The World of Teréth End - Spells & Magic

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"A foul stench wafted back through the corridor.  Her friends stood stunned, shocked, horrified.  Zengla's body floated lifeless in the air as green vapors trailed from her pitted head, shoulders, and ashen fingertips.  `No traps here' she'd said before stepping forward."

- Cultus Myun, 482 DR
Reminisces of Old Adventurers,
Iron Library, Oth

Book of Draga VorbidSorólum

[form (wards, protection)]

Draga Vorbid is the magic of wardings and protections.  Masters of this form are in high demand throughout Old Dekàlas.  Mastery of Draga Vorbid far out-dates its Uren use.  The labrynthian warrens and cities of the Dwürden are rumored to be filled with invisible and deadly wards, active though their halls have been empty for thousands of years (see Kry Moradem).

Wards are constructed in all sizes and powers.  A Vorbiddance can be as simple as an instantaneous shield allowing a mage to deflect a sword stroke to the neck, to a shimmering door sealing a Dwürden tomb from the curios mortal hands.  Wards can be less tangible, such as the Dreaming Ring which prevents casual visitors from docking at the fabled docks of Jadth or the disorienting darkness of Nalthazam which leads all of the Snaking Pass's unwary into the clutches of that drear place.

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:

[Indomitability] (Indomitability) Sor/Wiz 5
(ildá Vorbid) ... (based on Indomitability, Drag275p87)

[Lesser Ironguard] (Lesser Ironguard) Sor/Wiz 5
(ildá Vorbid) ... (based on Lesser Ironguard, FR -- DragAnn5p107)

[Lesser Spell Immunity] (Lesser Spell Immunity) Sor/Wiz 2
(ildá Vorbid) ... (based on Lesser Spell Immunity, Drag275p86)

[Minor Reflection] (Minor Reflection) Brd 3, Sor/Wiz 3
(ildá Vorbid) ... (based on Minor Reflection, DragAnn5p24)

GURPS Spells:

Circle of Protection M1
(Area)
Forthcoming...

Dwurn's Minor Seal (Magelock) M1
(Regular; Resists (Lockmaster))
Created by Dwurn Nildroon before his admittance to the sirkùla Eldá, the young mage cast and sold the spell to the Merchants' Guild to pay his bills upon his arrival to the City of Oth.  A minor ward, requiring a "key that unlocks no door", the spell places a magical "lock" on any mechanical door, hatch, latch, or lid.  (11 pages)
Duration 1 day
Cost 3 cast; 1 maintain
Casting Time 4 seconds
Prerequisites Old Othic 14+

Falkwell's Song of Repelling M1
(Bardic/Area)
This Bardic spell is usually played with a small wind-instrument.  By playing a tune the Bard is able to create a small area that is protected against small creatures, i.e. rodents.  The spell can resist the advance of any number of small creatures with ST less than 2.  The Song of Repelling requires that the Bard maintain the tune for the duration of the spell.  (4 sheets)
Duration 10 minutes
Base Cost 2 cast; 1 maintain
Casting Time 1 second
Prerequisites Old Othic 12+, Music: Paldan 14+, Instrument 14+, (Apportation)

Lallan's Conflagaration (Shield) M2
(Regular)
A powerful spell that conjures a series of flaming orbs to erupt into existence around the caster (2 orbs +1 orb for each addditional point(s) spent).  The orbs orbit the caster, and attempt to return incoming attacks.  The orbs themselves do 1d6-2 of damage to all they strike (min. 1), though they only strike defensively.  <Grants +2 AC (2 pts) + 1 AC for each additional spell point>  A maximum cost/effect spell confers +10 protection for 10 pts.  (7 pages)
Duration 1 minute
Cost 2x PD granted (max 5 PD); 1/2 cost maintain
Casting Time 3 seconds
Prerequisites Old Othic 14+, Magery 2, (Block), (Create Fire)

Nedlin's Alarm M1
(Regular)
This ward warns the recipient of anyone nearing them with hostile intentions.  If the spell's recipient is asleep, they will be awakened without the effects of stunning.  (6 pages)
Duration 10 hours
Cost 1 cast; same maintain
Casting Time 5 seconds
Prerequisites Dekàlan 14+, (Sense Foes)

Nedlin's Aura of Alarm (Watchdog) M1
(Area)
This ward warns everyone in the effect area if someone or thing with hostile intentions has entered the area.  If the spell's recipients are asleep, they are awakened without the effects of stunning.  (10 pages)
Duration 10 hours
Base Cost 1 cast; same maintain
Casting Time 10 seconds
Prerequisites Nedlin's Alarm

Nytharyn's Arrow Ward M1
(Area)
Forthcoming...

Nythayrn's Nudge (Block) M1
(Blocking)
This spell requires that the caster invoke a short phrase and hold his palm out to block one physical attack per phase (like a buckler).  For every 5 spell skill points the caster has in Nythayrn's Nudge, the wizard may attempt to block one more attack in each subsequent phase, though each attempt requires a new success roll.  The material component, a bead of etucu-root, dissolves after casting.  The component need not be held, but kept on the caster's person.  <Offers +2 AC for 2 SP, +1 AC per additional SP to a maximum of +5 AC>  (3 pages)
Duration Instantaneous
Base Cost 2 cast; 1 per PD (max 5)
Casting Time 1/2 second
Range Personal
Prerequisites Old Othic 10+

Nythayrn's Redirection (Missile Shield) M1
(Regular)
By tracing a circle on the ground the wizard is able to created a safety zone around himself to protect against arrows, missile-like spells, and all projectiles.  It is not immediately apparent to attackers that the missiles are being deflected for missiles pass through the zone but warp harmless around the person within.  PER -10 to notice effect.  (6 pages)
Duration 1 minute
Base Cost 3 cast; 2 maintain
Casting Time 5 seconds
Prerequisites Old Othic 12+, (Apportation) or (Shield)

Sceres's Fire Ward M2
(Area)
Forthcoming...

Shuuf's Stubborn Portal (Hold Portal) M1
(Regular)
This enchantment allows the caster hold a door or lid closed for the spell's duration.  The "held" door is effectively locked, though they can be broken through.  The spell requires a silver skeleton key to cast, which is not consumed.  (6 pages)
Duration 10 minutes
Base Cost 3 cast; 2 maintain
Casting Time 5 seconds
Prerequisites Old Othic 14+, (Apportation)

Turnward M1
(Area)
Forthcoming...

The Wizard's Bookshelf

Estarral (Geh.14)
A polished wood bound tome bearing a Sigil of Gehem on the front cover.  Readers familiar with the book read from back to front, as the sigils were originally imbued with protective magics.  Most copies of the Estarral are currently without enchantment.  Estarral contains madness inspired passages and essays written in the particularly exotic Gehem script.  The book is known among bibliophilists as the "Ramblings of Tuddos Maddagrot".  (Those readers that can decipher the Gehem script and read past Maddagrot's ravings will find a useful resource on the geometry of three-dimensional Vorbiddances.)  (304 pages)
Author Tudos Maddagrot (Gehemin of Taldàna)
Written Taldàna, cir 510 DR
Published Taldàna, Arlof's Press, 511 DR
Copies 24; House of Tharad'Zor (Oth)

[Nedlin's] Conspiracies (O.Oth.16)
A thick dark leather tome with three locks, each requiring separate keys.  It is rare to find the tome and keys as a set.  The book illustrates in paranoid detail the inter-relation of secret, merchant, military, and religious organizations along the eastern coast of post-Dekàlas Terèthor.  It becomes obvious during reading that the author practices Draga Vorbid in an effort to protect himself from these entities, who the author believes have discovered that he has unraveled their intricate net of deception.  (Study of the tome gives insight into use of wards and alarms, and an outline of ancient alliances that may or may not have relevance in the present).  (216 pages)
Author Artur Nedlin
Written Oth?, 430-438 DR
Published Oth, Shord's Press, 446 DR
Copies Unkn. qty.; 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