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"Light and Dark are the roots of Good and Evil  Men's minds are monstrous in the shadows of  night, but less so in the day."

- from Verid's dissertation on Draga Illùum

Book of Draga Or IllùumOr Halam

[form (light) (darkness, shadow) (sun, moons, stars) (revelation) (illusion)]

The Art of Draga Illùum is the study of light, dark, and shadows.  The Illùumna can summon spheres and lances of brilliant light, or have daylight swallowed into an inky void.  Many believe that the study of

Though many attribute the study of Light or Dark to the moral balance of the Illùumna, there have been many good magicians to have studied the lightless realms, and vice versa.  The Draga Illùum is most closely related to the elemental spheres of Air and Fire.

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:

[Distracting Ray] (Distracting Ray) Brd 2, Sor/Wiz 2
(ildá Ilùum) This spell requires an available nearby source of light which flickers but is not consumed in the casting.  (based on Distracting Ray, DragAnn5p23)

[Ray of Light] (Ray of Light) Brd 1, Sor/Wiz 1
(ildá Ilùum) This spell requires an available nearby source of ligh twhich flickers but is not consumed in the casting.  (based on Ray of Light, DragAnn5p23)

[Targeting Ray] (Targeting Ray) Brd 1, Sor/Wiz 1
(ildá Ilùum) This spell requires an available nearby source of light which flickers but is not consumed in the casting. (based on Targeting Ray, DragAnn5p23)

GURPS Spells:

Alac's Fading (Invisibility) M1
(Regular)
(muát'a Ilùum) This spell encases the spell's recipient in an envelope of ferried Illùum.  Technically, a pocket of Chaos envelopes the target so that no light may enter or exit the zone.  From the envelope's exterior, nothing appears different, for the Chaos warps the Ilùum around the pocket.  Inside the envelope, all is darkness, though no other sense should be impaired.  A valuable side-effect to this spell is that no external Illùum-based spells may affect the spell's recipient for its duration.  Directed Illùum spells (i.e. rays) pass the target and continue uninterrupted.  Better [invisibility] spells exist that do not impair the target's vision, but most of these are kreád'a Illùum (i.e. illusory).(based on Invisibility, GM2p58)

Drun Soreon (Darkness) M1
(Area)
(muát'a Ilùum) This spell creates a zone of darkness.  Persons inside the zone can see out normally, but those outside cannot see in.  The material component for the spell is a naturally occuring black stone polished smooth.  Powered stones "dedicated" to this purpose will double the lifetime of the darkness.  (5 pages) (based on Darkness, GM2p58)
Duration 1 minute
Cost 2 cast; 1 maintain
Casting Time 4 seconds
Prerequisites Dekàlan 14+, (Continual Light)

Falkwell's Blinding Colors (Flash) M1
(Bardic/Regular)

(kreád'a Ilùum) This Bardic spell produces a spray of brilliant rainbow colors that blind and stagger all that see them.  The spell is ushered with a short song, as the caster places his palms over his own eyes.  In the second second, the caster glows incandescent white, and explodes with color. This initial burst of light has the effect of drawing attention to the caster, rather than pushing it away.  (7 sheets) (based on Flash, GM2p57)

Duration Instantaneous
Cost 4 cast; no maintain
Casting Time 2 seconds
Prerequisites Old Othic 12+, Music: Paldan 14+, Musical Instrument 14+, (Continual Light)

Madathan's Orb (Light) M1
(Regular)
(ildá Ilùum) A minor incantation that fashions a small sphere of pale light (1 lumen) around the caster's hand.  The orb moves with the caster for as long as the caster does nothing else with the supporting hand, than maintain the final gesture.  Different colors can be chosen every three seconds.  The spell is one of the first learned by many apprentices.  (3 pages) (based on Light, GM2p57)
Duration 1 minute
Cost 1 cast; 1 maintain; 1 change
Casting Time 3 seconds
Prerequisites Old Othic 13+

Sar Illùum Soreon (Continual Light) M1
(Regular)
(sorád'a Ilùum) An ancient spell found in many Dekàlan grimoires, "Soreon's Lasting Light" imbues some small object with luminous properties.  The process for creating such an object is time consuming and involves rubbing a piece of quartz or other translucent stone onto the object, while repeating an enchantment.  The casting time is dependent on the brilliance of the light desired.  The color of the light produced equals the hue of the crystal used.  Powered crystals "dedicated" to this purpose will double the lifetime of the illumination.  (5 pages) (based on Continual Light, GM2p57)
Duration 2d6 days
Cost 2 for dim; 4 for fire; 6 for bright; no maintain
Casting Time 1 to 4 minutes
Prerequisites Dekàlan 14+, (Light)

Sceres's Minor Phantasm (Simple Illusion) M1
(Area)
(kreád'a Illùum) This visual phantasm affects the perceptions of a number of subjects within the spell's area.  The spell creates an insubstantial image that only the caster and those within the spell's effect may see.  Anyone given reason to disbelieve the phantasm may make an IQ roll to resist it after for one turn of concentration.  Anyone who physically interacts with the phantasm will dispel their perception of it.  (13 pages) (based on Simple Illusion, GM2p51)
Duration 1 minute
Cost 1 cast; 1/2 cost maintain
Casting Time 5 seconds
Prerequisites Old Othic 15+, Meditation 11+

Serek's Veil (Shape Darkness) M1
(Area)
(muát'a Illùum) A very rare spell developed by the Illuumna mage Serek of Morn in 650 DR, Serek's Veil creates a swirling shadowy wall which may slowly drift 1 hex per 10 seconds.  The darkness created impairs normal vision by -2.  Those within the wall see swirling faces and hands.  Furthermore, all creatures who enter the wall <= 4 HD must resist the spell's chilling effects, or flee for 1d4 combat rounds.  Creatures of 4+1 to 7 HD who enter the wall must resist the chilling fear or be mentally stunned for 1 round.  The spell requires the eyelash of a wrongfully killed creature that has risen from death for vengeance.  The eyelash is destroyed during casting.  (7 pages) (based on Shape Darkness, GM2p58)
Duration 1 minute
Cost 2 cast; 2 full maintain
Casting Time 5 seconds
Prerequisites Old Othic 13+, (Darkness)


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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