"A mage that must resort to defense, has already lost."
- Kavàl'un proverb
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Book of the Sirkùli Dún Ilar
sirkùla
Dún Ilar was a school of sea and water mages. It was believed
by this sirkùla that magic wove differently through water than in the other
elements. To an extent, they proved themselves correct, mastering
great water magics. It is unclear; however, whether they would not
have had similar successes with other elements.
One aspect of the Dún Ilar that was unsurpassed by
all sirkùli (with the possible exception of the later Ilvir)
was their ability to combine. One Dún Ilar mage was a powerful
adversary, but three or more could reportedly raise tidal waves to crush
cities, divert rivers from their beds, and summon aquatic armies from the
blackest ocean depths.
The Dún Ilar wore black and blue-green robes. Their
symbol was a turning fish. Another symbol found near Dún Ilar
establishments, was that of a skeletal fish. The difference between
the two is uncertain.
Draga Dún Ilar
Affinities |
(Meta), Water, Divination,
Movement, Animal, Wards |
Grimoire Infinitum
Spells included here are maintained by this
sirkùla.
D&D:
GURPS:
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Navigation
Dún Ilar
<< Back -- Fwd
>>
Sirkùli Sorsèreul
Aradas
Dún Ilar
Eldá
Eréthani
Gehem
Ilvir
Kavàl'un
Lodun
Tholl
Vereç
Zün
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
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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 |