grip.  See suffocation rules in GBSp122 or PHBp160.  (6 sheets) (based on Choke, GG1p15)
Duration 10 seconds
Cost 4 cast; 2 maintain
Casting Time 3 seconds
Range Standard
Prerequisites Old Othic 14+, Thaldos 15+, (Spasm), 4 other Visìktis

[Lend Health] (Lend Health) F1
(Regular)
(halá Visìktis) When Lend Health is cast, the priest is able to temporarily heal a creature's wounds with their hands.  The priest's bare hands and a holy symbol are required for this healing.  The priest "heals" 1d4 points of damage for every 1 spell point spent during the spell's casting.  When the spell wears off, these temporary hit points are lost. (based on Lend Health, GM2p49)
Duration 1 hour
Cost 1 cast; +1 per extra 1d4; same maintain
Casting Time 5 seconds
Range Touch
Prerequisites (Lend Strength)

[Major Healing] (Major Healing) F1 (VH)
(Regular)
(halá Visìktis) When Major Healing is cast, the priest is able to close a creature's wounds with their hands.  The priest's bare hands and a holy symbol are required for this healing.  In addition, the spell's recipient must repeat a prayer offered by the priest.  The priest heals 1d8 points of damage for every 3 spell points (to a maximum of 9) spent during the spell's casting. (based on Major Healing, GM2p50)
Duration Permanent, until undone
Cost 3, 6, or 9 cast; no maintain
Casting Time 1 minute
Range Touch
Prerequisites (Minor Healing)

[Minor Healing] (Minor Healing) F1
(Regular)
(halá Visìktis) When Minor Healing is cast, the priest is able to close a creature's wounds with their hands.  The priest's bare hands and a holy symbol are required for this healing.  The priest heals 1d6 points of damage for every 2 spell points (to a maximum of 6) spent during the spell's casting. (based on Minor Healing, GM2p50)
Duration Permanent, until undone
Cost 2, 4, or 6 cast; no maintain
Casting Time 5 seconds
Range Touch
Prerequisites (Lend Health)

Orest's Everitch (Itch) M1
(Regular; Resisted by HT)
(Nor Halá Visìktis-Thaldos) A basic Thaldon spell, Everitch requires the wizard to prepare a simple powder and dust pinches into the open wounds or incisions (at least 5) of the subject.  Once the spell is finished the victim is beseiged with itching.  Unlike the Ureon's Itch, this does not abate until magically removed.  The spell is favored by torturers.  (4 pages) (based on Itch, GM2p25)
Duration Permanent until removed
Cost 3 cast; no maintain
Casting Time 5 minutes
Prerequisites Old Othic 12+, Thaldos 12+

[Paralyze Limb] (Paralyze Limb) M1
(Regular)
(Nor Alemá Visìktis) ... (based on Paralyze Limb, GM2p27)

Phantom Fatigue (Lend Strength) F1
(Regular)
(halá Visìktis) When Phantom Fatigue is cast, the priest is able to temporarily rejuvenate another creature's fatigue with a touch.  The priest's bare hands and a holy symbol are required for this spell.  The priest rejuvenates 2 points of fatigue for every 1 spell point spent.  Phantom Fatigue may only be cast on one's self, when a talisman or other external source is used for spell points. (based on Lend Strength, GM2p49)
Duration Permanent, until undone
Cost 1 cast; +1 per extra 2; same maintain
Casting Time 5 seconds
Range Touch
Prerequisites  

[Regeneration] (Regeneration) F2 (VH)
(Regular)
(halá Visìktis) Regeneration allows the priest to restore a target's eye or a lost limb.  Though the casting time for the spell is minor, the lost part takes one month to grow back.  The spell requires the priest's holy symbol, and ashes from the missing body part.  Failures may be re-attempted at a cumulative -3 to the spell skill roll, a penalty that never diminishes for that injury.  (based on Regeneration, GM2p51)
Duration Permanent
Cost 50 cast; no maintain
Casting Time 1 hour
Range Touch
Prerequisites (Restoration)

Remove Paralysis (Stop Paralysis) F1
(Regular)
(halá Visìktis) Remove Paralysis restores feeling and movement to temporarily paralyzed subjects.  This spell does not cure paralysis caused by nerve and brain damage.  Total paralysis requires a regenerative process before this spell can be used.  The spell reuires the priest's holy symbol and a small prayer. (based on Stop Paralysis, GG1p53)
Duration Permanent
Cost 1 for limb; 2 for body; no maintain
Casting Time 2 seconds
Range Touch
Prerequisites (Major Healing)

[Restoration] (Restoration) F2 (VH)
(Regular)
(halá Visìktis) Restoration allows the target to regain the use of one crippled limb or eye.  This restores sight, hearing, or other sense and other natural ability of that part.  This does not work on a lost or severed body part.  The priest casting this spell must paint complex drawings around the injured body part.  Some priests apply tattoos to the same effect.  The priest must also have their holy symbol present for the final incantation.  (based on Restoration, GM2p51)
Duration Permanent
Cost 25 cast; no maintain
Casting Time 1 hour
Range Touch
Prerequisites (Major Healing)

Slow Blood F1
(Regular)
(nor alèmá Visìktis) A minor healing spell, Slow Blood slows a character's heartbeat and metabolism.  This delays the effect of poison in the body, virtually halting its progress until the spell expires.  The spell requires the priest's holy symbol, and a clove of crushed garlic must be applied to the wound (or eaten).  (based on Delay Poison, PHBp191)
Duration 1 hour
Cost 3 cast; same maintain
Casting Time 10 seconds
Range Touch
Prerequisites (Minor Healing)

Tharad'Zor's Touch (Total Paralysis) M1
(Regular)
(Nor Halá Visìktis-Thaldos) ... (based on Total Paralysis, GM2p27)

Ureon's Uncontrollable Quivering (Spasm) M1
(Regular; Resisted by HT)
(Alemá Visìktis-Ishá) A small spell that requires gestures of one hand, and a nimble tongue for the quick tongue-twisting passage.  The spell causes the recipient to quiver violently for a moment, causing items to fall from the hands and speech to be interrupted.  The quivering causes no direct damage.  (5 pages) (based on Spasm, GM2p25)
Duration 1 second
Cost 2 cast; no maintain
Casting Time 2 seconds
Prerequisites Old Othic 14+, Ishá 12+, (Itch)

Witch's Toad M3
(Regular)
(Muátá Visìktis) ... (© 2001, D. Stanley)


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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