The World of Teréth End - Spells & Magic

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"Is it the same rain
--that falls on the raging sea
Is it the same rain
--that falls on the hanging tree
Is it the same rain
--that falls on me"

- Sam Phillips, "Same Rain"

Book of Dragum Sorkèrt'a

[way (enchant, imbue)]

Dragum Sorkèrt'a (sohr KEHR truh) is the Way of imbuing non-magical material or creatures with magic.  Sorkèrtá changes function without altering Form.  An ancient art, Dragum Sorkèrt'a is the foundation for all talisman and magic item creation.

Sorkèrt'a does not apply to the fashioning of magic from the "air", this is considers Ild'a because the magic is not being placed into something.  For pruposes of explanation, one means of understanding the Sorkèrt'ais to imagine all items as dead to magic (this is not true) until they are enchanted.  An enchanted item contains the essence of Chaos for some period of time.  Chaos erodes at all physical things releasing its magic in the process.  Because of this, all enchanted items wear away over time.  On the other hand, some materials naturally draw magic into them as they decay.  This constant exchange of drawing and releasing Chaos creates the tides of magic in the world of Teréth End.  Understanding of materials' properties is crucial to the continued success of the enchanter.

Although the Draga Orkid consideres familiars under the art of Baras, the homonculous remains a universal icon of Dragum Sorkèt'a.

Notables of Dragum Sorkèrt'a include Elzundir of Korem Tor, Illyya the Old, Madcurth of Çardirrëm, Silvrust the Dying, ...

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:

Fiery Blade of Sakùl Sodän (Burning Sword) Sor/Wiz 4
(sorád'a Phlogòst'a) based on Burning Sword, Drag275p85

Instrument of the Faithful (Weapon of the Deity) Clr 4, Pal 4
(sorád'a Tereth) based on Weapon of the Deity in DFp92, KKPp193, MFpp132-134

Silvrust's Severing Edge (Dolorous Blow) Brd 4, Sor/Wiz 4
(sorád'a Tereth) based on Dolorous Blow in Drag275p87

[Familiar's Sense] (Familiar's Sense) Sor/Wiz 2
(sorád'a Orykul) based on Familiar's Sense in Drag280pp62,63

[Familiar's Touch] (Familiar's Touch) Sor/Wiz 2
(sorád'a Orykul) based on Familiar's Touch in Drag280pp63

[Heroics] (Heroics) Sor/Wiz 4
(sorád'a Visìktis) based on Heroics in Drag275p86

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

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

Illyya's Bind (Talisman Bind) M1
(sorád'a Tereth) © 2001, D. Stanley

Illyya's Sorkèrtrum (Enchant Talisman) M1
(sorád'a Tereth) © 2001, D. Stanley

Madcurth's Mirror M2
(sorád'a Tereth) © 1999, D. Stanley

Sar Illùum Soreon (Continual Light) M1
(sorád'a Ilùum) based on Continual Light, GM2p57

Silvrust's Swordedge (Puissance) M1
(sorád'a Tereth) based on Puissance, GM2p44

Yur Yarg's Anomaly Anchor (Hideaway) M2
(sorád'a Inkàthura) based on Hideaway, GM2p44

The Wizard's Bookshelf

Mesral's Ley Compendia (O.Oth.16, An.Elv.12)
An accordian book of vellum pages sandwiched between two beautifully polished wooden panels.  The cover craftsmanship is of inhuman quality which both attracts and repels Uren collectors.  The book was originally bound closed with a black leather strap and wood button.  (Mesral's Ley Compendia details principles for imbuing mundane and quality objects with ley magics.  Much of the description and references smell of Elve influence.)  (80 pages)
Author Mesral
Written Oth, bet 350-360 DR
Published Oth, Lardra Press, 360 DR
Copies 5; House of Tharad'Zor (Oth)


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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