The World of Teréth End - Spells & Magic

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"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

Book of Dragum Orykul

Draga Orycul[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:

[Eagle Eyes] (Eagle Eyes) Brd 3, Rgr 3
(ka shurt oradá Visìktis) based on Eagle Eyes, DragAnn5p87

[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

Madathan's Borrowed Vision (Madathan's Borrowed Vision) Sor/Wiz 2
(ka shurt oradá Visìktis) © 2000, D. Stanley

[Sudden Mastery] (Sudden Mastery) Brd 3
(urádis oradá Kadàktis) based on Sudden Mastery, DragAnn5p87

[Understand Object] (Understand Object) Brd 1, Sor/Wiz 2
(vazallor oradá Tereth) based on Understand Object, Wizards Spellbook Nov 00)

GURPS Spells:

Disguise Dweomer (Conceal Magic) M1
(vazallor nor orádá Pyrád'a) based on Conceal Magic, GM2p61

Knowledge of Kuriz (Ancient History) M1
(çiris oradá Tereth) based on Ancient History, GM2p54

Locate Remains (Find Corpse) M1
(vazallor oradá Visìktis) ...

Madcurth's Eye (Seeker) M1
(vazallor oradá Tereth) based on Seeker, GM2p54

Mesral's Enchantment (Detect Magic) M1
(ka shurt oradá Pyrád'a) based on Detect Magic, GM2p53

Midrene's Reading (Sense Emotion) M1
(urádis oradá Pyrád'a) based on Sense Emotion, GM2p28

Moranay's Eye of Omen (Death Vision) M1
(orys oradá Dnur) based on Death Vision, GM2p72

Moranay's Recall M1
(orys oradá Dnur) based on Speak with Dead, PHB

Saarul's Eyesigil: Enemies (Sense Foes) M1
(ka shurt oradá Kadàktis) based on Sense Foes, GM2p28

Saarul's Eyesigil: Life (Sense Life) M1
(ka shurt oradá Dnir) based on Sense Life, GM2p28

Skyas's Nol Revem (Seek Air) M1
(vazallor oradá Nol) based on Seek Air, GG1p24

Yur Yarg's Anomaly Lens (Detect Gates) M2
(ka shurt oradá Inkàthura) © 1999, D. Stanley

Zenar's Looking Glass (Decipher) M1 (VH)
(çiris oradá Pyrád'a) based on Read Magic, PHBp243

 

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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