The World of Teréth End - Spells & Magic

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"The wizards gathered in a circle, conferring about the magnificent piece.  It had the head of an ass, the tail of of a serpent, its forward legs were canine, its hind legs were the fins of some large fish, and the torso remained of a young woman.  More wonderful still, it breathed."

- Notes of Taldus Erwy'yr
Lodun manuscript, cir 230 DR

Book of Dragum MütOr Halam

[way (change, transform) (rebirth)]

Dragum Müt (mute) is perhaps the most well-known of the magic forms among the non-initiated.  Stories of witches turning hapless peasants into toads fill local legends, though few can recall having seen such displays, many will tell that it happened not a few years past in a nearby town, though the name eludes.

Müt is the Way of change.  The study of Dragum Müt begins with the common philosophy that all things exist in a state of continuing transformation.  From this foundation, the Müt magics are simply means to nudge those transformative forces to create new and often bizarre permutations.

Often, change is inobvious.  The state of being whole and the state of fracture (sometimes referred to as "whole multiplication") are to different states of the same entity.  Some might think that a shattered jar is still a jar, but the Müt adept might see that the jar has undergone a metamorphosis into many distinct entities.  A not-Müt mage might "destroy" the jar by the application of force to reduce it to fragments whereas a Müt adept would instead "create" new-wholes from the original-whole.  To the lay person, the effect is identical, the jar shatters, but on a metaphysical level the cause is very different.

Most change is temporary.  It is against the most basic principles of Dragum Müt for anything to remain constant.  Therefore, change initiated by Müt magics eventually find their way back to the mainstream.  It is possible to prolong the reversal of change, but only while dabbling in Pyrádra magics.  Within the circles of Müt wizards and scholars there are theories that it should be possible to permanently divert an object into a new direction of change, but this has not been proven within the bounds of materiality.

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:

Karal's Unwholesome Meal (Poison Food) Clr 1, Drd 1
(muát'a Forad) © 2001, D. Stanley

Lallan's Lightning (Magic Missile) Sor/Wiz 1

(muát'a Nol) based on Magic Missile, PHBp224


Morghin's Sprouting Spines (Bristle) Sor/Wiz 2
(muát'a Tereth) based on Bristle in Drag275p87

Shape of the Master (Fiendform) Sor/Wiz 6; [Sirkùli Vereç]
(muát'a Visîktis-Ish'a) based of Fiendform, MFp93

[Diamondsteel] (Diamondsteel) Brd 4, Sor/Wiz 3
(muát'a Tereth) based on Diamondsteel in Drag275p85

[Distract] (Distract) Brd 0
(muát'a Kadàktis) based on Distract, DragAnn5p87

[Passwall] (Passwall) Sor/Wiz 5

(muát'a Tereth) based on Passwall, PHBp234


[Polymorph Person] (Polymorph Other) Sor/Wiz 4
(muát'a Visîktis) based of Polymorph Other, Drag280p45 (errata rewrite)

[Polymorph Animal] (Polymorph Other) Sor/Wiz 4
(muát'a Baras) based of Polymorph Other, Drag280p45 (errata rewrite)

[Stun Ray] (Stun Ray) Sor/Wiz 1
(muát'a Nol) based on Stun Ray, DragAnn5p23

[Swarm Form] (Swarm Form) Sor/Wiz 5
(muát'a Baras) based on Swarm Form, Drag280p42

GURPS Spells:

Alac's Fading (Invisibility) M1
(muát'a Ilùum) based on Invisibility, GM2p58

Caldrul's Cloud (Stench) M1
(muát'a Nol) based on Stench, GM2p35

Drun Soreon (Darkness) M1
(muát'a Ilùum) based on Darkness, GM2p58

Eldul's Airy Creation (Create Air) M1
(muát'a Nol) based on Create Air, GM2p34

Eldul's Unseen Maggots (Stench) M1
(muát'a Nol) based on Stench, GM2p35

Lallan's Lightning M1
(muát'a Nol) based on Magic Missile, PHBp224

Lallan's Minor Shock M1
(muát'a Nol) based on Shocking Touch, GG1p27

[Repair] (Repair)
(muát'a Tereth) based on Repair, GM2p60

Serek's Veil (Shape Darkness) M1
(muát'a Illùum) based on Shape Darkness, GM2p58

Terèthbound (Rooted Feet) M1
(muát'a Tereth) based on Rooted Feet, GM2p27

Theremden Drial (Lightning) M1
(muát'a Nol) based on Lightning, GM2p36

[Transform Object] (Transform Object)
(muát'a Tereth) based on Transform Object, GG1p68


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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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