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"With this one stone, I will bring your city down."

- challenge of Dys Esadyr,
History of Golst, Vol. II

Book of Draga TerethOr Halam

[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


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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