The World of Teréth End - Spells & Magic

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"The wizards gathered in a circle, conferring about the magnificent piece.  It had the head of an ass, the tail of of a serpent, its forward legs were canine, its hind legs were the fins of some large fish, and the torso remained of a young woman.  More wonderful still, it breathed."

- Notes of Taldus Erwy'yr
Lodun manuscript, cir 230 DR

Book of Dragum Skar'ad'aSkar'ada

[way (destroy, unmake) (age, corrode)]

Dragum Skar'ad'a is the Way of Destruction, the art studied and used by thousands of magicians since the beginning of time, for it is the art of power through war.

Müt is the Way of change.  The study of Dragum Müt begins with the common philosophy that all things exist in a state of contuining transformation.  From this foundation, the Müt magics are simply means to nudge those transformative forces to create new and often bizarre permutations.

Often, change is inobvious.  The state of being whole and the state of fracture (sometimes referred to as "whole multiplication") are to different states of the ame entity.  Some might think that a shattered jar is still a jar, but the Müt adept might see that the jar has undergone a metamorphosis into many distinct entities.  A not-Müt mage might "destroy" the jar by the application of force to reduce it to fragments whereas a Müt adept would instead "create" new-wholes from the original-whole.  To the lay person, the effect is identical, the jar shatters, but on a metaphysical level the cause is very different.

Most change is temporary.  It is against the most basic principles of Dragum Müt for anything to remain constant.  Therefore, change initiated by Müt magics eventually find their way back to the mainstream.  It is possible to prolong the reversal of change, but only while dabbling in Pyrádra magics.  Within the circles of Müt wizards and scholars there are theories that it should be possible to permanently divert an object into a new direction of change, but this has not been proven within the bounds of materiality.

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:

[Ray of Deanimation] (Ray of Deanimation) Sor/Wiz 4
(skar'ad Pyrád'a) based on Ray of Deanimation, DragAnn5p26

GURPS Spells:

Bocor's Sound of Shattering (Shatter) M1 (VH)

(sol skar'ad Tereth) based on Shatter, GM2p59

Ligrel's Salamadra (Extinguish Fire) M1
(skar'ad Phlogòst'a) based on Extinguish Fire, GM2p37

Soul Ravage (Choke) F1
(skar'ad Dnar) based on Choke, GGp15

 

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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

D20 Spell Indices

Adept
Assassin
Bard
Cleric
Death Knight
Druid
Necromancer
Paladin
Ranger
Shaman
Sorcerer
Witch
Wizard

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