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 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:

Call of the Living Flame (Combust) Sor/Wiz 2; [Sirkùli Zün]
(kreád'a Phlogòst'a) based on Combust, MFp85

The Consuming Blade (Flame Dagger) Sor/Wiz 2; [Sirkùli Zün]
(kreád'a Phlogòst'a) based on Flame Dagger, MFp94

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 sirk&ugrave;la 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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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