The World of Teréth End - Spells & Magic

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"To begin, what is known is nothing compared to what there may be learned, but I have come to believe in my studies and my journeys, that Man, that insatiable curious demon, will come to know far more than He ought, for there are endless avenues and doors that I did not dare touch, for fear they might swallow my mortal soul."

introduction to Korazul's
  Verres Ignolgio

Book of Draga Inkàthura

[form (gates) (dimensions, planes)]

The Art of Draga Inkàthura is perhaps the most esoteric of the magical studies.  The art attempts in different fashions to blur the "lines" between the Waking and Ethereal worlds.  There are inherent risks in this direction of study, for anytime the borders are compromised attention is inevitably drawn toward the breach.  In addition, most inkathùran spells require vast amounts of power, and so may only be cast at certain locations, or at certain times.  The average level of magic available in any given location on Teréth End is usually not enough to support these magics.
Inkàthura

The most common goal of those seeking the secrets of Draga Inkàthura, are the mysteries of Teleportation.  Teleportation, in the "common / classic" sense, is not possible on Teréth End.  It is however remotely possible to cross between the Waking and the Ethereal, journey through the Ethereal, and then exit back into the Waking.  This process, though understood on rudimentary levels by many wizards, requires vast stores of power, and a deep understanding of the dangers awaiting the Ethereal journeyer.  There is evidence (see Portals) that ancient wizards and spellcasters where able to make more efficient connections between Waking spaces, but such knowledges are lost, and the magics used to create them are no more.

Another "popular" study within Draga Inkàthura is the field of pockets.  Pockets are small extra-dimensional spaces that exist between the Waking and Ethereal and the Kyurada Vor.  Pockets are not as difficult to breach, but are difficult to find.  Many scholars have likened them to "bubbles", floating between the realities.  Before a "pocket" spell can be effected, the wizard must find and capture a "pocket".  Specific spells are devised for the purpose of seeing "pockets" and trapping them.  This process is a prerequisite for all "pocket" spells.  Mages that are familiar with this process, may also know areas and times when pockets are more abundant.  There are many areas on Teréth End, where pockets do not seem to exist.  Most pockets, until captured, move at varying speeds and directions, without regard for physical obstacles.  This unworldly nature, can make them difficult to capture even by a prepared wizard.

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:

GURPS Spells:

Tirrid's Ghostwalk M3
(Regular)
(alèmá Inkàthura) ... (© 1999, D. Stanley)

Yur Yarg's Anomaly Anchor (Hideaway) M2
(Ceremony; Regular)
(sorád'a Inkàthura) Cast during the first five days of Nuléun's wane, this incantation links a container with an extra-dimensional space.  The spell adds 2 cubic feet per lb of capacity.  The rim of the container must be inscribed with small symbols, drawn with a silver (or reflective metal) stylus.  The container's rim never changes size.  If at any time the container is significantly damaged, the spell is cancelled and the pocket explodes into smaller "bubbles" sending all its contents in different directions.  (17 pages)  (see Yur Yarg's Anomaly Anchor, Yur Yarg's Anomaly Snare) (based on Hideaway, GM2p44)
Duration Permanent
Cost 50 per lb extra; 100 per lb non-encumbering cap.
Casting Time Special + 1 hour
Prerequisites Old Panathan 16+, IQ 16+, (Create Object), (Lighten)

Yur Yarg's Anomaly Lens (Detect Gates) M2
(Regular)
(ka shurt oradá Inkàthura) The mage is first required to fashion a crystal lens to exact specifications.  The material cost of the lens affects the ability to see the pocket anomalies (see Draga Inkàthura).  For every 1000 au spent on materials, the caster gets a +2 to their viewing check (IQ-4).  On the night the lens is fashioned (exact phase of Nuléun) the caster can see pocket anomalies moving through an area for the duration of the spell.  Pockets appear as ghostly bubbles.  (18 pages)  (see Yur Yarg's Anomaly Anchor, Yur Yarg's Anomaly Snare) (© 1999, D. Stanley)
Duration 5 minutes
Cost 3 cast; 1 maintain
Casting Time Preparation + 10 seconds
Prerequisites Old Panathan 16+, IQ 16+, (Mage Sense)

Yur Yarg's Anomaly Snare M2
(Regular; Resisted by Pocket)
(ildá Inkàthura) Usually used in combination with Yur Yarg's Anomaly Lens and Yur Yarg's Anomaly Anchor, this spell is cast upon a dimensional pocket, to secure the "bubble" while the caster anchors the pocket to the Waking dimension.  The pocket resists the spell based on its size (2 per cubic foot), and its movement (1 per Move).  The cost of the spell is equal to the pocket's resistance.  The spell requires a small vial, of water that surfaced from a natural spring on the night of Nuléun's phase that is the same as that on the night that the pocket is to be captured.  The water is used as an "ink" (10 uses), and used with a enchanted quill to draw a circle around the pocket.  The circle attempts to capture the first pocket that passes through, with failure requiring another casting of the spell.  (15 pages) (© 1999, D. Stanley)
Duration 30 minutes
Cost Special cast; 1/2 cost maintain
Casting Time 3 seconds
Prerequisite Old Panathan 16+, IQ 16+, (Spell Shield)

The Wizard's Bookshelf

Verres Ignolgio (Dec.13)
An unwieldy tome of dull black leather and large vellum sheets.  Verres Ignolgio begins as a treatise on extra-planar travel and the inherent risks of breaching world veils but ends as a descriptive account of the author's venture into a nameless outer realm, what he found there that he could understand, and his desperate and ultimately successful struggle to return.  (Korazul's intent in writing the book is to dissuade further travel into the outer realms, though the effect is to pique the unnatural curiosity of his ilk into attempting the very same.  The book is very useful to those studying the outer realms, both as a reference and a warning of what one should expect.  The title translates to "Vast Unknown".)  (310 pages)
Author Korazul
Written Panath, bet 305-331 DR
Published Panath, Tanadtar Scriptorium, 331-340 DR
Copies 23; House of Tharad'Zor (Oth), Iron Library (Oth)

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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