The World of Teréth End - Spells & Magic

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"A mage that must resort to defense, has already lost."

- Kavàl'un proverb

Book of the Sirkùli Dún Ilar

Dùn Ilarsirkùla 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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Dún Ilar
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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

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