The World of Teréth End - Spells & Magic

Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

"There is no worry that I translate this music into the Dekàlan notation, for no Uren are of talent to re-create the notes it demands."

- translated from Solari
Oberyl, upon scribing
"Seasonal Songs"

Book of Draga Sorólum

Sorólum

[way/form (sound) (silence) (music) (noise)]

Draga Sorólum is a seldom studied by the general population of mages, if such a categorization is proper.  Some bards and musicians have happened upon the Sorólum arts by accident, touching upon the perfection of their art.

Of some distress to many magicians who would like to explore Draga Sorólum is the unavoidable necessity to write spells (if only a portion) within some constraints of musical notation.  To further complicate matters, few regions record music in the same manner so the study of foreign music is difficult.  Among musicians the key to their music is a guarded secret of trade, not to be passed into the hands of competitors.  Unguarded music is lost revenue.

Much of Draga Sorólum is contained within specific sounds or series of sounds.  For this reason, knowing the intricacies of a sound spell are not enough if you cannot replicate the key sound.  Draga Sorólum spells therefore, often require substantial music ability.

The spells of Draga Sorólum are categorized much differently than all other spells within the Draga Orkid, lending many to believe that someone with great influence at the Council of Ildûn felt strongly about the magic of music.  What sets Draga Sorólum apart from the other arts is that music and sound are the medium for creating magic, they are neither way or form (unless sonics are the ultimate outcome of the spell, in which case the categorization of "form" fits nicely).  The majority of spells that are included within Draga Sorólum would fit well within other arts and forms except for the use of music in their casting.  This exception to standard dragálim necessitates a variant notation to denote the use of music, usually made with the prefix "sol".  Spells with the prefix are considered to be of the Solórum "way" in addition to the primary "way" (if one exists).  Within canonical Dekàlan dragálim, these are the only shared elements, though in the late period (after 1060 HK) some sirkùli (i.e. Lodunin and to a lesser extent the Kaval'un) had adopted similar notations among the arts.

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)

[Bladesong] (Bladesong) Brd 2, Sor/Wiz 2
(sol endàrtá Kadàktis) ... (based on Bladesong, © 2001, WotC)

GURPS Spells:

Bocor's Sound of Shattering (Shatter) M1 (VH)
(sol skar'ad Tereth) based on Shatter, GM2p59

 

spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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