"Learning the Answer, Clessid sat in thought. His
life, devoted to this moment, was suddenly without focus. He
searched within himself but could find no further purpose. Everything
looked different now; the rocks at his feet, the low and distant clouds,
the halved green moon rising other the valley. They would be
waiting for him to return, but he knew now, that he would not."
- Clessid's Journey, Tolywel
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Book of Dragum Orykul
[way
(divine, augur) (perceive) (know) (obfuscate)]
Draga Orykul (OAR
uh kuhl) is a valubale learning tool. Most magi learn
at least one orykular spell (or cantrip) during their apprenticeship
(Decipher). Without the
(Decipher) spell, most further learning in the Arts is impossible.
The nature of Draga Orykul is debated.
The magic enables the caster to learn some unknown truth by
means of spellcasting. The source of the knowledge gained is
contested, and left unanswered by the magics themselves. Paradoxically,
when otherwise dependable Orykular magics are employed to learn more
about the nature of Draga Orykul, the results are unsatisfactory.
This has led many sages to believe that all Oyrkular magics
have one source (usually attributed to something near-divine), and
that source refuses to reveal anything about itself. Despite not knowing
how exactly the magic works, Draga Orykul is the most widely magic
form employed in Teréth End.
The five main categories
of Orykular magic are:
- Urádis.
Exchange of knowledge between local entities (within the
Omtenema Vor); copying knowledge
available in another's mind; disadvantage is that local sources
may not know anything that is desireable
- Çiris.
Distillation of knowledge from inanimate sources; i.e. copying
knowledge from nearby books, carvings, etc.; disadvantage - information
gleaned is sometimes out of context depending on the scope of
the magics employed
- Ka Shurt. Increased
perception; enhancing, borrowing, or adding additional senses
to the recipient; disadvantage - recipient of the magic may not
have the capacity to interpret information received through the
new sense (advanced magics will translate the information as well
as make it available)
- Vazallor. Receipt
of truths from natural and supernatural environments (i.e. location
of a deer in the woods, swirl in the ether, approaching storm
across the sea); disadvantage - mortal recipients often do not
comprehend great truths, or do not fathom scale of answers recieved
- Orys. Receipt
of knowledge from immortal/unworldly sources; receipt of divination
from deities and other-planar beings; disadvantage - intercession
of superior beings should be avoided unless absolutely necessary,
notice of the gods may seem useful initially, but favors are rarely
forgotten
The mechanics of orykular magic depend upon the
creator's "theory". Orykular spells based upon the principles
of "knowledge exchange" cannot work if no one in the area knows the
answer to the question asked. Likewise, immortal divination
will not work in regions devoted to oppositional devotions.
Draga Orykul is forbidden in some areas. In
Azàlari, where the magic
is often used to select victims, case residences, or gain an upper-hand
in business affairs, the magic is outlawed. The magics are however
used by those same authorities for purposes of interrogation.
Amythar
is a popular stone in many areas, as it masks or warps divinatory
magics. Amythar is not very uncommon though is very rare (and
expensive) in its most pure forms. When cut and polished the
stone is a deep translucent red, without the reflective properties
of sapphire. Amythar is often worked into jewelry, clasps, and
weapon pommels. In its purest form the stone offers good protection
versus orycular magics. In its more common weak forms the stone
offers some protection but its effects are often circumvented. In
areas where amythar is widely used, Draga Orycul interrogations consist
of redundant questions.
D&D: Purity
confers a +1 through +10 to Saves vs. Will.
GURPS: Purity
confers a +1 through +10 to IQ checks versus orykul magic. In
both systems mathar offers a chance to resist all (Magery 2 and below)
divinations.
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:
[Familiar's
Sense] (Familiar's Sense) Sor/Wiz 2 |
(ka
shurt oradá Baras) based on Familiar's Sense,
Drag280pp62,63 |
[Familiar's
Touch] (Familiar's Touch) Sor/Wiz 2 |
(ka
shurt oradá Baras)
based on Familiar's Touch, Drag280pp63 |
GURPS Spells:
Knowledge of Kuriz
(Ancient History) M1 |
(çiris
oradá Tereth) based on Ancient History, GM2p54 |
Moranay's Eye of Omen
(Death Vision) M1
|
(orys
oradá Dnur) based on Death Vision, GM2p72 |
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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
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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
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