"The wizards gathered in a circle, conferring about the
magnificent piece. It had the head of an ass, the tail of of a serpent,
its forward legs were canine, its hind legs were the fins of some large
fish, and the torso remained of a young woman. More wonderful still,
it breathed."
- Notes of Taldus Erwy'yr
Lodun manuscript, cir 230 DR
|
Book of Dragum Ild'a
[way (control) (establish) (summon, dominate)]
Dragum Ild'a (ihl DRAH) may
be the most important facet of weaving magic, for at fundamental level
it regulates and governs the flow of the Chaos, imposing law in a realm
where there is none naturally. Additionally, the Way of Ild'a is
sometimes coupled with the philosophy that good can only result from imposed
order and that flow of nature is entropic.
At its heart, Ild'a is the Way of control and order. The
study of the Dragum Ild'a is based on the premise that without control,
magic is unfettered, aimless and dangerous. Practitioners and scholars
of the Way are often studious magicians, cognizant of the (imagined?)
perils that await the careless investigator of the Chaos. Whereas
some might argue that the life-death cycles of nature are a positive state,
the Ild'an philosophy is that eternal cycles of birth and death are pointless,
and that nothing will come of such chaotic cycles. The argument
continues that only if mankind imposes order on the Chaos, can a positive
outcome result.
In some respects, all spells are the result of Dragum
Ild'a because the very nature spell casting involves exerting control
over Chaos to reach a desired effect. This viewpoint is short-sighted
however, because Dragum Ild'a does not only concern itself with the control
of magic, but with the control and order of all things, magical and non-magical.
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:
[Arcane Bolt] (Arcane
Bolt) Sor/Wiz 1 |
(Ild'a
Pyrád'a) based on Arcane Bolt, Wizards Spellbook
Oct 00,
© 2000, WotC |
[Distracting Ray]
(Distracting Ray) Brd 2, Sor/Wiz 2 |
(ildá
Ilùum) based on Distracting Ray, DragAnn5p23 |
[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 |
[Ray of Light] (Ray
of Light) Brd 1, Sor/Wiz 1 |
(ildá
Ilùum) based on Ray of Light, DragAnn5p23 |
[Targeting
Ray] (Targeting Ray) Brd 1, Sor/Wiz
1 |
(ildá
Ilùum) based on Targeting Ray, DragAnn5p23 |
GURPS Spells:
Androth's Books of Binding
M2 |
(Ild'a
Nol) © 1999, D. Stanley |
Madathan's Orb (Light)
M1
|
(ildá
Ilùum) based on Light, GM2p57 |
Panathan Knot (Magic
Resistance) M1
|
(ildá
Pyrád'a) based on Magic Resistance, GM2p61 |
Thurn's
Terrible Bind M3 |
(ildá
Pyrád'a) © 1999-2001, D. Stanley |
Waral's Salamadra
(Shape Fire) M1 |
(ildá
Phlogòst'a) based on Shape Fire, GM2p37 |
|
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 |