"Even the new slaves from lands far away, listened like
they understood his words."
- overheard in Candal pub
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Book of Dragum Endàris
[way (communicate) (emote) (relate)]
The Art of Dragum Endàris is the study of interaction
between creatures. In its basic forms, Draga Endàris encompasses
empathic and sensory magics. Masters of Dragum Endàris may
speak in tongues or through sendings. Those that study the art are
valuable resources to businesses and governments, and often charge highly
for their talents when inclined to exploit them.
Dragum Endàris has many similarities
to Draga Kadàktis and share some spells. Generally,
the difference between Endari and Cadacti magics stem from empathic
and intellectual differences, though both may have common effects.
A spell that commands a target to act is Kadàkti; a
spell that makes the target want to act is Endàri.
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Unlike communicative magics,
empathic magics do not require the sender and receiver to
share a common language. Derivative languages offer
a workable medium. Languages that do not share a common
foundation will make communication impossible without some
interpretative means (there are plenty of spells to facilitate
this). Many masters of Dragum Endàris, study
disparate languages to increase the efficacy of their magics.
D&D:
A penalty of -2 is incurred for every language participants
are removed from one another. A man who only speaks
Othic will have a -8 chance
to understand someone who only speaks Taládan,
since the two are 4x removed (Old
Othic, Dekàlan,
Old Taládan, Taládan).
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Unlike most magic arts, the Dragum Endàris
requires very little speaking components. When words are required
for casting, they are usually singular, to avoid confusing the intended
message. The art is very heavily gestured however, with some
spells requiring great expansive motions of the hands, arms, and
body.
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:
[Battle Hymn] (Battle Hymn) Brd 3, Sor/Wiz 4 |
(sol
endàrtá Kadàktis) based on Battle Hymn,
Drag275p87 |
[Glib
Tongue] (Glib Tongue) Brd 1 |
(endàrtá
Kadàktis) based on Glib Tongue, DragAnn5p87 |
[Lord's
Charisma] (Lord's Charisma) Brd 2, Pal 2 |
(endàrtá
Pyrád'a) based on Lord's Charisma, DragAnn5p87 |
[Mindless Rage] (Mindless Rage)
Brd 2, Sor/Wiz 2 |
(endàrtá
Pyrád'a) based on Mindless Rage. © 2000,
WotC |
[Ray
of Dizziness] (Ray of Dizziness) Brd 2, Sor/Wiz 2 |
(endàrtá
Kadàktis) based on Ray of Dizziness, DragAnn5p24 |
[Ray
of Stupidity] (Ray of Stupidity) Sor/Wiz 2 |
(endàrtá
Kadàktis) based on Ray of Stupidity, DragAnn5p24 |
GURPS Spells:
Chaysilende's Charm
(Persuasion) M1 |
(endàrtá
Pyrád'a) based on Persuasion, GM2p29 |
Chaysilende's Maddening
(Vexation) M1 |
(endàrtá
Pyrád'a) based on Vexation, GG1p20 |
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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
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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
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