The World of Teréth End - Spells & Magic

Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

"Closing his eyes he commanded the healing to begin.  He felt the failing heart beneath his fingers, but the body protested.  'I am finished' the heart said, 'I have tried, but these wounds are too grave.'  'You will obey these commands,' he instructed the reluctant organ, already resigned to a still death.  'You will bring to this wound all that you can muster.  You will bring your needles, you will bring your thread, and the knitting will begin.'"

- from the Adventures of Adae

Book of Draga Kadàktis

[form (mind, thought)]

Draga Cadactis is the Form of magic and its relationship to the mind and its thoughts.  Some believe that the mind is the source of magic, others believe that the mind is sensitive to ambient magic.  Scholars who study Draga Cadactis agree that thought issues from the brain or head, and that control of thought must concentrate on the head.  Furthermore, most agree that emotion issues from the heart, not the brain.  Given this dual source for emotion and thought, the mind is believed to be a combination of the two.  Cadactis, meaning "mind", refers to both.

Kadàktis There are no modern studies of psychology on Terèthor.  Maladies of the mind are believed to be caused by curses, demons, guilt, sickness, and other causes.  The asylums that exist in the post-Dekàlas regions serve as containment centers for the mad and possessed.  Such is the horror of these places that those imprisoned there become mad if the condition had not existed previously.

 

 

Scholars of Draga Cadactis have a keen interest in madness and commonly associate themselves with asylums.  There, the study of the unleashed brain can be studied away from the notice of the populace.

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:

[Battle Hymn] (Battle Hymn) Brd 3, Sor/Wiz 4
(sol endàrtá Kadàktis) ... (based on Battle Hymn, Drag275p87)

[Distract] (Distract) Brd 0
(muát'a Kadàktis) ... (based on Distract, DragAnn5p87)

[Glib Tongue] (Glib Tongue) Brd 1
(endàrtá Kadàktis) ... (based on Glib Tongue, DragAnn5p87)

[Ray of Dizziness] (Ray of Dizziness) Brd 2, Sor/Wiz 2
(endàrtá Kadàktis) ... (based on Ray of Dizziness, DragAnn5p24)

[Ray of Stupidity] (Ray of Stupidity) Sor/Wiz 2
(endàrtá Kadàktis) ... (based on Ray of Stupidity, DragAnn5p24)

[Sting Ray] (Sting Ray) Sor/Wiz 3
(...) ... (based on Sting Ray, DragAnn5p24,26)

Cleric Domains

In addition to the domains described in the Player's Handbook, various deities in the World of Teréth End may choose from these domains.

Fear Domain
Deities:  Taros
Granted Power:  Once per day you may use the supernatural ability, Face of Fear.  The ability increases your Intimidate skill checks by +4 and adds +2 caster levels to spells within the Fear Domain.  The Face of Fear lasts one round per caster level, and halves the character's charisma versus all checks not related to fear (i.e. Bluff, Diplomacy, Disguise...) for the duration of the effect.
1   [Cause Fear] (PHBp182)
2   [Scare] (PHBp247)
3   [Deeper Darkness] (PHBp191)
4   [Fear] (PHBp203)
5   [Nightmare] (PHBp232)
6   [Eyebite] (PHBp202)
7   [Insanity] (PHBp217)
8   [Unholy Aura] (PHBp268)
9   [Wail of the Banshee] (PHBp269)

GURPS Spells:

Agonies of Cardre M2
(Regular)
Forthcoming...

Corjef's Obfuscation (Mass Daze) M1
(Regular)
Forthcoming...

Create Memory (False Memory) M1
(Regular)
Forthcoming...

Dementia of Nithalu (Madness) M1
(Regular)
Forthcoming...

Enslave (Enslave) M2
(Regular)
Forthcoming...

Eshru's Blinding (Strike Blind) M1
(Regular)
Forthcoming...

Falkwell's Friendly Enchantment (Loyalty) M1
(Bardic/Regular; Resisted by IQ)
This Bardic spell requires the soft song of a skilled caster, speaking in both the language of the spell (Old Othic) and the language of the recipient.  The recipient receives "benefit" of all modifiers given for social interaction, i.e. Appearance, Reputation, etc.  (5 sheets)
Duration 1 hour
Cost 2 cast; 2 maintain; x2 cost if stranger; 3x cost if foe
Casting Time 6 seconds
Prerequisites Old Othic 12+, Music: Paldan 14+, Singing 16+, (Bravery), 4 other Mind spells

Geas (Greater Geas) M3
(Regular)
Forthcoming...

Istoril's Slumber (Sleep) M1
(Regular; Resisted by HT)
An old spell that places a victim into dreamless sleep.  The target will slump to the ground peacefully if standing.  Kicking, prodding, and other normal wakening activities will alert the victim, but otherwise the target sleeps deeply.  Required is a pinch of fine sand, which is rolled between the fingers while a phrase is whispered.  (8 pages)
Duration 10 hours
Cost 4 cast; no maintain
Casting Time 3 seconds
Range Standard
Prerequisites Old Othic 13+, (Daze)

Kezzul's Idiocy (Mindlessness) M1
(Regular)
Forthcoming...

Lirathan's Imagined Ailment (Sickness) M1
(Regular)
Forthcoming...

Lirathan's Imagined Inebriation (Drunkeness) M1
(Regular)
Forthcoming...

Lothaland's Compulsion (Suggestion) M1
(Regular)
Forthcoming...

Lothaland's Thoughtsnatch (Forgetfulness) M1
(Regular; Resisted by IQ or skill)
This sorcery robs the subject of any one memory, skill, or spell temporarily.  The spell is cast with two cupped hands brought slowly together while the wizard chants.  At the casting's finish, the hands clasped together, "holding" the memory or skill within them.  The spell ends when the hands part.  (6 pages)
Duration 1 hour
Cost 2 cast; 1 maintain
Casting Time 6 seconds
Prerequisites Old Othic 15+, (Foolishness)

Lothaland's Thoughtsnatch (Forgetfulness) M1
(Regular)
Forthcoming...

Madathan's Borrowed Vision M1
(Regular)
Draga Visictis: Madathan's Borrowed Vision

Melisim's Chirurgery (Permanent Forgetfulness) M2
(Regular)
Forthcoming...

Melisim's Hebetation (Foolishness) M1
(Regular; Resisted by IQ)
An elementary Draga Cadactis spell, Melisim's Hebetation is cast with a small soft stone or piece of clay carved with an intricate design.  During spellcasting, the stone is rubbed with the thumb until some of the design wears away.  The spell causes the subject to temporarily lose IQ.  A 5 point version of the spell rubs the object smooth, ruining the component.  (10 pages)
Duration 1 minute
Cost 1 per IQ (max 5); 1/2 (rounded up) maintain
Casting Time 5 seconds
Prerequisites Panathan 15+, IQ 12+

Melisim's Minor Mind Miasma (Daze) M1
(Regular; Resisted by HT)
A minor but powerful mind spell that allows the caster to interrupt the subject's sensory input.  This enchanment, cast with the circling of one's palm, renders the subject oblivious to all events happening around them.  At the spell's cessation an IQ check may be made to see if the victim noticed the sorcery.  If the victim did not notice, they believe they've been daydreaming.  (13 pages)
Duration 1 minute
Cost 3 cast; 2 maintain
Casting Time 3 seconds
Prerequisites Panathan 15+, (Foolishness)

Neth's Irresistable Slumber (Sleep) M1
(Regular; Resisted by HT-2)
A powerful spell cast using a small cinched velvet bag of sand.  A pinch of sand is drawn from the bag and sprinkled in the air with an arcing motion of the arm.  If the victim does not resist he gently falls asleep for 8 hours.  Most attempts to awaken the victim (attacks, loud noises, etc.) will work following a successful IQ check, but will leave him "stunned" (GBSp127).  (Awaken) will wake the victim instantly.  (9 pages)
Duration Special
Cost 5 cast; no maintain
Casting Time 3 seconds
Prerequisites Old Othic 15+, (Daze)

Nithalu's Terrible Descent (Permanent Madness) M2
(Regular)
Forthcoming...

Nuu'an Evad (Avoid) M1
(Regular)
Forthcoming...

Saarul's Eyesigil: Enemies (Sense Foes) M1
(Information; Area)
(ka shurt oradá Kadàktis) Saarul's Eyesigils are arcane symbols tattooed to the wizard's eyelids.  When the appropriate words are spoken and the eyes of the caster are closed, the particular sigil glows and grants the wizard secondary sight.  In this instance, the sigil allows the caster to see hostility in those around him.  When inactive, the sigils are invisible.  If any two sigils are drawn atop one another, the wizard must make a HT check or be struck blind.  (8 pages) (based on Sense Foes, GM2p28)
Duration Instantaneous
Cost 1 cast (minimum 2); no maintain
Casting Time 1 second + Special
Prerequisites Dekàlan 14+

Salana's Curse (Lesser Geas) M2
(Regular)
Forthcoming...

Skaulan Tongueknot M1
(Information/Regular; Resisted by IQ)
(nor endàrtá Kadàktis) Similar to (Truthsayer) spells, the Skaulan Tongueknot causes the speaker to stutter whenever a lie is spoken.  The victim must consciously know the sentence is a lie, to suffer the effect.  The spell has no physical manifestations but rather prevents the victim from communicating lies clearly.  The spell is not divinatory since it relies on the victim's knowledge of what is untrue.  The spell is cast quietly.  The caster draws his fingers left to right across his lips while looking at the subject.  Although the victim may resist the spell, they do not necessarily know that it has been cast.  The spell is written in Dekàlan, but has no verbal components.  (6 pages) (© 1999, D. Stanley)
Duration 2 minutes
Cost 2 cast; 1 maintain
Casting Time 3 seconds
Prerequisites Dekàlan 14+, (Sense Emotion), (Spasm)

Sleep of Moliril (Mass Sleep) M1
(Area)
Forthcoming...

Thoughtkiller (Mental Stun) M1
(Regular)
Forthcoming...

Touch of Daggon (Nightmare) M2
(Regular)
Forthcoming...

Ureon's Itch (Itch) M1
(Regular; Resisted by HT)
(kreád'a Kadàktis) With a small gesture and simple words, the caster inflicts the subject with a maddening desire to itch.  Until the person scratches they receive a DX penalty.  (3 pages) (based on Itch, GM2p25)
Duration Until scratched
Cost 2 cast; no maintain
Casting Time 2 seconds
Prerequisites Old Othic 14+, Ishra 10+

Zesan's Influence (Mass Suggestion) M2
(Area)
Forthcoming...

spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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