"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 Zün
Zün (zoon) practices drew
magic power from other external sources. Often regarded as the most
potent of the sirkùli, the price of power is believed to have come at an
awesome price. On several recorded occasions, powerful sorcerors would
inexplicably self-destruct, or vanish without trace. The heirarchy
within the Zün sirkùla seemed erratic and ever-changing. Those
that were not destroyed often were driven mad, or horribly altered.
The Zün affiliation with "dark" powers was not unknown,
nor did mages of the school deny relations. This is not to say that
Zün mages admitted to such relations, only that nothing was denied.
The goals of the sirkùla Zün were ambiguous to onlookers, if
not non-existant. Others believed that some great agenda was being
followed at the cost of souls. One rumor among the sirkùla explained
that the Zün were formed in ancient times as a singular act of vengeance,
a plot orchestrated over the span of centuries. If some greater plan
was the focus of their activities, it is not believed to have been realized
before the Dekàlan downfall.
Zün mages were not known to be carte blanche "evil",
but those that were not, often were desperate characters seeking magic at
the ignorance or denial of cost. In the final times of Dekàlas,
the Zün became a favored pawn of the Empire elite.
The sirkùla wore black robes and usually wore their hair
long. One apparent Zün custom was to make a hair-bead from a
bone of a victim, killed in a specific fashion. Some forms of status
within the sirkùla could be judged by these beads. Their sign was
a black circle, or more often (in later renditions), an eclipse.
Draga Zün
Few "outsiders" have guessed the dark powers that the Zün
summon to fuel their magics. Whatever the source, it was awesome for
the magics they summoned were great and deadly. The Draga Zün
was different than all other magics, in ways noticeable and feared by other
magi. The most noticeable difference was the warping and shuddering
effects that Zün casting caused on the surrounding Weave.
Perhaps the most famous scholar to study the Draga Zün,
was Kar Omad, an Azàlari
mage who lived in a place where the sirkùla had its greatest following.
Kar Omad wrote that the Zün magi did not connect to the Chaos
in the usual fashion, but rather channeled their power through other more
distant sources. Furthermore, he noted that the Zün process of
magic more similarly resembled priest magic, than that of wizards; the difference
being that Draga Zün magic did not have divine roots. Kar Omad
made his life study to learn more about the Draga Zün magic, in the
hopes of revealing the sirkùla's terrible secrets to the sirkùli
sorsèreul, in hopes of having the group outlawed and hunted to extinction.
Kar Omad's most famous observations were done while working
with Jzar the Mad, a "respected" sorceror
within the sirkùla Zün. Jzar had prepared a series of elaborate
designs in the basement of an old tavern somewhere in the Vast
Untamed. Following an equally elaborate series of spellcastings,
the mage was then consumed by a horrible presence, and spoke at length in
a tongue reported by Kar Omad that was "unworldly". At the end of
this "conversation", Jzar looked at Kar Omad (his assistant), and announced
that he would murder the intruder. Kar Omad fled the building, and
according to popular history, was able to compose the final pages to his
observations before he disappeared. A small package with the pages
enclosed were found centuries later in an Azàlari bazaar.
So what is the nature of Draga Zün? Suffice to
say, no one outside the sirkùla knows. Within the sirkùla, the "source"
is referred to in many ways, most commonly, "the unspeakable". All
Zün mages are channelers, summoning large amounts of power from distant
and vast reservoirs. Kar Omad's writings hint that those reservoirs
might be sentient, though no supporting evidence for his theories survive.
Whatever the source, it is known that the Zün magi call upon
forces that wreak an awful toll physically and mentally.
Affinities |
(Meta), Fire, Gate, Light,
Mind, Movement, Necromantic (limited), Wards |
Most
Zün sorcerers pay dearly for their art.
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:
Cazùrul's Eyes
(Sense Emotion)
(Information) |
(Endàrtá
Kadàktis) This spell is a limited version of the "Sense Emotion"
spell. Rather than grant the wizard the ability to sense a wide
range of emotion, the Zün mage can tell whether the target is fearful
or not by staring into the subject's eyes and speaking a short phrase.
The spell requires no physical components. (4 pages) (based on
Sense Emotion, GM2p28) |
Duration |
Instantaneous |
Cost |
3 |
Casting Time |
2 seconds |
Prerequisites |
Magery 1, Dekàlan 13+ |
Decipher I (Decipher)
(Information) |
(Çhiris
Oràdá Pyràdá) Zün mages read magic
using the severed fore-finger of a literate creature. The finger
is mummified in natron for weeks, and then marked with the symbol Draga
Orykul, as well as the complete alphabet of a specific language.
This finger can thereafter decipher texts based upon that language.
If the finger belonged to a magic-using creature, it also may
act as a dedicated focus for the decipher. (11 pages) (based on
Read Magic, PHB) |
Duration |
Concentration |
Cost |
3 to cast; 1 per additional page |
Casting Time |
1 minute |
Prerequisites |
Magery 1, Dekàlan 10+ |
Mask of Fright (Fear)
(Area; Resisted by IQ)
|
(Kreadá
Endàris) The first in a series of Fright spells used by the
Zün, Mask of Fright causes fear in all those that behold the caster's
face. The caster clasps a small hideously carved mask in one closed
palm. Victims of the spell report seeing a hideous visage and
hearing horrible disembodied voices. (6 pages) (based on Fear,
GM2p65) |
Duration |
10 minutes (may be countered) |
Cost |
1; Cannot be maintained |
Casting Time |
3 seconds |
Prerequisites |
Dekàlan 13+, (Sense Emotion) |
Mindfire
(Regular; Resisted by IQ)
|
(Kreadá
Endàris) A terrible spell that creates the "effect" that
the subject's brain is on fire. Though no external effect of the
spell can be seen (aside from the grasping of the head, rolling of eyes,
and writhing), the subject becomes incapable of rational thought, instead
wrestling with the pain (IQ-4 to perform simple tasks, i.e. walking,
talking). Complex activities are impossible (i.e. combat, spellcasting).
The spell causes 1 point of damage <1d3> to the subject each combat
turn until the victim falls unconscious. Some believe
the spell is illusory but those familiar with Zün magic think otherwise.
Damage is temporary, regained at 1 point per hour's rest. The
spell requires a charcoal marked skull fragment that is consumed in
the first phase of casting. (13 pages) (© 1999, D. Stanley) |
Duration |
Concentration |
Cost |
4; 2 to maintain |
Casting Time |
5 seconds |
Range |
Standard |
Prerequisites |
Mask of Fright,
(Phantom Flame) |
Minor Dispel (Counterspell)
(Regular; Resisted by subject spell)
|
(Ska'ad Pyrád'a)
One of the first spells taught by the Zün is Minor Dispel. This
spell counters or stops an ongoing spell. Minor Dispel requires
that the caster know the spell that is being countered. Casting
Minor Dispel requires a brief incantation and then the insertion of
the caster's hand or some held object (staff?) into the area influenced
by the target spell. The casting of the spell costs the lower
of either Minor Dispel or the caster's skill in the enchantment to be
dispelled. This cost is added to half the cost spent (see below)
to fashion the target spell. (11 pages) (based on Counterspell,
GM2p61) |
Duration |
Permanent |
Cost |
Special + 1/2 cost of spell countered, not
counting bonuses caster received for high skill |
Casting Time |
5 seconds |
Range |
Standard |
Prerequisites |
Dekàlan 13+, Magery 1 |
Nadam's Pocket (Hide
Object)
(Regular) |
(Muátá
Tereth) To use this sorcery, the Zün wizard must first fashion
a crystal ring to exact specifications. The gem within the ring
is key to the spell; the more exotic the gem is, the better the spell
will work. With a small incantation and a circling motion of the
"ringed" hand, any inanimate object touched will be reduced in size
to be fit into the hollow crystal. If the crystal is broken or
opened without the spell, the reduced object may be lost due to its
size (dust). The magician may place any inanimate object within
the "pocket" that he wishes, provided the cost of storage can be matched.
(14 pages) (based on Hide Object, GG1p44) |
Duration |
1 hour |
Cost |
2 per pound of object; same to maintain |
Casting Time |
10 seconds |
Range |
Standard |
Prerequisites |
Dekàlan 18+, (Hideaway) |
Phantoms of Nolghvi
(Panic)
(Area; Resisted by IQ)
|
(Kreádá
Endàris) Devised by an old master of the Zün, this spell
creates apparitions within the minds of its victims. The phantoms
appear as towering skeletal spirits that persue the subjects for the
spell's duration, ever reaching forward with their long chilling skeletal
fingers. For the spells duration, its victims run in abject fear.
(11 pages) (based on Panic, GM2p65) |
Duration |
1 minute |
Cost |
5; 3 to maintain |
Casting Time |
3 seconds |
Prerequisites |
Dekàlan 15+, (Fear) |
Role Playing
The Sirkùli Zün are not picky about who joins its
harrowed ranks, but rather seems content that more fresh bodies are present
to absorb the toll of the groups activities. Although members of
the sirkùli may enjoy more freedom than those of other sirkùla,
there are instances of "calling" where all local members are required
to take part in the ceremonies and ritual of higher members.
Zün characters should not travel far from their sirkùla
without permission from that group.
D&D:
GURPS:
GURPS Zün Wizard Package |
Duty (Involuntary) |
-7 CP |
Frightens Animals |
-10 CP |
Mental Illness(es) (Variable)* |
-10 CP |
Reputation -2 (sirkùli) |
-5 CP |
Secret (Mage) |
-20 CP |
Literacy |
+10 CP |
Magical Aptitude +1 |
+15 CP |
Power Investiture +1** |
+10 CP |
Unusual Background |
+15 CP |
Writing (IQ) |
+2 CP |
CP Balance |
+0 CP |
* Zün mages develop a mental
disadvantage (illness) (-10 CP) for every level of Magery they attain. Characters
may not pick and choose successive illnesses. The insanities are believed
to develop during the "ritual of ascending", used within the sirkùla to
advance members to the next inner circle.
** One additional level (+10 CP)
of Power Investiture (GC1p42) may be purchased for every level of Magery
the Zün mage possesses. A fourth level of Power Investiture may
be gained if the mage has reached Magery 3, and is the head of a moderate
sized Zün sirkùla. Further levels are believed possible. Power
Investiture is a reward, within the sirkùla, for a deed or favor done toward
the advancement of the sirkùla or its goals. Investiture requires
an elaborate ceremony.
It is not rare for members of the sirkùla Zün to have
Awareness (+15 CP) (GC1p33), Channelling (+10 CP) (GC1p34), Extra Fatigue
+1 (+3 CP) (GC1p24), and Single-Minded (-5 CP) (GC1p30).
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Navigation
Zün
<< 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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