The World of Teréth End - Spells & Magic

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"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"

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:

Shape of the Master (Fiendform) Sor/Wiz 6; [Sirkùli Vereç]
(muát'a Visîktis) based on Fiendform, MFp93

GURPS Spells:


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Navigation

Vereç
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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