"22 Eren 583 DR. The conjurer Otora is dead. Our
prayers led us unfailingly to her mountain lair. Many abominations
assailed us. Our righteous strength prevailed against these vile
creations. Her books and implements are burned. All is restored.
Kandlan be praised."
- Journal entry of Sir Tirus Cadar
|
Book of Dragum Kreàd'a
[way (conjure, create) (bear, gestate)
(distill)]
Dragum Kreàd'a, from a magical perspective,
is the most powerful of the magic arts. The magician that employs
this art gathers magical energy to create that which did not exist before.
This act of creation is accomplished through force of will over
energy, but sometimes employs existing matter. To
many, this is considered a god-like ability, too dangerous for the experimentations
of mortal men. In Candal for instance,
most forms Dragum Kreàd'a are outlawed as the Temple there
believes that "artificial" creation destroys the cyclic balance
of birth, death, and re-birth by introducing objects and creatures that
exist outside of Kandlan's cycles.
Creation is the process of bringing something into existence
that does currently occur within the sphere. The First Law of Kreàd'a
maintains that "No two objects may concurrently exist that are exactly
the same". Because this is one of the few metaphysical "laws"
of Teréth End, there are those who seek unendingly to disprove
it. The quest to create a "true-twin object" is as hotly
sought after as transforming things to gold (or mythrul).
There are several stages of creation that the wizard must
master before becoming a master conjurer. The first stage of Draga
Creadra is suthuun, the ability to construct the proposed image of creation
(phantarrum) within one's mind. This ability is not easy, and often
requires years of meditative study. Having mastered suthuun, the
caster is able to hold an image of a proposed creation in his mind with
every detail of the object defined an rendered to perfection. If
an object is created without this step, it quickly dissipates (after 1
second). If the step is skipped however, one second is dropped from
the spell's casting time.
The second stage of creation is iladth, the exertion of
will upon the mind image to create the imagined form. Iladth has
the effect of constructing the image of the form without substance. Iladth
constructs essential objects in two forms, phantasm and illusion. Phantasms
are those objects that appear only in the minds of the affected. Illusions
are perceived by all who gaze on them. Iladth is the art that the
faithful of Sudul excel in, though they
don't view the creations as illusion so much as outerward dreaming. Followers
of Sudul do not need to master suthuun as long as they maintain concentration
on their creations. The tenets of Kandlan do not approve of illusions,
though are more tolerant of them than physical creations.
The third stage is vordis. Vordis calls upon surrounding
energies or matter to give an essential image substance. It is in
this stage that the essence of illusion is replaced with matter and becomes
real. Creations subjected to vordis are not permanent. Permanence
is granted through the exertion of further energies (see candarmin)
which bind the substances in a lasting form.
The last and most difficult
stage of creation is candarmin, which grants the inanimate, life. Candarmin
is the most complex step within the stages of creation and only achieved
by the most committed conjurers. It is believed that the faithful
of Kandlan can detect when this "veil" has been breached and do all in
their power to stop it from doing further damage to their beloved cycle.
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:
[Ray
of Flame] (Ray of Flame) Sor/Wiz 1 |
(kreád'a
Phlogòst'a) based on Ray of Flame, DragAnn5p23 |
[Ray of Ice] (Ray
of Ice) Sor/Wiz 2 |
(kreád'a
Marus) based on Ray of Ice, DragAnn5p24 |
GURPS Spells:
Falkwell's
Blinding Colors (Flash) M1 |
(kreád'a
Ilùum) based on Flash, GM2p57
|
Sceres's Minor Phantasm
(Simple Illusion) M1 |
(kreád'a
Illùum) based on Simple Illusion, GM2p51 |
The Wizard's Bookshelf
Nethertome of Jzar the
Mad (O.Oth.15) |
Describing the original tome is impossible
because all remaining copies have been re-assembled and bound by latter
owners. The sheets of the book are parchment and appear to be
handwritten, though the handwriting changes per copy. Once the
reader accustoms himself to the medieval scrawl, the books' passages
reveal their fully realized revelations of madness. The spiralling
content is arranged in lines and psychotic pattern, variable between
the books; bringing into question the sanity of scribe and author.
(The nightmarish descriptions that fill the tome piece together
the life of an illusionist, and his dabblings between the border of
phantom and reality. If the book is to be believed, Jzar was
able to create or summon entities that were neither real nor imaginary,
which haunted him until his death circa 200 DR. History makes
no mention of the original manuscript's fate.) (458 pages) |
Author |
Jzar the Mad |
Written |
Oth, bet 140-200 DR |
Published |
Oth, Unkn., cir 340 DR |
Copies |
8; House of Tharad'Zor
(Oth) |
|
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 |