"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.
 |
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.
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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:
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) |
|
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
 |