Magic Language

Post/Author/DateTimePost
#1

ryan_the_wizard

Oct 18, 2008 11:39:16
Hi to everyone,

I've a question to subject you. Are there magic useres' Magic Languages use for their verbal component of spells and also written in their scrolls and spellbooks like these in FR?

http://www.dlnexus.com/lexicon/17451.aspx

http://www.raistland.com/the_language_of_magic.htm

Thanx for answers
#2

Stigger

Oct 18, 2008 11:43:23
Well, illusionists, back when they were a seperate class in 2e, had their own language for speaking and scrolls, among other uses, I forget the name offhand though, which I presume is still there. I don't know of anything specifically like that, but the existance of something is like it has a definite precedent I would say.
#3

zanan

Oct 19, 2008 4:49:44
YOu can hit me with a bargepole right now, but I am/was certain that the universal language used by wizards was actually Draconic. Obviously, just the arcane stuff*, not everyday speech. At least that's how I used it. Cannot name the exact sourcebook to back this up.

I also seem to remember that some races may use their own special stuff, but sof far could only think of drow (Lolthite!) priestesses using "High Drow" amongst themselves. Not sure about this though.

*Just like Latin used in medicine, as opposed to the language itself (i.e. used by Caesar, Tacitus and Co.)
#4

suin_bahhar_02

Oct 19, 2008 6:44:51
*twirls a barepole in his hands* I might have heard the same, but that was probably when 3rd edition assigned the link to sorcery and dragons. *feints a hit*
#5

ryan_the_wizard

Oct 19, 2008 8:57:07
the universal language used by wizards was actually Draconic

Think the same, but I don't remember where I red these...
#6

sillaric_culdanin

Oct 19, 2008 18:10:58
Hi to everyone,

I've a question to subject you. Are there magic useres' Magic Languages use for their verbal component of spells and also written in their scrolls and spellbooks like these in FR?

http://www.dlnexus.com/lexicon/17451.aspx

http://www.raistland.com/the_language_of_magic.htm

Thanx for answers

In our home game we used a variety of different languages. Draconic was the oldest and the most language in which to speak the verbal component of spells. Elven was also used (for spells which the elves themselves invented), most often for Enchantment type spells. Gnomish was also commonly used for Illusion magic, while a number were spoken in a variety of ancient human dialects including Netherese, Imaskari, Nar and Raumathari. So basically Draconic was the Common of magic languages (considering we held it true that Dragons were the first true magic users) followed closely by Elven (an archaic form of which was spoken by the Fae, the other early magic users).
#7

Stigger

Oct 20, 2008 9:03:04
That was definitely suggested in the 3.5 PHB, which included Draconic as a bonus language to wizards, which may or may not have been backed up in the FRCS for 3e, but I was trying to think of anything else specific to the Realms, though I'm still drawing a blank on it by and large.
#8

lord_karsus

Oct 20, 2008 12:09:58
-Draconic was indeed the "language" of magic. Much like French is/was the "language" of diplomacy.
#9

Stigger

Oct 20, 2008 17:21:24
Lingua Franca (wasn't just diplomacy, so much as "higher culture"), as opposed to draconic's Lingua Arcana... though Lingua Mysterium has a certain ring to it as well. Not that thrilled with draconic though as it... though at least we have Seldruin for High Magic I guess... maybe I could come up with a 'lower' Seldruin for more general elven magic for my game. I kinda like the idea of that one being the more accepted magical tongue, as opposed to some great-honking-lizard tongue. :D
#10

lord_karsus

Oct 20, 2008 18:25:31
-Point was, there isn't a set language. Not all peoples used French (at the time) for diplomacy, or viewed it as being high culture, or whatever else. Elven magicians, they still speak Elven, and use Elven when casting magic. Various novels state this, via Elven magicians speaking Elven. I'd imagine Dwarven magicians speaking Giant, or Terran, or a combination of both.
#11

Stigger

Oct 21, 2008 0:26:37
Why not dwarven? Plenty of evidence that dethek can be used when casting clerical runic magic, so I don't see any reason why it couldn't be adapted to arcane...

As to those not using French, well, they were mostly barbarians whose opinions didn't matter at the time. ;)
#12

lord_karsus

Oct 21, 2008 0:34:25
Why not dwarven? Plenty of evidence that dethek can be used when casting clerical runic magic, so I don't see any reason why it couldn't be adapted to arcane...

-Eh, because Dwarves aren't really known for their Arcane prowess, and the Giants are. The Dwarves and Giants also have some historical ties, traditionally, so...I've always been under the impression (in general), that Dwarves learned their Runic stuff from Giants.
#13

Stigger

Oct 21, 2008 0:52:29
Never bought into that one myself... just didn't see the connection given dwarven tendency towards a relatively subterranean existance. Could be the case officially, been a long time since I looked over either Dwarvesdeep or Giantcraft, but not as far as my campaign is concerned.
#14

zanan

Oct 21, 2008 3:54:38
So far using Draconic* as the language of magic worked quite well. Having different languages for e.g. High Magic (Elven), "Vile" Magic (Dark Speech, Infernal (, Abyssal)), "Old Dwarven" (for specific runes) or High Drow for specific divine spells gives it all some flair.

The question remains, which book says something definite (for the Realms, if possible) on the matter? It could well be that I read something about this in a novel

*As noted above, this is "Technical Draconic", just like Latin used in medicine. It will not enable to understand "everyday Draconic" by default.
#15

ryan_the_wizard

Oct 21, 2008 6:54:48
The Argument is really interesting and useful but, quoting Zanan,

The question remains, which book says something definite (for the Realms, if possible) on the matter? It could well be that I read something about this in a novel

no anyone that know about this in manuals or other reported?

#16

lord_karsus

Oct 21, 2008 10:43:12
-Let's see...The here's the case for Draconic, from the FRCS:

  • "The three remaining scripts, Draconic, Celestial and Infernal, are beautiful yet alien...However, Humans with ancient and strong cultural ties to Dragons (and their magic) or beings from far-off planes have occasionally adapted them to transcribe Human tongues in addition to the languages they originally served" (Pg. 85).

  • Draconic is the alphabet used in Loross, Netherese, Halruaan, Lantanese (Pg. 85).

  • Draconic is a bonus language available to Wizards (Pg. 85).
#17

lord_karsus

Oct 21, 2008 10:43:50
Never bought into that one myself... just didn't see the connection given dwarven tendency towards a relatively subterranean existance. Could be the case officially, been a long time since I looked over either Dwarvesdeep or Giantcraft, but not as far as my campaign is concerned.

-Heh, I'm the exact opposite. I don't know if that's official in the Forgotten Realms, but that's how it is in my own setting.
#18

Stigger

Oct 21, 2008 11:22:44
Well, considering that Loross, Netherese, and Halruaan are all basically related languages to begin with... not sure how great an example that would be since its a bit incestuous. Though considering how much magic is supposedly descended from Netheril, which really doesn't make that much sense, draconic as a magical language would be fairly widespread.

As to why that doesn't make sense, I'd say it more likely a blending of Imaskari, Calishite, Netherese, Elven, and perhaps Mulhorandi and others (Nar, Ruamathar, etc), with your location influencing which was more 'dominant' than anything else. While I could see pretty much everything in the Western Heartlands and North being fairly slanted towards Netherese traditions, I would think the Dales would tend more towards Elven practices and customs in magic, etcetera and so forth. So, I would guess that it would depend on where you learned magic as to what would be the most likely magical language for you, would be my preferred way of looking at it anyway.
#19

addle-cove-anarchist

Oct 26, 2008 12:53:17
there is a language consisted of the words of creation, and one of last words, like the one Orcus used on Primus and others
#20

Stigger

Oct 26, 2008 15:40:32
BoED/BoVD aren't really considered canon in the Realms per se... as I'm sure LK would point out... but I'd agree that the Words of Creation and the Dark Speech would make for very nifty magical languages, albeit difficult ones given the complexities in using even the smallest fractions of them for most mortals. Good thought to include them really.
#21

addle-cove-anarchist

Oct 26, 2008 16:06:20
Riven used Dark Speech

but I think the words Orcus used is something else, but than was never cleared out

also wonder how truenaming fits into all this
#22

Stigger

Oct 26, 2008 21:16:47
Presumably somewhere, as it was mentioned in the BoED WoC section... though that was fairly ambiguous too as I recall. For some reason I get the impression that True Names are somewhat uncomfortable with some designers for whatever reason. Its ranged this gamut from absolute control over whatever thing you have the name of, to a simple and relatively minor bonus to a few checks with things you know the name of, and most points between those two extremes. Seemed like that last 3e book, Tome of Magic or whatever it was, favored the weaker approach from what little I recall of it.
#23

lord_karsus

Oct 26, 2008 21:31:56
also wonder how truenaming fits into all this

-It's not specifically related to this, but check out the Class Chronicles article that Eytan wrote about Truenamers in the Forgotten Realms.
#24

suin_bahhar_02

Oct 27, 2008 14:29:08
The spells of Mulhorandi are written in the hieroglyphic celestial and in 2nd edition (and in my 3.5 campaign) a special read mulhorandi magic spell must be learned to decipher it. Makes finding some of their tomes an extra puzzle.

In the current realms there were no highlevel truenamers. So complete knowledge or control over the words of creation and the dark speech must be found outside Torils Realmspace.

I would have liked the truenaming system more if it could actually be used as an add on to spells ala meta magic feats, spiking spells with extra force by using true name utterances or shaping magic to greater effect with true name mantras.
#25

lord_karsus

Oct 27, 2008 15:09:51
I would have liked the truenaming system more if it could actually be used as an add on to spells ala meta magic feats, spiking spells with extra force by using true name utterances or shaping magic to greater effect with true name mantras.

-As it is now, I don't like the True Name Magic system, either.
#26

suin_bahhar_02

Oct 27, 2008 15:38:56
The power words... those have shaked gametables all over the world. They are true name magic aswell, and more true to how truenaming should work.

Still might be worth figuring out how to tweak the system provided by WotC to fit my liking...
I liked the reversible utterances and recitations from it, and to convert some of them to feats or spells might solve my problems.
#27

zanan

Oct 27, 2008 18:25:28
Well, I took the liberty and asked the archwizard (and his representative) over at Candlekeep. Here's the reply, which you can take or leave ... (in the knowledge that what Ed says is actually canon for the Realms unless a book et al says otherwise):

Hello again, all. Ed was offline for the better part of a day (an electrical storm fried an aging iMac power supply, and he was too busy with other things to swap the hard drive out into ANOTHER aging iMac, so as to get all his Net ISP settings back), but he's surfaced now, just in time to answer Zanan's query:


Spells are written in an everchanging "pidgin" language derived from Auld Wyrm/Auld Wyrmish (sometimes called "Auld High Wyrmish" or "Old Draconic"), words augmented by runes/sigils that carry their own magical charges AND have a meaning in an incantation, akin to modern real-world picto-symbols for access, washrooms, this or that banned, et al (though they usually mean something like "that phrase [of the incantation, just spoken] is validated and empowered thus" or "empowered and comined with [the next phrase of the incantation") which is why "read magic" was a different spell than "comprehend languages."
An incantation is "read" by enunciating the words of the incantation, and visualizing (or touching) each rune/sigil AS the name of the rune/sigil is uttered, as they occur in the written spell (which releases their "trigger" magic to affect ("steer and shape") the building power of the natural forces of the world that is being raised and combined by the incantation into an eventual effect.
The language of the incantation (not counting these rune/sigil names) consists of verbs and articles mainly of elder draconic origin, plus a vocabulary of nouns (and a few verbs and articles) added by many workers-in-magic down the years. Some of these added words are elvish, some are human, and a very few (gems, mainly) are dwarven or from the gnome tongue. This language, like all languages, changes over time, as many new words are added, a few are forgotten, and a few fall out of favour. Many of the newer words are "nonsense" words coined by individual human mages, that get taken up and used by others; if someone used to wielding the Art ("arcane magic spellcaster") reads a spell scroll or written spell without actually casting it, the meanings of the words are conveyed faintly to them, unfolding in their brains (which is how someone can trigger not just explosive runes, but a harmful or beneficial glyph).
The point is that the spell CRAFTER (not caster, if they are different beings) must know/feel/be able to visualize what each word represents, be it a thing, a force, a transformation, or a desired result (for instance, the incantation phrase "aumma drood hethtarl [barrander] khehk'tal" literally means: ruby (the gem), melt it, to produce only a red vapor and heat, [name of rune, that means: applying the flesh-affecting ability this derived chemical possesses, to all of the energies of the building spell], unchanged in effects). So it's quite possible for a drow caster to use drow words in an incantation, or a dwarf to replace some words with dwarven runes (different from the "power runes"/sigils of the spell), or any spellcaster to use a family or personal nonsense word that THEY know the meaning of, when writing down spells.
So the answer is: there's no one "language of magic," but there's a jargon for incanting that's perhaps 40 percent nonsense words ("nonsense" to non-workers-in-magic, as in: invented, not part of any merely spoken language), 30 percent human, 12 percent elder draconic, 8 percent elven (various dialects, usually old word forms), and 10 percent drawn from all other tongues.
A speaker of any of these tongues who does not have the gift of handling the Art could "sort of" understand "their" words in an incantation, but only partially (for instance, an old drow word for "violent fall" of a stalactite [the equivalent of "crash down on whatever's below"] might be used in an incantation to mean "dash down" [that is, I want this my spell to violently and damagingly smash something down on what's below]; the meaning is similar but not identical, and could be misunderstood out of context).
In the "good old days," game designers actually sat down (often over drinks), and discussed all of this, so we'd be on the same page when writing, even though the early publishing codes prevented anything really specific being printed about "casting spells/working witchcraft." This has ALWAYS been "how it's worked in the Realms," with Ruathlek being an illusionist's "code" version of wizards' magical lingo, and I got TSR staff designers to agree to this back in 1986, but . . . personnel change, companies change, agreements get forgotten and new people never even know they exist, and so on . . .
Work for you? Post right back if you have more questions, and I'll be happy to talk this through.


So saith Ed. Who DOES think about all of this stuff, folks. Truly.
love to all,
THO

http://forum.candlekeep.com/topic.asp?TOPIC_ID=10427&whichpage=83
#28

lord_karsus

Oct 27, 2008 22:08:24
The power words... those have shaked gametables all over the world. They are true name magic aswell, and more true to how truenaming should work.

Still might be worth figuring out how to tweak the system provided by WotC to fit my liking...
I liked the reversible utterances and recitations from it, and to convert some of them to feats or spells might solve my problems.

-Why not start a new thread about it?

-From my take on things, I don't like Truename Magic as a system of magic, as it was presented. I like the..."Tolkien"ish version, where, you say the True Name, the Word of Power, whatever, and something "extreme" happens.
#29

Stigger

Oct 28, 2008 1:30:56
My preference as well... though as I recall, it was the Egyptians who came up with that notion or something, Tolkien only borrowed the idea... popularized perhaps, but... not a fan of his though.
#30

rinonalyrna_fathomlin

Oct 28, 2008 9:15:33
Truename magic probably falls into the category of sympathetic magic ("like affects like"--after all, a person's true name is essentially just a symbol of that person), and that concept has been around since prehistoric times.
#31

old_sage

Oct 28, 2008 10:00:39
Realmslore has various data points but no thorough discussion of this. As best I can see:

Different spells require different levels of magical keys. One's unique, secret truename, guarded from foes and whispered to lovers, guarantees precision and can allow access to a being's soul, potentially against their will, as per the truename spell and Tome of Magic. An accurate usename or proper name works to trigger/direct spells like magic mouth or perhaps farspeak. Some spells are tightly crafted to later require a specific name or activation word. A shared "Joe Blow"-type alias, which is really an evasion of naming -- such as Jack-of-Blades or Harl Amendall for adventurers, Xoblob in Waterdeep -- won't work as an identifier except for the most trivial purposes. It's not really your name: you don't really see yourself as Harl Amendall and neither does anyone else.

Using the example of true resurrection, per its writeup, requires the priest to "unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method)". A common nickname or pseudonym wouldn't suffice on its own as it would be ambiguous.

Of course, names are valued for reasons other than magic. Dwarves have a whole complex protocol about how they identify themselves. Finder Wyvernspur was punished by removing his memory of his name, so he became "the Nameless Bard". And so on.
#32

lord_karsus

Oct 28, 2008 11:03:13
My preference as well... though as I recall, it was the Egyptians who came up with that notion or something, Tolkien only borrowed the idea... popularized perhaps, but... not a fan of his though.

-Was not aware of that. In the end, it doesn't matter much, but good to know.

-Honestly, I don't think that a formulaic system of True Name magic can ever satisfy my notions, at least. I am of the opinion that, it's just so mysterious and powerful that we don't know all of the possibilities that stem from using it. I could see, knowing an individual's True Name, as enhancing mundane magic (ie, casting Charm Person using the persons True Name results in a nearly unbeatable spell, or something like that), but not a system all of it's own.
#33

Stigger

Oct 28, 2008 15:13:01
Indeed... White Wolf's take on Name Magic, and I'm primarily speaking of Mummy's (first edition, not revised) Hekau system was kind of neat, but still felt very... awkward for some reason. Changeling's Naming art wasn't much better, although it felt a bit more dynamic, if more limited in scope. Can't say I've ever seen a system of True Name magic that wasn't very limited in scope, and mostly formed around the idea of control... thus far though, I think Mummy's Hekau system was the closest to what I think of when I consider True Name based magic... though a little broken in some respects mechanically.

Though I'd agree that its very sympathetic magic, but also more than that, since a name can be a lot more than a mere symbol, but a profound truth about the being or substance it represents, depending of course on how they are viewed. So far, the Revised Order of Hermes book from WW, again, has my favorite take on the principles behind True Names, as its an easilly digestible summary that doesn't require reading unweildy and dusty books long out of print that I certainly can't afford anytime soon. :D
#34

addle-cove-anarchist

Oct 28, 2008 19:00:31
we have our own system of rules, where all magic is the same, so no problem with incorporating truenames there

it's like 3e epic level system, but for all spells, spells/powers depend on a lot of factors, culture, belief, organization membership, obscure occult knowledge etc.