"Herein you will find detailed instruction for the
construction of a travel-balloon."
- from title page of
Alémen Nol, Tagrem Marat, 1140 HK
|
Book of Dragum Alémen
[way (move, hasten) (immobilize, slow)
(time) (manipulate)]
Dragum Alémen is the study of transportative magics
(and time). Wizards who have studied the art have become capable
of moving vast distances in short time, often without the normal rigors
associated with travel.
The art involves object to object relationships. The
act of making a creature of object levitate off the ground is a matter
of changing the objects relationship with the ground from an "earth"-bound
item to an "air"-bound item. Such changes are nearly always
temporary. When the spell's Order inevitably fails natural law reverts
the object's properties to what they once were (in this case, sending
the object crashing to the ground).
Although teleportation is nearly impossible on Teréth End (it is classified under Inkàthura)
there are many other means for powerful mages to move around the world.
Most forms of Alémen involve basic adjustments to time and
space. A hasted individual is desynchronized from the surrounding
flow of events to enable her the ability to move more quickly.
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:
Asalayd's Wind (Gust
of Wind) Drd3, Sor/Wiz 3 |
(alemá
Nol) based on Gust of Wind, PHBp212
|
Elzundir's
Possession (Familiar's Form) Sor/Wiz 3 |
(alemá
Or Dnar) based on Familiar's Form in Drag280pp63 |
[Hurl]
(Hurl) Sor/Wiz 2 |
(alèmá
Tereth) based on Hurl in Drag275p87 |
[Shieldbearer]
(Shieldbearer) Sor/Wiz 1 |
(alèmà
Tereth) based on Shieldbearer in Drag275p86 |
GURPS Spells:
Annoch's Rising (Levitation)
M1
|
(alemá
Visìktis) based on Levitation, GM2p70 |
Asalayd's Wind (Shape
Air) M1 |
(alemá
Nol) based on Shape Air, GM2p34 |
Ducar's Diminished Movement
(Slow) M1
(Regular; Resisted by HT) |
The target of this spell takes twice as
long do everything, until the spell expires. Maintenance of
the spell requires the attention of the casting sorceror. The
spell is cast with some intricate fingerwork of the left hand, and
a bit of tortoise shell which is consumed during casting. (5
pages) |
Duration |
10 seconds |
Cost |
4 cast; 2 maintain |
Casting Time |
3 seconds |
Range |
Standard |
Prerequisites |
Old Othic 14+, (Hinder) |
Flight
of Urzeul (Flight) M2
(Regular) |
Forthcoming... |
Gulwyd's Invisible Shoulder
(Apportation) M1
(Regular; Resisted by IQ)
|
A complex but fundamental spell among
the Draga (Movement), Gulwyd's Invisible Shoulder moves an object
without the caster having to touch it. The caster makes moving
motions with his hands, with fingers slightly splayed and crossed.
The precision of the motion is similar to pushing an object
with one's shoulder. The caster must physically exert 1 lb of
pressure for every 5 lb of the object. The spell cannot move
objects heavier than 100 pounds. (16 pages) |
Duration |
1 minute |
Cost |
1 <= 1 lb weight; 2 <= 10 lb weight; 3 <= 50 lb weight;
4 <= 100 lb weight; same maintain |
Casting Time |
5 seconds |
Prerequisites |
Old Taládan 13+, Magery 1 |
Gulwyd's Mighty Moving
M1
(Regular; Resisted by IQ-2)
|
Based upon the spell, Gulwyd's
Invisible Shoulder, this incantation has the advantage of allowing
open-ended movement. If the caster is willing or able to pay
the extended costs, no object is too large or unwieldy. The
same restrictions of ST apply. (5 pages) |
Duration |
1 minute |
Cost |
1 <1 lb weight; 2 <= 10 lb weight; 3 <= 50 lb weight;
4 <= 200 lb weight; 4 for each additional 100 lb; same maintain |
Casting Time |
5 seconds |
Prerequisites |
Gulwyd's
Invisible Shoulder |
Gulwyd's
Unbearable Burden (Increase Burden) M1
(Regular) |
Forthcoming... |
Lachathradan #26 (Locksmith
/ Manipulate) M1
(Regular)
|
One of Nedral
Lachathradan's Draga (Movement) series, this useful spell allows
for the fine manipulation of objects. The caster can manipulate
an object at a DX level equal to his IQ. Somatically, following
the initial casting, the spell requires movement of the fingers to
mimic the "deed" to be done. The spell does not confer abilities
or skills that the caster does not already know. (10 pages)
|
Duration |
1 minute |
Cost |
4 cast; same maintain |
Casting Time |
3 seconds |
Prerequisites |
Old Othic 12+, (Apportation) |
Madcurth's Locktwister
(Lockmaster) M1
(Regular)
|
Madcurth, a notorious Othic wizard-thief
of the 5th century, left this spell to all his admirers upon his leaving
of the palled city. The spell allows the deftless to finagle
locks and some magical seals without knowledge of lockpicking. The
spell requires a silver key that is energized beneath Mamra's
full gaze once per month. Failure to energize the key causes
a lapse in its usefulness as a component for that month. (8
pages) |
Duration |
Permanent |
Cost |
3 cast; no maintain |
Casting Time |
10 seconds |
Prerequisites |
Old Othic 14+, (Locksmith) or (Apportation & M2) |
Marat's
Many Chambers of Wind (Mass Lesser Flight) M2
(Regular) |
Forthcoming... |
Marat's
Weightless Bubble (Lesser Flight) M1
(Regular) |
Forthcoming... |
Narla's Gentle Descent
(Slow Fall) M1
(Regular)
|
This useful spell is cast by touching
a piece of jewelry fashioned with newt bones, and uttering a short
spell. The caster falls ten feet before the spell is completed,
and the gradual descent begins. (3 pages) |
Duration |
1 minute |
Cost |
1 per 50 lb cast; 1/2 cost maintain |
Casting Time |
1 second |
Prerequisites |
Old Candal 13+, (Apportation) |
Nuvylyd's
Swift Journey (Demonride) M2
(Regular) |
... |
Onod's
Lightened Load (Lighten Burden) M1
(Regular) |
... |
Silvrust's
True Strike (Accuracy) M2 |
(alèmá
Tereth) based on Accuracy, GM2p44 |
Sorkayrol's
Feet of the Spider (Wallwalker) M1
(Regular) |
... |
Zenar's
Study Spell M1 (VH) |
(alèmá
Tereth) © 1999, D. Stanley |
|
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
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