"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
 |
[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) |
[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 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) |
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) |
|
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
|