The World of Teréth End - Spells & Magic

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"Even the new slaves from lands far away, listened like they understood his words."

- overheard in Candal pub

Book of Dragum Endàris

[way (communicate) (emote) (relate)]

The Art of Dragum Endàris is the study of interaction between creatures.  In its basic forms, Draga Endàris encompasses empathic and sensory magics.  Masters of Dragum Endàris may speak in tongues or through sendings.  Those that study the art are valuable resources to businesses and governments, and often charge highly for their talents when inclined to exploit them.

Dragum Endàris has many similarities to Draga Kadàktis and share some spells.  Generally, the difference between Endari and Cadacti magics stem from empathic and intellectual differences, though both may have common effects.  A spell that commands a target to act is Kadàkti; a spell that makes the target want to act is Endàri.
Endàris

Unlike communicative magics, empathic magics do not require the sender and receiver to share a common language.  Derivative languages offer a workable medium.  Languages that do not share a common foundation will make communication impossible without some interpretative means (there are plenty of spells to facilitate this).  Many masters of Dragum Endàris, study disparate languages to increase the efficacy of their magics.

D&D: A penalty of -2 is incurred for every language participants are removed from one another.  A man who only speaks Othic will have a -8 chance to understand someone who only speaks Taládan, since the two are 4x removed (Old Othic, Dekàlan, Old Taládan, Taládan).

Unlike most magic arts, the Dragum Endàris requires very little speaking components.  When words are required for casting, they are usually singular, to avoid confusing the intended message.  The art is very heavily gestured however, with some spells requiring great expansive motions of the hands, arms, and body.

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:

[Battle Hymn] (Battle Hymn) Brd 3, Sor/Wiz 4
(sol endàrtá Kadàktis) based on Battle Hymn, Drag275p87

[Glib Tongue] (Glib Tongue) Brd 1
(endàrtá Kadàktis) based on Glib Tongue, DragAnn5p87

[Lord's Charisma] (Lord's Charisma) Brd 2, Pal 2
(endàrtá Pyrád'a) based on Lord's Charisma, DragAnn5p87

[Mindless Rage] (Mindless Rage) Brd 2, Sor/Wiz 2
(endàrtá Pyrád'a) based on Mindless Rage. © 2000, WotC

[Ray of Dizziness] (Ray of Dizziness) Brd 2, Sor/Wiz 2
(endàrtá Kadàktis) based on Ray of Dizziness, DragAnn5p24

[Ray of Stupidity] (Ray of Stupidity) Sor/Wiz 2
(endàrtá Kadàktis) based on Ray of Stupidity, DragAnn5p24

GURPS Spells:

Chaysilende's Charm (Persuasion) M1
(endàrtá Pyrád'a) based on Persuasion, GM2p29

Chaysilende's Maddening (Vexation) M1
(endàrtá Pyrád'a) based on Vexation, GG1p20

Skaulan Tongueknot M1
(nor endàrtá Kadàktis) © 1999, D. Stanley

 

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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