The World of Teréth End - Spells & Magic

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"Yes, some came this way,
Heavy footsteps blocked the sun,
They groaned and still there lay,
Backs broken in a muddy path,
Our brothers died this day.
Now take this time to hear
The cries of those dying near,
And ask us one more time
If some people passed this way."

- singing reeds along Northwood Road,  translated by Adae

Book of Draga Or Kànt'aOr Halam

[form (plants) (nature) (wood)]

Draga Or Kànt'a is the study of magic and its relationship with non-animal organisms (plants, fungus, etc.).  Ancient Elve legends tell of the World Forest, a single multi-part entity of immense magical power that spread across the entirety of Teréth End.  According to Anahlan tales, it was this force that created the Anahla Elvarel from the Elve.

Draga Or Kànt'a is not a widely studied art among Humans, though adepts of that race have surfaced in the past.  The Elve rationale for this has been that the mortal races have no patience for the art.  But like the roots of tree they continue, the slow magics will burst even the strongest walls, over time.  The finest example of Draga Or Kànt'a exists on Vulmura.  There the land is divided by a Great Thorn Barrier fashioned by the Elve to keep the eastern Humans outside the Anahl.

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:

GURPS Spells:


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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