"With this one stone, I will bring your city down."
- challenge of Dys Esadyr,
History of Golst, Vol. II
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Book of Draga Tereth
[form (earth, soil, stone) (metal) (physicality)]
Draga Tereth is considered by many as a primitive magic.
Elementalists who practice the Form Draga Tereth are usually quite
knowledgable about soils, stones, gems, and can sometimes predict seismic
activity. Hills and mountains are sacred to elementalists, with odd
natural formations evidence of the land's inherent magics. Natural
bridges and canyons are considered areas of high magic and importance to
adepts of the Draga Tereth.
Tereth is an uncommon study among "civilized" magicians,
who often consider the magic of the earth as elementary. For this
reason, much of Draga Tereth is a mystery to "mainstream" study.
Many elementalists believe that magic must be summoned from
beneath one's feet. These same practitioners maintain contact with
the Tereth magics by keeping their feet bare. Many Draga Tereth elementalists
claim to lose "contact" with the magic forces beneath them unless this simple
condition is met. Furthermore, believing that all magic travels through
the ground, no spells of any art may be attempted without bare feet. This
is a common belief among Draga Tereth wizards, though it does not apply
to all.
Crystal and stone talismans offer twice the amount of mana
to an Or Tereth elementalist, though they regenerate at the normal rate.
Notables of Draga Tereth include Dys Esadyr of Golst,
and Morghin of Ossminor.
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:
Esadyr's
Portal (Passwall) Sor/Wiz 5 |
(muát'a Tereth)
Respect among many circles of Dúzim Müt is gauged on a
mage's proficiency with a (Passwall) spell. Esadyr's Portal's main
purpose is to create a passage or exit through wood, plaster, and
stone. Because the magics of Müt change but do not destroy
matter, the spell has a lesser known (and used) side-effect. The
surrounding area of affected zone doubles its hardness (DMGp107) within
one foot. Example, Esadyr's Portal is cast on a large stone creating
a 5 ft. by 8 ft. corridor that is 12 ft. deep; the stone surrounding
the passage has a hardness of 16 instead of 8 for the duration of
the spell. Esadyr's Portal can also be used to reinforce half
of this area without a passage. Example, Esadyr's Portal
is cast on a 240 sq. ft. section of wooden wall, increasing its hardness
from 5 to 10. Used in this manner, the spell area of the
regular spell is divided by two. Objects reinforced in this manner
lose volume. The spell cannot be used to temporarily destroy
an item, any attempt to do so fails and spell is lost. (based on Passwall,
PHBp234)
|
Instrument
of the Faithful (Weapon of the Deity) Clr 4, Pal 4 |
(sorád'a
Tereth) A temporary enhancement to the chosen weapon of the
faithful's deity. Weapon gains an enchancement bonus
as per Weapon of the Deity, and special
ability based on the following list:
Addiç:
+1 club
Agârkrauk: +1 flaming
scourge
Alasha'an: +1
Alm: +1
Amezel: +1
Amra: +1
Andâsh: +1 [sword]
Ash: +1
Bratham: +1
Çarid: +1 sickle
Danok: +1 shock shortspear
Draun: +1 ghost touch trident
Duath: +1
Eiron: +1 heavy mace
Eldha: +1 merciful
light mace
Evissor: +1 keen falchion
Feltan: +1 quarterstaff
Fraad: +1
Iráen: +1 everbright
greatsword
Irul: +1 mighty cleaving (any)
Irzzik: +1 frost spiked chain
Kadarra:
Kalidar: +1 venomous
dagger
Kandlan: +1 wounding scythe
Kargârak: +1
Kazor Brim: +1 screaming
flail
Kedwin: +1 quarterstaff
Kelor: +1
Kurs: +1 keen crossbow (any)
|
Malaz:
+1 shortspear
Maulok: +1
Moroç: +1 defending short
sword
Myar: +1
Nala: None
Nathal: +1
Ndere: +1 dagger
Nulopu: +1
Olra: +1
Orander: +1 keen longsword
Parng: +1
Path: +1 spell storing quarterstaff
Roth: +1 shock hammer
Sharan: +1 defending quarterstaff
Sholl: +1
Soleun: +1 hammer
Sudul: +1
Taros: +1
Theora: +1
Toedus: +1
U'çan: +1 distance shortbow
Ultus: +1
Unu-ud Ahd: +1 glaive
Woad: +1 scimitar
Yuldur: +1
Zalan: +1 returning dagger
Zeyir: +1
Zyrr: +1 |
Prep: the weapon must be anointed with holy water or another appropriate
substance. (based on Weapon of the Deity in DFp92, KKPp193,
MFpp132-134) |
* Some weapon special abilities can be found at MFpp138,140,141.
Morghin's
Sprouting Spines (Bristle) Sor/Wiz 2 |
(muát'a
Tereth) Morghin's Sprouting Spines causes spikes to grow from any
one suit of mineral (i.e. bronze, iron, steel...) armor. During
the first attack of each round of melee combat 1d4 spines strike the
target. Spine have a total attack bonus equal to the level of
the caster, and does 1d4 damage each. (based on Bristle
in Drag275p87) |
Silvrust's
Severing Edge (Dolorous Blow) Brd 4, Sor/Wiz 4 |
(sorád'a
Tereth) When cast upon a mineral weapon, the weapon glows a dull
blood red. A weapon receiving this enchantment has its critical range
is doubled and critically strikes whenever a threatened critical is
made. Early versions of the spell caused the weapon to moan terribly
as it was swung. (based on Dolorous Blow in Drag275p87) |
[Diamondsteel]
(Diamondsteel) Brd 4, Sor/Wiz 3 |
(muát'a
Tereth) A basic enchantment (with similar properties to [Passwall])
that hardens mineral armor, adding a +1 armor class bonus to medium
armors (i.e. chain shirt, scale mail, chainmail, and breastplate). The
spell adds +2 hardness to these materials. To heavy armors (i.e.
splint mail, banded mail, half-plate, and full plate) the armor class
bonus is +2 with a +3 to the material's hardness. (based on Diamondsteel
in Drag275p85) |
[Hurl]
(Hurl) Sor/Wiz 2 |
(alèmá
Tereth) based on Hurl in Drag275p87 |
[Rust
Ray] (Rust Ray) Sor/Wiz 3 |
(muát'a
Tereth) (based on Rust Ray, DragAnn5p24) |
[Shieldbearer]
(Shieldbearer) Sor/Wiz 1 |
(alèmà
Tereth) ... (based on Shieldbearer in Drag275p86) |
[Understand Object]
(Understand Object) Brd 1, Sor/Wiz 2 |
(vazallor
oradá Tereth) Determines non-magical functions of an object
or technological item. The caster must handle or touch the object throughout
the casting time and spell duration to gain any knowledge. If the item
has more than one function, the spell identifies its most general or
most likely use. Casters can gather further information about the item
only through additional uses of the spell. The spell only reveals mechanical
functions. Using understand object to figure out how a trapped device
operates can be disastrous, as the spell does not distinguish a harmful
non-magical trap from any other gadget! And, since the spell starts
with the easiest or most general effect first (and traps are often much
easier to trigger than non-trap functions of an item), understand object
may just tell you how to kill yourself. (based on Understand Object,
Wizards Spellbook Nov
00) (© 2000, WotC) |
Components |
(S, M) |
Casting
Time |
1 minute |
Range |
Touch |
Area |
One touched object |
Duration |
Instantaneous |
Saving
Throw |
None |
Spell
Resistance |
No |
GURPS Spells:
Bocor's Sound of Shattering
(Shatter) M1 (VH)
(Regular) |
(sol
skar'ad Tereth) By playing or singing a specific note the caster
can try to shatter items of similar materials within a hex. Sound
of Shattering does up to 3d6 damage to all targeted inanimate objects
within the hex. If the damage is not enough to destroy the items,
they vibrate but suffer no damage. Items burst at the end of the
round the note was held. (5 pages) (based on Shatter, GM2p59) |
Duration |
5 seconds |
Cost |
1 to 3 cast; 1d6 per point; no maintain |
Casting Time |
3 seconds |
Range |
Standard |
Prerequisites |
Old Othic 13+, Musical skill 14+, (Weaken) |
Illyya's Bind (Talisman
Bind) M1
(Regular)
|
(sorád'a
Tereth) A basic spell that allows a mage to bind themselves to an
enchanted talisman in the caster's possession. The spell skill
roll is at -1 for every 10 maximum spell points that may be contained
within the talisman. Failure cannot be re-attempted with this
spell, but may be attempted with other more efficient versions of (Talisman
Bind). (8 pages) (© 1999, D. Stanley) |
Duration |
Permanent |
Cost |
10 cast; no maintain |
Casting Time |
1 hour |
Prerequisites |
Dekàlan 10+ |
Illyya's Sorkèrtrum
(Enchant Talisman) M1
(Ceremony; Regular) |
(sorád'a
Tereth) This most basic enchantment allows the caster to imbue a
proper vessel of fine quality with magical power. An understanding
of the elemental sphere of the object is required to begin the spell.
Talisman enchantment follows those rules for "imbuing
powerstones". Each hour spent enchanting a talisman requires
1 hour's rest after the process is completed. Any lapse of effort
for more than 5 minutes ends the process, closing the item from further
enchantment. (4 pages) (© 1999, D. Stanley) |
Duration |
Permanent |
Cost |
1 cast; no maintain |
Casting Time |
1 hour minimum |
Prerequisites |
Dekàlan 10+, 1 other spell |
Knowledge of Kuriz (Ancient
History) M1
(Regular) |
(çiris
oradá Tereth) Upon casting this spell the wizard is suffused
with images from the distant past of an inanimate object. The
spell requires half of one day's meditation before casting, and a day's
rest afterward. The caster must be in possession of the target
object and alone when the "reading" begins. Any interruptions
foil the spell. (4 pages) (based on Ancient History, GM2p54) |
Duration |
1 minute |
Cost |
20 cast; no maintain |
Casting Time |
Special |
Prerequisites |
Dekàlan 15+, (History) |
Madcurth's Eye (Seeker)
M1
(Regular) |
(vazallor
oradá Tereth) A useful spell that requires a mammal eyeball
which is consumed (figuratively) with each casting, Madcurth's Eye seeks
an individual or man-made object. Successful casting of the spell
grants a vision of the item's location, or if close by may lead the
caster to that location. If nothing associated with the person
or object is at hand during casting, the spell skill roll is at -5.
(8 pages) (based on Seeker, GM2p54) |
Duration |
5 seconds or Special |
Cost |
3 cast; one try per week; no maintain |
Casting Time |
5 minutes |
Prerequisites |
Old Othic 14+, 2 other (Seek...) spells |
Madcurth's Mirror M2
(Regular) |
(sorád'a
Tereth) A lost spell of Madcurth's
repertoire, this enchantment may be cast on any mirror. Following
the casting of Madcurth's Mirror, a second spell may be cast onto the
mirror. The second spell is retained by the mirror until the next
person gazes into the mirror's surface. The first onlooker(s)
into the enchanted mirror are affected by the second spell as if the
caster directed it at each viewer individually, using the spell skill
roll used to imbue the mirror. The spell's capability of multiplying
the effect of a spell usually targeted at one subject is reflected in
the enchantment's casting cost. The spell can only be cast on
a mirror. Failure in either part of the enchantment reflects the
spell immediately at the caster. Viewers of the mirror have normal
chances of resisting the magics that reside within. A Mirror of
Madcurth only has one charge. (7 pages) (© 1999, D. Stanley) |
Duration |
Until triggered |
Cost |
15 cast; no maintain |
Casting Time |
1 minute |
Prerequisites |
Dekàlan 16+, (Enchant) |
Silvrust's
Swordedge (Puissance) M1
(Regular) |
(sorád'a
Tereth) ... (based on Puissance, GM2p44) |
Silvrust's
True Strike (Accuracy) M2
(Regular) |
(alèmá
Tereth) ... (based on Accuracy, GM2p44) |
Terèthbound
(Rooted Feet) M1
(Regular) |
(muát'a
Tereth) ... (based on Rooted Feet, GM2p27) |
Zenar's Study Spell
M1 (VH)
(Regular)
|
(alèmá
Tereth) This useful incantation lifts a work of written material
before the caster (up to 50 lb), and turns the pages when the wizard
indicates. A lens placed upon the book will follow the mage's
eyesight by floating across the pages' text. When the spell is
finished the lens settles safely on the closed tome. The lens
may perform as in Zenar's
Looking Glass (which should be cast separately) but no DX check
is required. This spell is particularly useful for books the mage
doesn't want to touch. (7 pages) (© 1999, D. Stanley) |
Duration |
Concentration |
Cost |
4 cast; 1 per add. page; no maintain |
Casting Time |
10 seconds |
Prerequisites |
(Manipulate), (Levitation), Zenar's
Looking Glass |
|
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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