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 Gehem

Unlike the Lodun, who believed specific words and phrases were the path to be followed for magic to be found and employed; the Gehem believed that the words and symbols themselves could be constructed to capture and utilize magic.  Many Gehem patterns were based upon the arrangement of stars or other "natural" formations.  These facsimile shapes were believed to be connected to their original images, and the relevant powers.

The Sirkùla of Gehem were perhaps the most eccentric of the sirkùli sorsèreul.  Most reportedly were anti-social creatures entrapped (and enrapt) within a world of circles and lines, unable to find their way outside, to see reality.  Many Gehem wizards stereotypically would find "power" and "patterns" in all things, and record them obsessively.  The Gehem were often called upon to erect powerful wards and forbiddances, or place traps and other magical sigils, circles, symbols, and runes.  Despite their uncommon madness these were things they could create with unparalleled skill.

The Gehem Halls (dragehem) were reportedly covered with such symbols, both simple and intricate.  Within ancient Ildûn, it was common practice never to gaze upon the Tower of Gehem for fear that your gaze might trigger something on its graffitied exterior, etched by a mad mage.

Members of the sirkùla wore black and grey robes, and usually kept their heads and bodies shaven.  It was not uncommon for their bodies to be tattooed, both mundanely and otherwise.  Their symbol was an opened palm hand.  The palm was often crossed with a sigil of some "significance".

Draga Gehem

The Gehem are similar to Rune-wizards in some respects, very different in others.  The Gehem believe that symbols and "natural shapes" are either magnets or conduits for magical power.  The Gehem do not use separate symbols together for one effect.  To conjoin the effects of two symbols a third one must be created.  The creation of secondary symbols is a tiresome process, that seems to require as much study and knowledge of the symbols as it does an artistic flair.  Many symbols are incredibly complicated creations seemingly born from the minds of madmen.

 

Affinities
(Meta), Water, Divination, Enchantment, Manipulation, Wards

Role Playing

D&D:

GURPS:  There are plenty of incentives for a Gehem wizard to become an adventurer, even though they are among the least equipped to deal with dangers and obstacles ahead.  A wizard that returns to the sirkùla with new-found symbols and powers is greeted like a returning hero.  Many have traveled great distances to sketch a seashell on some faraway beach, or record the color of a sunset.  Others find more unnatural reasons to go forth (see Weirdness Magnet, GC1p100).

GURPS Gehem Wizard Package
Compulsive Behavior* -10 CP
Mental Illness(es) (Variable) -20 CP
Reputation -3 (sirkùli) -7 CP
Secret (Mage) -20 CP
Activate Symbol (IQ) +9 CP
Literacy +10 CP
Magical Aptitude +1 +15 CP
Patron (sirkùla Gehem) +15 CP
Symbol Lore (Gehem) (IQ) +8 CP
Unusual Background +15 CP
Writing (IQ+1) +4 CP
CP Balance   +19 CP

*  Gehem wizards have a compulsion for finding, collecting, and analyzing new shapes and possible symbols.

A few Gehem wizards have been known to possess the Weirdness Magnet disadvantage.  Most Gehem wizards also share Quirks for Tattooing and Full-Body Shaving.

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Navigation

Gehem
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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