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"The belief that disembodied spirits may be permitted to revisit this world, has its foundation upon that sublime hope of immortality, which is at once the chief solace and greatest triumph of our reason. Even if revelation did not teach us, we feel that we have that within us which shall never die; and all our experience of this life but makes us cling the more fondly to that one repaying hope."

from Charles Mackay's
"Memoirs of Extraordinary Popular Delusions and the Madness of Crowds"

 

Book of Draga Or Dnur

[form (death) (life, soul) (undeath)]

Draga Or Dnur is a forbidden study whose secrets are fiercely guarded by the followers of Draun, god of death.  Although it is possible to learn and practice the Draga Or Dnur outside that cult, the faithful seem very attuned to its powers and are attracted to the places where it is done.

Or Dnur Very few of the sirkùla teach the black art, fearing reprisal from the Temple of Draun.  In recent times however, the practice has grown more widespread in the absence of representation from the Draun faith.  The most common transgression of this "law" are the creation of elixirs of longevity.  Draun priests are entitled by old Dekàlan Law, to seek and destroy all renegade users of the Draga Or Dnur.

Despite a hold on all use within the Draga Or Dnur, there are many interpretations of the magic and how the magic is used.  The priests of Draun believe that the soul of a person leaves the body following a series of rites.  Without these rites, it is believed that the soul cannot cross the River of the Dead but instead float and sink among the thousands of heathen dead which also come to the river.  Draga Or Dnur magics drag these souls backward to the waking realm and employ them for worldly uses.  This process robs the God of the Death of his rightful souls and is considered a trespass into her realm.  In ancient times, the Draun faith trained witch hunters to seek out such necromancers, and to commit their souls to the faith.

Outside the Dekàlan sirkùla, necromancy is much more widely practiced.  This state of affairs has influenced more than one war by urging of the Temple of Draun through its close affiliation with the Temple of Irul.  The First Crusade was launched to unseat the Acentran necromancer king Taltas Bludspar.  This action initiated a long history of warfare between the Dekàlans and their eastern neighbors.

Or Dnur encompasses magics that deal with death and undeath.  Although, from a philosphical standpoint disease, sickness and draining may seem necromantic, the Chaos (as it is understood by most Terèthian scholars on such matters) does not "see" it that way.  Disease and sickness deal primarily with Or Hàlam or Visìktis, while draining magics are defined within Visìktis and Müt.  There is no reason to associate draining with necromancy because it is "vampiric".

Davra Or Dnur

Davra Or Dnur is the sphere of death.  Davra Or Dnur is under most circumstances, available only to the priests of Draun.  On rare occasions, priests of other faiths have been granted these powers but never without angering the faithful and powers of the God of Death.  The most notable exception is the Kandlan use of reincarnation.

The most famous example of "misused necromancy" occurred following the death of the High Priestess of Path.  The priestess was on the verge of solving a centuries old magical puzzle at the time of her death.  A priest of Draun was summoned, but after conferring with oracles and many night's prayers the priest reported that his god would not release the priestess's soul.  The priests of Path were outraged, and converged to construct their own ceremony of resurrection.  The ceremony was carried out in private and summoned the High Priestess's soul from the River of the Dead.  Following the ceremony, a ghost (see Sorrom) began appearing in the High Library, draining the lives of gathered priests.  The High Priestess understood then the price of her revival, and went alone into the Library.  There she confronted the servant of Kyrçul, and was taken back into the Realm of the Dead.

It is not believed that all transgressions warrant the response of Draun and his powers, though the god's faithful are known to be sensitive to necromantic practices.

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:

Elzundir's Possession (Familiar's Form) Sor/Wiz 3
(alemá Or Dnar) Elzundir's Possession transfer the sorcerer's mind and soul into the body of her familiar.  The caster and familiar's spirit share the "vessel", but if the visitor attempts anything that might endanger the familiar a competing Ego check (similar to that used with magic weapons) should be resolved. A caster that repeatedly forces a familiar into dangerous situations in this manner will strain her relationship with the familiar. The visitor's body appears dead when the spirit is absent. (based on Familiar's Form in Drag280pp63)

[Familiar's Form] (Familiar's Form) Sor/Wiz 3
draga Sorkèrtá, Drag280pp63

[Greater Disrupt Undead] (Greater Disrupt Undead) Sor/Wiz 3
(skar'ad Or Dnur) DragAnn5p26

[Ray of Entropy] (Ray of Entropy) Sor/Wiz 5
DragAnn5p26

[Share Life] (Share Life) Sor/Wiz 2
draga Sorkèrtá, Drag280pp63

GURPS Spells:

Alacrity F1
(Regular)
Alacrity imbues an undead under the caster's control with the movement and agility of a living human.  In addition, the undead affected gain a +1 PD <+1 AC> and resists spells and other effects as does the caster.  This spell only works on skeletons and zombies.  The spell requires the priest's holy symbol and dried mammal sinew which is consumed in casting.
Duration 10 minutes
Cost 2 cast; +1 for each add. target; 2 full maintain
Casting Time 10 seconds
Range Standard
Prerequisites  

Animate Dead (Animation) F1 (VH)
(Regular)
This spell binds a nearby soul/spirit to the remains of something that is no longer alive.  During the spell's course the spirit is bound by the priest's commands but will not act intelligently, obeying only spoken commands.  The priest's language is not a barrier in commanding the undead.  The effects end when 1) the dead's remains are destroyed and the spirit is released, 2) the undead is destroyed by turning causing the spirit to flee the vessel, 3) the spirit binding is abjured, or 4) the creating priest wishes the spell to end.  Priests of Draun may perform this spell on one spirit once/day starting at 5th level.  Skeletons are animated at racial HD equal to the remains, while zombies are animated at +1 HD.  The spell requires the priest's holy symbol, a drop of blood, and the remains of something dead. (GM2p73, PHp265)
Duration Permanent, until undone
Cost 5 per spirit; no maintain
Casting Time 1 minute
Range Standard
Prerequisites Servant of Bones

Deadspeak M1
(Regular)
Through means of this spell the mage is able to speak through an undead or dead conduit under his command.  While in effect, the caster is unable to cast further spells that require speech, as his voice emanates from elsewhere.  The spell requires a mummified tongue.  (7 pages)
Duration 10 minutes
Cost 3 cast; 1 maintain
Casting Time 2 seconds
Range Standard
Prerequisites Dekàlan 10+

Death Chill (Steal Strength) F1
(Regular)
When cast, the priest may drain life from a touched target.  The spell causes 1d4 points of damage and drains 1 point of ST every combat round that the target(s) is touched.  Only one target may be touched a round.  Strength is regained at 1 point an hour afterward  The spell requires a small bit of mummified flesh and the priest's holy symbol. (GM2p74)
Duration 30 seconds
Cost 3 cast; 1 each add. 10 seconds
Casting Time 1 second
Range Standard
Prerequisites Minor Healing

Draun's Favor F1
(Draun/Regular)
Draun: Draun's Favor

Eyes and Ears (Spectral Senses) F1
(Regular)
This spell allows the necromancer to see through the eyes and hear through the ears of one controlled undead.  Eyes and Ears transmits this sensory input up to 10 yards/spell skill level of the caster.  The necromancer may also transmit commands to a controlled undead within this range.  This spell may also be cast upon a corpse, but confers no undead abilities to those remains.  The casting of Eyes and Ears requires the priest's holy symbol, a pinch of grave dust, and a hood worn over the necromancer's own eyes and ears while "sensing". (CBNp78)
Duration 10 minutes
Cost 3 cast; 1 maintain
Casting Time 4 seconds
Range Standard
Prerequisites (Death Vision), 1 other Orycul

Locate Remains F1
(Orys/Area; Information)
See Davra Orycul: Locate Remains

Moranay's Eye of Omen (Death Vision) M1
(Regular)
(orys oradá Dnur) An excellent example of the power and ability of Draga Or Dnur is Moranay's Eye of Omen.  This elementary spell is cast with the eye of a corpse.  The subject of the spell is shown a brief but chilling image of their eventual doom.  Optimists believe that not all images shown are inescapable, but rather depict possible outcomes.  (5 pages) (based on Death Vision, GM2p72)
Duration 1 second
Cost 2 cast; no maintain
Casting Time 3 seconds
Range Standard
Prerequisites Draga Orykul, Moranay's Recall

Moranay's Recall M1
(Regular)
(orys oradá Dnur) This spell enables the wizard to places his fingers on the eyes and ears of a corpse, and relive the final five minutes of the person's life.  When the spell is begun the wizard falls into a trance, and cannot be awakened until the vision is complete.  If the wizard is disturbed, he will remain entranced until the vision is complete.  If the body is removed during the interim the wizard will remain entranced indefinitely.  The spell only works on the recently deceased.  (4 pages) (based on Speak with Dead, PHB)
Duration 5 minutes
Cost 4 cast; 2 each add. day
Casting Time 1 minute
Range Touch
Prerequisites Old Othic 15+, 1 other Orykul

Raise Dead F3 (VH)
(Regular; Ceremony)
Raise Dead ushers the dead's spirit back to their body and restores it with life.  The spell is fiercely guarded by the priests of Draun; all uses of the spell outside the faith are of the highest heresy.  The priest, using only their holy symbol, stands over the remains of the dead and prays for the soul to return.  If Summon Spirit is done successfully beforehand, the priest will recieve a +2 bonus to their spell skill roll.  If the spell is cast on ground consecrated to Draun, another +2 bonus is applied.  The Draun holy day of Duntru confers an additional +1 bonus to the spell skill roll.  The caster's skill is at a -1 penalty for each day that passes from the time of death.  If the spell fails, the priest will not try again, deeming it Draun's will to keep the soul.  Whether cast as a spell or as a granted power, Raise Dead incapacitates the caster for one full day following spellcasting.
Duration Permanent
Cost 100 cast; one try
Casting Time 1 hour
Range Standard
Prerequisites Regeneration, Summon Spirit

Saarul's Eyesigil: Life (Sense Life) M1
(Information; Area)
(ka shurt oradá Dnir) 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 lifeforms in the nearby vicinity.  The spell may also be cast to sense the presence of specific lifeforms.  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.  (9 pages) (based on Sense Life, GM2p28)
Duration Instantaneous
Cost 1/2 cast (minimum 1); no maintain
Casting Time 1 second (or 3 seconds) + Special
Prerequisites Dekàlan 14+

Servant of Bones (Animation) F1 (VH)
(Regular)
Similar to Animate Dead, Servant of Bones binds a lesser spirit to a creature's remains.  Once bound the new "undead" may perform most simple duties short of combat.  The necromancer is limited to a number of Servants equal to half their spell skill level.  Servant of Bones requires the priest's holy symbol and the hair from a dead dog to cast. (CBNp78)
Duration 1 week
Cost 3 per spirit; same maintain
Casting Time 1 minute
Range Standard
Prerequisites (Summon Spirit)

Soul Ravage (Choke) F1
(Ishra/Regular)
(skar'ad Dnar) (based on Choke, GG1p15)

Summon Spirit (Summon Spirit) F2
(Information; Resisted by spirit's IQ)
This spell calls forth the spirit of someone who has recently died for questioning.  The summoned spirit will answer one question, and one additional question for every minute it remains.  The spell is modified by: +5 if friend of caster, -5 if spirit's full name is not known, -1 if more than one week from death, -2 if more than one month from death, -3 if more than one year from death, -4 if more 10 years from death, -5 if more than 100 years from death, -6 if more than 1,000 years from death.  If the spell fails, the spirit may not be summoned for one more year.  Critical failure summons a malign spirit that lies.  Summoned spirits understand all languages but may only reply in tongues they knew in life.  The casting requires the priest's holy symbol, and burning incense. (GM2p72, PHp271)
Duration 1 minute
Cost 20 cast; 10 maintain; 1/2 cost at site of death
Casting Time 5 minutes
Range Standard
Prerequisites (Death Vision)

Tharad'Zor's Touch (Total Paralysis) M1
(Ishra/Regular)
Tharad'Zor's Touch was created by a mad wizard in recent times.  Reading the spell is a look into the mind of a mage obsessed with the wonders of ghul-dom.  The spell enables the caster to paralyze his victim with a touch; resisted by HT.  The area immediately surrounding the target also becomes filled with the strong scent of decay; requiring another check vs. HT to avoid vomiting for 1 combat round; while vomiting the character can take no actions other than simple defense.  The rendered caster is immune to this effect.  The spell requires the finger bones of a ghul, which are not consumed in casting.  (8 pages)
Duration 1 minute
Cost 5 to cast; 3 for each additional minute
Casting Time 1 second
Range Touch
Prerequisites Old Othic 16+, (Paralyze Limb), 1 other Visictis

Turn Ward F1
(Area)
Davra Forbid: Turn Ward

Vision of Doom (Death Vision) F1
(Regular)
Death Vision places an overpowering presentiment of a person's doom into the victim's mind.  The spell mentally stuns the victim, who can make an IQ roll or Save vs. Spells each succeeding round to throw off the spell's effects.  The vision of death is not always truthful, but can be used to determine a crucial course of action. (GM2p72)
Duration 1/2 second
Cost 2 cast; no maintain
Casting Time 3 seconds
Range Standard
Prerequisites  

The Wizard's Bookshelf

Dral Drenum Nom (Dec.13)
An oversized folio with dark green cover and grey Dekàlan lettering.  The interior illustrations depict the stages of decay and provides annotation as to which periods are more receptive to Draga Or Dnur.  The main illustrations are expertly worked woodcuts of a man, a woman, and female child.  A short appendix describes working with animals, but is cursory and not illuminated.  The book is believed to be a copy of a much older book or scroll written in the 2nd century.  Pieces of the earlier book are believed to have been omitted at Draun "requests".  (The book is of interest to anyone dabbling in Draga Or Dnur and of vital importance to the creation of undead.  The books were originally printed for the Zün but became popular among other sirkùli and can be found throughout post-Dekàlas Terèthor.) (74 pages)
Author Unkn.
Written Unkn., cir 200 DR
Published Es Tudur (Candal), sirkùla Printing, 398 DR
Copies Unkn. qty.; House of Tharad'Zor (Oth), Dalmor's Books (Oth)

Kyurada Vor (O.Oth.18)
A large soiled tome written by the Ghul mage Tharad'Zor about experiences following his transformaton from life to undeath.  The book contains many interesting references to Ghul "anatomy" and "ecology" that would greatly interest Or Dnur sages and mages alike.  Much of the book takes almost poetic turn, as the author attempts to describe the "hunger", an obsession throughout the text.  The title is a metaphysical reference to the veil which separates the waking and the spirit worlds.  As a diary, the book also contains mention of current events around the City of Oth during this period, and incomplete references to an elaborate Ghul network that the writer hints spreads throughout the City of Iron's "subterranea".  (232 pages)
Author Tharad'Zor
Written 620-652 DR
Published Cenotaph (Oth), 652 DR
Copies 1; 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