The World of Teréth End - Spells & Magic

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"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 AlémenOr Halam

[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 Anchor (Glue) M1
(nor alemá Visìktis) ... (based on Glue, GM2p69)

Annoch's Rising (Levitation) M1
(alemá Visìktis) based on Levitation, GM2p70

Asalayd's Wind (Shape Air) M1
(alemá Nol) based on Shape Air, GM2p34

Cultira's Lockdown M1
(kreád'a Vorbid) ...

Cultira's Sheathlock M1
(kreád'a Vorbid) ...

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)
...

Tirrid's Ghostwalk M3
(alèmá Inkàthura) © 1999, D. Stanley

Zenar's Study Spell M1 (VH)
(alèmá Tereth) © 1999, D. Stanley

 

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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