"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"
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Book of Dragum Sorkèrt'a
[way
(enchant, imbue)]
Dragum Sorkèrt'a (sohr KEHR
truh) is the Way of imbuing non-magical material or creatures with
magic. Sorkèrtá changes function without altering
Form. An ancient art, Dragum Sorkèrt'a is the foundation
for all talisman and magic item creation.
Sorkèrt'a does not apply to the fashioning of magic
from the "air", this is considers Ild'a because the magic
is not being placed into something. For pruposes of explanation,
one means of understanding the Sorkèrt'ais to imagine all items
as dead to magic (this is not true) until they are enchanted. An
enchanted item contains the essence of Chaos for some period of time.
Chaos erodes at all physical things releasing its magic in the process.
Because of this, all enchanted items wear away over time. On
the other hand, some materials naturally draw magic into them as they
decay. This constant exchange of drawing and releasing Chaos creates
the tides of magic in the world of Teréth End. Understanding
of materials' properties is crucial to the continued success of the enchanter.
Although the Draga Orkid consideres familiars under the
art of Baras, the homonculous remains a universal icon of Dragum Sorkèt'a.
Notables of Dragum Sorkèrt'a include Elzundir of
Korem Tor, Illyya the Old, Madcurth of Çardirrëm, Silvrust
the Dying, ...
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:
Fiery
Blade of Sakùl Sodän (Burning Sword) Sor/Wiz 4 |
(sorád'a
Phlogòst'a) based on Burning Sword, Drag275p85 |
Instrument
of the Faithful (Weapon of the Deity) Clr 4, Pal 4 |
(sorád'a
Tereth) based on Weapon of the Deity in DFp92, KKPp193,
MFpp132-134 |
Silvrust's
Severing Edge (Dolorous Blow) Brd 4, Sor/Wiz 4 |
(sorád'a
Tereth) based on Dolorous Blow in Drag275p87 |
[Familiar's
Sense] (Familiar's Sense) Sor/Wiz 2 |
(sorád'a
Orykul) based on Familiar's Sense in Drag280pp62,63 |
[Familiar's
Touch] (Familiar's Touch) Sor/Wiz 2 |
(sorád'a
Orykul) based on Familiar's Touch in Drag280pp63 |
[Lord's
Charisma] (Lord's Charisma) Brd 2, Pal 2 |
(endàrtá
Pyrád'a) based on Lord's Charisma, DragAnn5p87 |
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 |
Illyya's
Sorkèrtrum (Enchant Talisman) M1 |
(sorád'a
Tereth) © 2001, D. Stanley |
Sar Illùum Soreon
(Continual Light) M1
|
(sorád'a
Ilùum) based on Continual Light, GM2p57 |
Silvrust's
Swordedge (Puissance) M1 |
(sorád'a
Tereth) based on Puissance, GM2p44 |
Yur Yarg's Anomaly Anchor
(Hideaway) M2 |
(sorád'a
Inkàthura) based on Hideaway, GM2p44 |
The Wizard's Bookshelf
Mesral's Ley Compendia (O.Oth.16, An.Elv.12)
|
An accordian book of vellum pages sandwiched between
two beautifully polished wooden panels. The cover craftsmanship
is of inhuman quality which both attracts and repels Uren collectors.
The book was originally bound closed with a black leather strap
and wood button. (Mesral's Ley Compendia details principles
for imbuing mundane and quality objects with ley magics. Much
of the description and references smell of Elve influence.) (80
pages)
|
Author |
Mesral |
Written |
Oth, bet 350-360 DR |
Published |
Oth, Lardra Press, 360 DR |
Copies |
5; House of Tharad'Zor
(Oth) |
|
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 |