"Harken and remember pacts ancient, pacts true; Harken
and remember the inviolate boon, Harken and remember all words that were
said; Harken and remember our doom."
- fragment of
"Whispers From the Infinite"
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Book of the Sirkùli Vereç
sirkùla Vereç (vehr EHCH)
is presently the fastest growing sirkùla. Its members are drawn from
all strata of the post-Dekàlan
society. It is the first sirkùla in known history to actively recruit
members.
The tenets of sirkùla Vereç are a balance of styles
and teachings, that promise recruits an understanding and mastery of nearly
all forms. There is little specialization within the sirkùla. Another
unique aspect is the sirkùla's relationship to the Verèçi
Cult. The cult and sirkùla are so entwined that there it is sometimes
unclear whether these are mages or priests. This relationship also
allows the sirkùla access to the cult's extensive resources. In exchange,
the sirkùla are often called upon to do the cult's bidding.
Users of the Vereç teachings probably draw their
powers through the hosts of Verèçi. The "joining" is
believed to be performed by Verèçi priests.
sirkùla Vereç wear red and gold robes. The
sirkùla Vereç should not be confused with the Minions
of Danok, as the two are enemies of one another. The symbol of
Vereç is a skull, sometimes portrayed on fire.
Draga Vereç
Affinities |
(Meta), Air, Fire, Body,
Gate, Light, Movement |
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:
GURPS Spells:
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Navigation
Vereç
<< 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 |