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"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

Or Halam

[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)

 

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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