The World of Teréth End - Spells & Magic

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"Is it the same rain
--that falls on the raging sea
Is it the same rain
--that falls on the hanging tree
Is it the same rain
--that falls on me"

- Sam Phillips, "Same Rain"

Book of Draga Marus

[form (water, waves) (ice) (rain) (liquids)]

The strength of rain, streams, rivers, and oceans are at the beckon of masters of Or Marus.  

Historically, some of the most terrible spells cast have originated from this magic art.  Cities have been erased by mighty waves, armies rendered blind and immobilized by driving rains, fleets have been lost to storms from Or Marus and Or Nol.

Dekàlans and the faithful of Draun believed that water carried the souls of the departed to the River of the Dead.  Priests of the death god's temple were given powers over water, and used it for centuries to wipe battlefields clean of lingering souls, too confused to know it was time to being the journey.

Of all the forms of magic, Or Marus (some will argue for Or Nol*) most closely resembles the natural state of swirling dimensionless Chaos.  This may explain why magic and water interact so seemlessly. Most Elementalists will attest that the energies required to animate stone or control fire far exceed the gentle pushes needed to control water.  This ease of control is attributed to the likeness of the states of liquid and Chaos.

* The argument for air is good, but air is less powerful than water.  More air than water is required to affect the same change.

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:

[Ray of Ice] (Ray of Ice) Sor/Wiz 2
(kreád'a Marus) (based on Ray of Ice, DragAnn5p24)

GURPS Spells:

Bocor's Watery Wall (Shape Water) M1
(Regular)
(kreád'a Marus) When cast, the mage creates a wall of water.  The basic wall is arced 3 hexes wide by 6 feet tall, (60 gallons).  The wall does not move.  The barrier will extinguish normal flames that pass through, and resists 1/2 of all damage from magical fire directed through it.  (5 pages) (based on Shape Water, GM2p39)
Duration 1 minute
Cost 2 cast; same maintain
Casting Time 3 seconds
Range Standard
Prerequisites Old Othic 13+, (Create Water)

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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