"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"
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Book of Draga 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.
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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 |
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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 |