"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 Vorbid
[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) |
|
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 |