"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 Skar'ad'a
[way (destroy, unmake) (age, corrode)]
Dragum Skar'ad'a is the Way of Destruction, the art
studied and used by thousands of magicians since the beginning of time,
for it is the art of power through war.
Müt is the Way of change. The study of Dragum
Müt begins with the common philosophy that all things exist in a state
of contuining transformation. From this foundation, the Müt magics
are simply means to nudge those transformative forces to create new and
often bizarre permutations.
Often, change is inobvious. The state of being whole
and the state of fracture (sometimes referred to as "whole multiplication")
are to different states of the ame entity. Some might think that a
shattered jar is still a jar, but the Müt adept might see that the
jar has undergone a metamorphosis into many distinct entities. A not-Müt
mage might "destroy" the jar by the application of force to reduce it to
fragments whereas a Müt adept would instead "create" new-wholes from
the original-whole. To the lay person, the effect is identical, the
jar shatters, but on a metaphysical level the cause is very different.
Most change is temporary. It is against the most basic
principles of Dragum Müt for anything to remain constant. Therefore,
change initiated by Müt magics eventually find their way back to the
mainstream. It is possible to prolong the reversal of change, but
only while dabbling in Pyrádra magics.
Within the circles of Müt wizards and scholars there are theories
that it should be possible to permanently divert an object into a new direction
of change, but this has not been proven within the bounds of materiality.
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 Deanimation] (Ray of Deanimation) Sor/Wiz 4 |
(skar'ad
Pyrád'a) based on Ray of Deanimation, DragAnn5p26 |
GURPS Spells:
Bocor's Sound of Shattering (Shatter) M1 (VH)
|
(sol
skar'ad Tereth) based on Shatter, GM2p59 |
Ligrel's Salamadra (Extinguish
Fire) M1 |
(skar'ad
Phlogòst'a) based on Extinguish 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 |