"It seems possible to utilize most Chaos within
the framework of a defined Order, but the limits of that Order emasculate
the potential of the original power."
- early masterswork,
Master Gezir of Path, 312 DR
"All laws conform to one law. Knowing the one-law
you can extrapolate all others. Discover the one-law and you
will become the Eleventh."
- remarks of Master Kir of Path's address
to the Council of Sylor Bath, Panath, 571 DR
|
Book of Draga Pyrádra
 |
[form (magic, Chaos) (emotion)]
Draga Pyrádra is the study of the Form
of Magic. Some scholars study Draga Pyrádra alone,
but other than forming "knots" and other basic spells, the art
has few independent applications.
Draga Pyrádra is thought to be a new
direction in the history of magic; the early usage of magic
believed to have been performed in blinded fashion. Rituals
were completed by rote and effects occured.
Later, theories emerged that tried to explain
how the old rituals achieved their magical outcomes. As
the rituals were analyzed it was discovered that the pieces
could be re-arranged to create new effects.
|
This scientific approach at reverse-engineering the
processes of magic was fraught with danger. Many of the old
systems employed the powers of demons which were released outside
the confines of complete ritual. In many cases, Netheral influences
insured that key fragments of the old spells and rituals were left
whole and potent. Eventually, pieces were found to work independently
and reliably, and sometimes in conjunction with pieces from other
rituals. Some magics could not be reproduced in a safe manner
and were both abandoned and banned. This is believed to be the beginning
of the Draga Orkid as it is understood
today.
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:
[Arcane Bolt]
(Arcane Bolt) Sor/Wiz 1 |
(ildá
Pyrád'a) A bolt of magical energy shoots forth from
your fingertips at its target, dealing 1d6+1 points of damage.
For every two levels of experience past 1st, you gain an additional
bolt, which you fire at the same time. You have two at 3rd level,
three at 5th level, four at 7th level, and the maximum of five
bolts at 9th level or higher. If you shoot multiple bolts, you
can have them strike a single creature or several creatures. A
single bolt can strike only one creature. You must designate targets
before you roll for SR or roll damage. This spell counts as magic
missile for spell, items, or special qualities that protect a
target from magic missile, such as a brooch of shielding and shield.
(based on Arcane Bolt, Wizards Spellbook Oct
00, © 2000, WotC) |
Components |
(V, S) |
Casting
Time |
1 action |
Range |
Medium (100
ft. + 10 ft./level) |
Area |
Up to five
creatures, no two of which can be more than 15 ft. apart |
Duration |
Instantaneous |
Saving
Throw |
Reflex half |
Spell
Resistance |
Yes |
[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) Blindly enrages target so that caster becomes
sole focus in personal physical combat. Affected creatures cannot
use spells, spell-like or supernatural abilities, or ranged weapons
while attacking the caster. The subject's only thoughts are of
killing the caster -- if not with bare hands, then with a hand-held
melee weapon at best. Targets are not rendered an idiotic or suicidal.
A target may make use of all normal melee combat skills, abilities,
and feats -- offensive or defensive. The target cannot use any
ability that requires activation or concentration. Mindless rage
activates rage abilities in those characters capable of such,
counting as one use for the day. Arcane Focus: Requires
a scarlet handkerchief or similar piece of cloth, which is waved
in the target's direction while the caster vocalizes the verbal
component. (based on Mindless Rage, Wizards Spellbook Dec
00) (based on Mindless Rage. © 2000, WotC) |
Components |
(V, S, F) |
Casting
Time |
1 action |
Range |
Close (25
ft. + 5 ft./2 levels) |
Area |
One person
or creature |
Duration |
1 round/level
|
Saving
Throw |
Will negates |
Spell
Resistance |
Yes |
[Ray
of Deanimation] (Ray of Deanimation) Sor/Wiz 4 |
(skar'ad
Pyrád'a) ... (based on Ray of Deanimation, DragAnn5p26) |
GURPS Spells:
Chaysilende's Charm
(Persuasion) M1
(Regular; Resisted by IQ) |
(endàrtá
Pyrád'a) Cast with a few words, this spell requires
no gestures but the presentation (however inconspicuous) of open
palms. The spell may not be cast by someone who is holding
weapons or accompanied by others with readied weapons. The
spell boosts the reaction and trust of any one intelligent creature
toward the caster. (3 pages) (based on Persuasion,
GM2p29) |
Duration |
1 minute |
Cost |
2x bonus to reaction; no maintain |
Casting Time |
2 seconds |
Prerequisites |
Old Taládan 10+, (Sense Emotion) |
Chaysilende's Maddening
(Vexation) M1
(Regular; Resisted by IQ) |
(endàrtá
Pyrád'a) Cast with with a few words, this spell requires
no gestures but the presentation (however inconspicuous) of closed
fists. The spell lowers the reaction of any one intelligent
creature toward the caster. (2 pages) (based on Vexation,
GG1p20) |
Duration |
1 minute |
Cost |
2x bonus to reaction (max 5); no maintain |
Casting Time |
2 seconds |
Prerequisites |
Old Taládan 10+, (Sense Emotion) |
Disguise Dweomer
(Conceal Magic) M1
(Regular)
|
(vazallor
nor orádá Pyrád'a) A basic spell of unknown
origin, Disguise Dweomer masks an item or person from divinations.
The caster can choose to pour more points into the spell
(+1, up to +5) for each -2 to the divination chance of peering
through the Disguise. The spell requires a low spoken passage
while the caster sprinkles silver dust (which "disappears") over
the item or recipient. (5 pages) (based on Conceal Magic,
GM2p61) |
Duration |
10 hours |
Cost |
1 to 5 cast; same maintain; double cost for each
extra hex |
Casting Time |
3 seconds |
Prerequisites |
Dekàlan 12+, (Detect Magic) |
Mesral's Enchantment
(Detect Magic) M1
(Regular) |
(ka
shurt oradá Pyrád'a) This spell imbues the caster
with the ability to "sniff out" magic. The caster makes
a standard perception check to find magic in the area, with any
"smell" benefits the caster might have. If anyone or anything
in the near proximity has a strong odor, the caster will receive
negatives to their search. (5 pages) (based on Detect
Magic, GM2p53) |
Duration |
1 minute |
Cost |
2 cast; same maintain |
Casting Time |
5 seconds |
Prerequisites |
Old Othic 14+ |
Midrene's Reading
(Sense Emotion) M1
(Regular) |
(urádis
oradá Pyrád'a) This is one variant of an older
spell used throughout the post-Dekàlan Empire. The
spell gives a quick reading of any one intelligent creature's
present emotional state. The spell requires the caster to
run his hands along a small length of silk rope that is jiggled
from one end. When the spell is finished the caster examines
the knots formed in the rope's length and determine the subject's
emotional state. (3 pages) (based on Sense Emotion,
GM2p28) |
Duration |
Instantaneous |
Cost |
2 cast; no maintain |
Casting Time |
5 seconds |
Prerequisites |
Old Othic 13+, (Sense Foes) |
Panathan Knot
(Magic Resistance) M1
(Regular; Resisted by IQ+Magery)
|
(ildá
Pyrád'a) A favorite spell among many starting mages,
"the Knot" is created by an odd incantation that twists the "Weave"
around the mage. The affect of this "knot", is that magic
does not interact predictably with the caster, warping all spells
moving away and toward the subject. For every point expended
in the casting, the caster's Magic Resistance raises by 2. This
spell can only be cast on the caster. (10 pages) (based
on Magic Resistance, GM2p61) |
Duration |
1 minute |
Cost |
1 to 5 cast; same maintain |
Casting Time |
3 seconds |
Prerequisites |
Old Panathan 14+ |
Thurn's
Terrible Bind M3
(Regular) |
(ildá
Pyrád'a) ... (© 1999-2001, D. Stanley) |
Zenar's Looking Glass
(Decipher) M1 (VH)
(Chiris/Information) |
(çiris
oradá Pyrád'a) A simple spell requiring a glass
lens held between the thumb and index finger. The caster
must look through the lens while deciphering arcane text. Through
slow and careful motions, the text will be revealed to the wizard
(DX check). When the spell is completed, the caster can
then re-read the text using the lens at a normal reading speed.
Lenses can only hold 1 page of information per 1 aurad
of value. (1 page) (based on Read Magic, PHBp243) |
Duration |
Concentration |
Cost |
2 cast; 1 per additional page |
Casting Time |
3 seconds |
Prerequisites |
Reading skill 10+ |
The Wizard's Bookshelf
Reflections on Magics
Lost (Dec.13) |
A book of theory that may continues
discussion of hypotheses presented in Lerrul's Wev Dragor Lor
II, published 80 years prior. Supporting Lerrul's arguments,
Zenar provides examples garnered from ancient texts of magical
experiment and their effects. Zenar summarizes that the
Weave has weakened considerably in the past 600 years but that
evidence exists to show that the drought will not last. (This
is a book of theory and is not of much use to student wizards
but remains a good reference for understanding some ancient rituals
detailed within.) (52 pages) |
Author |
Nember Zenar (Nor Lodùnin of Evermith) |
Written |
Taldàna, bet 580-593 DR |
Published |
Taldàna, Valas Press, 593 DR |
Copies |
Unkn.; House of
Tharad'Zor (Oth) |
Tal'Lor Eshwon
(Dec.10) |
A standard thick and heavy book with
a deep blue cloth cover and parchment sheets. Originally
produced in the Age of High King, the tome has been reprinted
and scripted countless times and in as many places. It is
a common find in bibliotheca throughout the post-Dekàlas
regions. (Tal'Lor Eshwon contains the spell "Illyya's
Bind" which may be used to metaphysically graft talismans
to a mage.) (94 pages) |
Author |
Illyya (Lodùnin of Ildûn) |
Written |
Ildûn, cir 1100 HK |
Published |
Panath, Saradta Scriptorium, 430 DR |
Copies |
Unkn.; House of
Tharad'Zor (Oth) |
Tirruld's Drag Nornydthyon
(Dec.15) |
A thick pale red book with parchment
pages and colorfully rendered illuminations. The writing
is difficult decipher due mainly to elaborate calligraphy, and
abstract subject-matter. The Drag Noronydthyon is subtitled
"Secret Compilations on Theories of Advanced Magic". (The
book is a useful resource for students of dragon magery, but largely
indecipherable to most others. The tome was made in large
quantities, but the natural attrition that accompanies all things
magical has reduced the number of remaining copies to 100 or less.)
(410 pages) |
Author |
Gaera Tirruld |
Written |
Panath, bet 300-420 DR |
Published |
Panath, Tanadtar Scriptorium, 422 DR |
Copies |
250; House of
Tharad'Zor (Oth) |
Tumunor Udra Siril
(Dec.11) |
A wide book of vellum sheets with
a deep violet cloth cover. The book has seen many printings,
but the first editions are easily spotted by the brass binding
and cornering. ("Channeling the First Circle" is a wizard's
primer often given to apprentices to study on their own time.
The book is written in a cramped Dekàlan script that
is jokingly blamed for the bad eyesight of many mages.) (148
pages) |
Author |
Unkn. |
Written |
Ildûn, cir 920 HK |
Published |
Oth, Shrod's Press, 438 DR |
Copies |
24; Androth's Home
(Oth) |
Vorros Temadth
(Dec.14) |
A narrow book with a black cover and
no outward decoration or title, the Vorros Temadth is a collection
of gestures useful for somatic spellcasting. The book suggests
that precise motion increases spell potency and allows alteration
of spell effects. (The book is a valuable resource for mages
wishing to brush-up on the basics of gesture, but falls short
of teaching the student enough to finesse spells to the point
of changing their effects. The book is also interesting
in the way which the author has adopted the Jadthàri temadth
to traditional Dekàlan spellcasting, a form adopted in
Panath a century later.) (54 pages) |
Author |
Ezlebar Tardan (Thollin of Jadth) |
Written |
Jadth, cir 470 DR |
Published |
Jadth, Shabulos Nuk, 462 DR |
Copies |
Unkn.; House of
Tharad'Zor (Oth) |
Wev Dragor Lor II
(O.Oth.13) |
A bulky grimoire of beige padded leather
fastened with an iron lock. The intra contains the author's
views on magic and his theories regarding fluctuations in available
magic between current and Dekàlan times. Lurrel supports
the idea that like a wave, the Weave will get stronger following
the low-magic age following the End War. (Wev Dragor Lor
II is the second volume of a treatise of magic, continuing where
the first volume finished. The book is an invaluable resource
for insomniac wizards wishing to advance their art.) (394
pages) |
Author |
Lerrul (Wizard of Irclunne) |
Written |
Oth, bet 500-512 DR |
Published |
Oth, The Black Press, 513 DR |
Copies |
24; House of Tharad'Zor
(Oth) |
Zenar's Principles
ia Arcanum (Dec.15) |
A thick book whose leather cover is
inscribed with elaborate thaumaturgical designs and dull semi-precious
stones. The spine of the book has a single Dekàlan
silver "zeh". (A good resource for studying principles of
advanced magic. The author claims book to be based on older
unnamed works made available during the course of research. Three
of the books reportedly were marked with Zenar's shimmering sigil.)
(320 pages) |
Author |
Nember Zenar (Nor Lodùnin of Evermith) |
Written |
Taldàna, 600 DR |
Published |
Taldàna, Valas Press, 604 DR |
Copies |
40; House of Tharad'Zor
(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
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