"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) |
|
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 |