Charm of Common Binding OR Charm of Common Unbinding

Art: Enchantment, Sorcery, Naming

Ruling Planet: Saturn (Bind/Tie/Lock), Uranus (Unbind/Untie/Unlock

Sphere: Common

Positive Pole Effect: Bind, Tie, or Lock

This charm is comprised by two suites of skills, the “positive” aspects of which are used, by means of the Art of Enchantment to join things together physically and hold them in union. The simplest and most commonly used of this suite are represented by the “Tie”, “Knot”, and “Stitch” aspects, but it also includes the “Close Portal”, “Bar Portal”, “Thief’s Bane” or “Seal Portal” aspects.

All of these are generally cast as Enchantments, unless the caster should have some purpose in casting them as Naming magicks.

The “Shackle”, “Hobble” or “Tether” aspects comprise the base of a suite of skills within the “positive” aspect of the charm that can be applied by Art of Sorcery or Naming to the movements of a living creature or being, as well as by the Art of Enchantment or Naming one or more objects, limiting the amount of movement they are allowed or the distance they can be moved.

Binding of creatures and beings can also be applied by means of either the “Stocks” or “Pillory” aspects, or the head-to-toe “Bind Foe” aspect, the latter of which has a great variety of possible manifestations and applications, including most of the “Sendings“, “Bind Movement“, “Stiffen Body“, “Rigor Mortis” or “Death Grip“, “Sleep Lock” and “Vigil

These are generally cast as Sorceries, unless the caster should have some purpose in casting them as Naming magicks, such as imbuing them in one or more objects to be left behind to affect those coming into contact with them after.

Most of these are commonly cast as High Magick (cantrips) in tactical situations, for their utility in swiftly changing the circumstances of those to whom they are applied, but the Sendings are frequently also used in the same manner in social settings, and for the same reason.

Opposite Pole: Unbind, Untie, Unlock

This charm is comprised by two suites of skills, the “negative” aspects of which are used to pull things apart physically from one another and in some cases to also hold them at a distance. The simplest and most commonly used of this suite are represented by the “Untie” and “Ravel/Fray” aspects, but it also includes the “Open Portal” or “Knave’s Charm” aspects.

These are generally cast as Enchantments, unless the caster should have some purpose in casting them as Naming magicks.

The “Belch” and “Flatulence” among the “Sendings” are examples of Unbindings, and also the “Limber Charm”.

These are generally cast as Sorceries, unless the caster should have some purpose in casting them as Naming magicks, such as imbuing them in one or more objects to be left behind to affect those coming into contact with them after.

Most of these are commonly cast as High Magick (cantrips) in tactical situations, for their utility in swiftly changing the circumstances of those to whom they are applied, but the Sendings are frequently also used in the same manner in social settings, and for the same reason.

Enchantment/Naming: Tie, Knot and StitchEnchantment/Naming: Close Portal, Bar Portal, Knave's Bane, Seal PortalSorcery/Enchantment/Naming: Shackle, Hobble, TetherSorcery/Naming: Stocks, PillorySorcery/Naming: Bind Foe, Bind MovementSorcery/Naming: SendingsSorcery/Naming: Death Grip, Rigor Mortis OR Palsey HexSorcery/Naming: Stiffen Body

Knot/Tie causes any thread(s), leather thong(s), cord(s), or rope(s) within RNG designated by the caster to snarl itself into an irretrievably tangled mess, tie itself into a tight and secure knot along with any line touching it or lying adjacent, or to hopelessly knot or tie itself to as many other such lines as lie touching or adjacent to one another (GM’s discretion).

The “Stitch” aspect can be used to Bind together any seam the caster specifies in any two pieces of cloth that are touching or lying immediately adjacent (GM’s discretion). Where one or more lacings dangle loose, perhaps only partially threaded, in boots, bodice, tunic, cannons of sleeves, or the like, the dweomer may be used to finish threading them through which holes he deems appropriate and have them tie themselves off at the point he chooses. In the absence of a Healer-skilled character or in the hands of a practitioner who is also trained in the healing arts, this aspect of the dweomer may also be used to close wounds, or may be used to save time by those who do possess that skill. If the needle, lacing or line so magicked meets any appreciable resistance except the material that it has been assigned to sew, or the hole it is assigned to thread, the dweomer is considered broken, as surely as if it had been dispelled (GM’s discretion).

The effect of these aspects of the charm are permanent and may not be dispelled.

To untangle or untie a snarl or Knot by mundane means requires a successful CRD/STR check on d100 vs. the [(caster’s MGA att. mod.) + (POT)], or it may be cloven with a blade if the same number of points of damage are delivered to it. In addition, each attempt to do so takes (POT of magick that created it) actions.

If the one attempting to untie or unravel the Knot is a Mariner, Huntsman or Woodsman, his TR in that trade is added his AV for this task.

The Binding or “Close Portal” aspect of this charm acts in exactly the opposite manner as the “Open Portal” dweomer, closing common closures and objects with covers and/or lids, screens, shutters, gates, doors, or other closeable portals from as small as a bottle and its cork to the size of a castle gate or larger, that may be standing open or ajar, in a firm manner so that their closures may be audibly heard to engage. It will work with guaranteed success, without difficulty or need for any d100 checks.

The dweomer has NO power to clear the way for closing doors that have actually been spiked in place (open) or nailed into place in an open condition.

The “Close Portal” Binding Charm has the strength to also throw up to (POT) bolts and bars on any given portal the dweomer is forged to encompass. If bracing of some sort is a permanent or semi-permanent fixture for securing the portal (attached or in-place at the time, GM’s discretion), the dweomer will put that in place as well. This ability to secure closures includes those that are meant to be tied closed, as well. Knots tied to secure weapons in their scabbards, or flages across their panniers, or the like will have a DV to untie, whether by magickal or physical means, of [(POT) + (MGA att. mod.) + (HRT att. mod.)].

This aspect of the dweomer may also be made to cause any formal common physical locks on the portal(s) affected, up to (POT) in number, to engage and lock themselves, also. In addition, the charm raises the DV to pick the lock(s), regardless of whether it was already engaged or was locked by the use of the dweomer. This adds (dweomer POT) to the normal level of complexity, or mundane POT, of the lock. Due to this aspect, this is commonly referred to as the “Knave’s Bane”.

Alternately, the “Close Portal” Binding may be used to magickally “Bar” the portal. If the portal has no bars or braces, the dweomer simply lends strength to it, but if it does, it strengthens it/them further. To get through a portal which “Barred” by the dweomer, which is closed but has no physical bar or bolt and especially no lock to secure it, the dweomer requires a successful [(modified) STA + (STR att. mod.)] check on d100 vs. [(POT) + (caster’s HRT and MGA att. mod’s)] in a Contested Roll, wearing the DV down with each successful roll, in the same manner as breaking through any other physical (magickal) binding to get through it.

If it is violated in spite of the magick’s power, it will slam shut again after the one who has forced it open has passed through, upon any who may be following, and each will be forced to make the same check in order to get past it. The “Bar” charm will reset itself this way up to (POT) times, but upon being broken through the last time, the dweomer will itself be broken.

Ifit is already barred by physical means, the dweomer will discourage attempts at prying, battering, and all other means of physically forcing Sealed objects or portals open by reinforcing the structure of the portal and the means by which it is secured so that it may not be easily broken open. For the purposes of breaking the “Bar” on an already physically secured portal the dweomer adds (POT) STP’s.

Finally, the “Close Portal” Binding may be used to “Seal” the opening or portal to the means by which it is closed. For the purposes of breaking the “Seal” on an object or portal and getting the covers and/or lids, screens, shutters, gates, doors, etc. open, it will have [(POT) + (caster’s HRT)] STP’s. These STP’s define the strength of the bond of the cover or closure, the lid, gate, door, shutter, etc., along its entire perimeter to the portal or opening to which it has been “Sealed”.

The “Seal” must be defeated/depleted before the cover, lid, gate, door, shutter, etc., will move. In some cases it may be easier to dig through or smash the cover, door, or gate before ever being able to get it to give way whole and move in a normal manner.

Should the portal “Sealed” also be barred by physical means, the dweomer will also strengthen those means specifically by (POT) STP’s. The “Seal” is visible to those trained in the Arts (any trade) or to those with the Sight as an actual seal of the caster’s design that appears to be etched or carved into the center-point of the closure or the handle or lock plate (if there is one, as applicable).

Under the optional rules for DUR, the caster may cause any portal held by a “Seal” of his making maintained at his pleasure, to open and shut, at will, without physical contact. This ability can only be tapped while the caster is within [(POT) x (HRT)] yards of such a “Seal”.

The Enchantment (or Naming) form of this suite of Binding skills can also be used to hold a mass of things together, whether an aggregate of sand, dirt, sawdust, autumn leaves, etc, especially in the wake of “Gathering” or “Sweeping” them together into a single mass. In the same manner, as many as (POT) pieces cut in particular shapes designed to fit together once assembled into some other object may also be bound together.

Once bound, all constituent pieces are effectively collectively considered one object, holding together en masse as a single object if picked up. If a pile of dirt should be so bound, that pile of dirt might be attacked with spade, shovel, and pick but until its STP’s as an object are exhausted, each spade or shovelful can only remove as much as was freed from it, only small pieces breaking away by the use of a pick, etc., as appropriate to the damage inflicted with the tool (GM’s discretion).

The Unbinding aspect of this suite of skills can similarly be used by Enchantment to split an object composed of an amalgam into its constituent pieces, causing an object to literally fall to pieces on the spot, any and all ties, pins, rods, etc., that are holding it together flying free first, then all pieces disassembling (as applicable) to fall into a pile on the spot (GM’s discretion). Cast upon a vampire descended from the Eastern European, Slavic and Russian traditions, which can dissolve into a mass of mice or rats or even bats when cornered in an attempt to escape, the “Unbinding” might be cast so as to cause the creature to dissolve into the constituent creatures of which it is composed by nature and render it unable to reassemble for the DUR, but there is nothing keeping those creatures from rushing to escape, either.

The “Shackle”, “Hobble” orTether” aspects comprise the base of a suite of Sorcery and/or Naming skills within the “Binding” magick that can be applied to the movements of a living creature, being, as well as one or more objects, limiting the amount of movement they are allowed or the distance they can be moved.

The “Shackle” aspect binds the victim’s wrists together on whatever side of the Torso to which they are closest, or his feet, with no more than roughly a finger’s-width of space between them, or no space at all, as the caster specifies. Shackling the victim’s feet in this way will prevent him from walking, much less running. When applied to an object, it binds one object to another with little or no space between them, preventing them from becoming separated. If one of the objects is large, such as a bookshelf or lectern, and the other smaller such as a book lying upon it, the charm is a handy means for making sure the book stays where it lays.

The “Hobble” aspect is a looser form of Binding specifically for living creatures and beings, and can be applied in the same manner as the “Shackle” to either hands or feet, or even to the target’s wings (as applicable), for the charm may be used to effectively “clip” an avian’s wings. When applied to the feet, especially of beasts such as horses, mules or other livestock, it discourages roaming, but the charm’s ultimate effect reduces the victim’s maximum movement capabilities by [(HRT) + (POT)] mph. When the target has more than one means of movement, the caster must specify which is being “Hobbled”, for each type must be affected separately. While the charm endures, new 1/4 rates must be determined according to the reduced maximum movement.

The “Tether” aspect is an even looser binding that ties the target creature, being or object to another object, creature or being, but most commonly to some sort of fixed point, allowing up to (HRT) or (POT) yards of play wherein the target can roam unhindered. When used to bind a living creature/being to an inanimate object or a point on the ground or a building or other similar inanimate thing, this charm can only be cast by the Art of Naming.

This Binding of creatures and beings can also be applied by means of either the “Stocks” orPillory” aspects. The “Stocks” aspect is for the lower body, imprisoning the legs, allowing no movement from the waist down, legs held stiff in full extension, bound straight and parallel and tightly together, in extension.

The “Pillory” aspect affects the upper body, holding the victim’s arms up, upper arms sticking straight out from the body and forearms bent 90° so the hands stick straight up beside the head, palms facing front, as if he were imprisoned in an invisible pillory. “Stocks” and “Pillory” used together allow only for the twisting and flexing or extension of the body itself, the core, the hips/waist.

The Binding of creatures and beings can also be expressed as the complete “Bind Foe” aspect, which completely envelopes the target’s entire body from head to toes, locking the body’s muscles in position to leave him standing motionless in exactly the position he held when the dweomer affected him. The “Binding” prevents the victim from making any and all further movement, leaving him still and stiff as a statue, save only autonomic movements such as that required for breathing and blinking the eyes. At the caster’s own discretion, the victim may be allowed freedom enough to speak – or not.

This Charm can only restrain the victim; it can inflict no injury.

By struggling continuously against the limits imposed by the power of the Shackle, Hobble, Tether, Pillory or Stocks Bindings, the victim bound is allowed to conduct a Contested STR Roll on d100 vs. the [(POT) + (MGA att. mod. + HRT att. mod.)] against its power to determine if he can break free of it.

Success breaks the dweomer as surely as if it had been Dispelled. Failure bars the victim from testing the charm’s power any further by STR.

The Sorcerous side of the “Common Binding” provides the means for the caster to seize control of and bind a part of the target’s body or one of its functions or faculties for his own use, so its movements are entirely subject to the will of the caster, overriding the victim’s will in regards to its use for the DUR.

The “Bind Movement” aspect binds the victim to continue whatever movement in which he was caught at the loosing of the dweomer. This binds the victim to continue the movement in which he is already engaged and also continue to use up the actions of such activity he is allowed by CND, for the DUR or until the victim collapses from exhaustion, whichever occurs first. This aspect can be used to bind one who is dancing in the same manner as a Bard’s “Totentanz” Aer, with the same effects, except that the “Totentanz” actually inspires the victims to make them dance, and the “Bind Movement” requires that they already be engaged in dancing. The “Dervish Hex” effect can also be created if the caster should happen upon a target who is spinning, as children sometimes will for joy of the sensation. Walking or running is similarly common and can be just as easily Bound and perpetuated in the same manner. Rocking in a chair and knitting or crocheting is an action that can be bound in the same manner, the victim running out of yarn simply continuing to go through the motions over and over as if the yarn were still there, for the DUR. A weaver can be similarly bound to the repetitive motions of weaving, or a spinster to spinning yarn or thread. Chopping wood can be similarly bound so that the victim continues to hew at the tree he is chopping even until it is rendered into chips, if the DUR continues long enough.

Any repetitive motion can be used as the means for Binding a victim so he continues for the DUR or until be drops, whichever occurs first.

Holding the victim down cannot stop him from making the movements that are taxing his body, and preventing him from rising and continuing only make him struggle, costing him the same amount of Wind he would have spent in the act to which he is bound, and costing those holding him down the same amount of Wind to do so (divided between them if more than one are engaged). Such a situation would require a Contested (STR + STA) Roll for the one being restrained to get free again. The sum of the STR and STA of those holding the target down will be used against the target’s own scores for this purpose.

The victim is allowed a Contested HRT Roll in order to attempt to break the ensorcelment vs. the [(POT) + (MGA att. mod.)] of the dweomer. Success breaks the charm as surely as if it had been dispelled. Failure denies the victim any further recourse against the charm except for a successful Dispelling.

The “Bind Foe” aspect of this charm discussed above also provides the means for the caster to seize control of and bind a part of the target’s body or one of its functions or faculties for his own use, so its movements are, in a limited way, subject to the will of the caster, overriding the victim’s will in regards to its use, in some cases for the DUR.

The victim’s muscles may be made to fall lax or contract spasmodically, as in the “Clutch” and “Drop”, “Flinch“, “Hiccough“, “Sneeze“, and “Weep/Tear” among the Sendings described as follows, and also the “Bind Movement“, “Stiffen Body“, “Rigor Mortis” or “Death Grip“, “Sleep Lock” and “Vigil” aspects that also follow.

Sendings” are the simplest expressions of the Bind Foe charm that can be inflicted on a body. They can take the forms of Clutch, Drop, Flinch Hiccough, Sneeze, Weep, Belch, Flatulence and, in effect, they seize control of what are essentially involuntary body reactions to various stimuli. The target may in essence be ordered to titter foolishly or guffaw, to cry, to hiccough, sneeze, BUT their very nature they are brief, their effects occurring within a single CS, assign away by the time to target receives the Initiative to decal his action in the next CS following his being affected.

Although “Belch”, venting “Flatulence” or even “Void” bladder or bowels (GM’s discretion) are described under the Sendings here, the players and GM should understand that those aspects actually belong to the Unbinding aspect of the charm, whereas the rest are Bindings. or making him an object of curiosity and perhaps even derision or utter social embarrassment,

The “Clutch” and “Drop” aspects are among the simplest expression of this dweomer. These cause an involuntary muscle spasm to occur in the hand(s) and forearm(s) in such a manner that the target is unable to let go of an object, creature or being held in hand in spite of any wish to drop it or let it go, or to drop an object or loosen his grip on some thing, creature or being despite a preference to hang onto it. This effect will be subject to Surprise.

If Surprise is overcome by the victim, the effect is subject to a single STR check vs. caster’s [(HRT) + (POT)]. Failure indicates the triumph of the magick, and the object being “Clutched” tightly for (POT) Pulses or immediately “Dropped”. Success indicates the magick’s effect has been subdued and counteracted by the victim.

The “Flinch” reaction, which can cause the target to flinch back from any movement towards it, especially if within range of touch, is on the same order as the “Clutch” or “Drop”, as is the “Hiccough”. This can cause small inconvenient and painful cuts or scrapes when in the midst of using a knife or similar sharp tool, or to cause a spill when the victim has a cup or bowl of liquid in hand, lifting a spoon to one’s mouth, and create something of a mess and perhaps a social incident of note to bystanders. “Sneeze” may be invoked in the same manner, and may be used to stall other actions, each “Sneeze” interrupting whatever other action is attempted an entire Action. “Weep” can be invoked in the same manner, and obscures the victim’s vision, raising the DV for all sight-based Perception/AWA checks by (POT) for the DUR. “Belch” and “Flatulence” can be evoked in the same manner, and alternately as they belong to the functions of the same bodily system.

In afflicting the victim with any of the effects that are momentary in nature, the caster must inflict them individually, one occasion resulting from each casting. If the optional DUR rules are in play and the DUR is being maintained at the caster’s pleasure, each of these may be cast so as to repeat at the caster’s will up to (POT) times within the DUR, each instance requiring the same period of concentration as casting a cantrip.

Where the “Clutch” and “Drop” aspects discussed above are momentary, the “Rigor Mortis” or “Death Grip” compels all muscles occurring in or running through the part of the body touched by the caster (BP area) to contract to their utmost, to lock-up or freeze in position, completely unable to be moved for the DUR, wrapped in death’s frozen grip, called Rigor Mortis (“stiffness of death”). “Rigor Mortis” may be applied all over the body, but “Death Grip” is the name of the aspect used specifically to bind the victim’s hands in gripping whatever is in them so they cannot be broken free. In a case where a character is holding a safety line of some sort and is subjected to having to hold up a load that is known to exceed his ENC, the Death Grip can be a help to ensure he does not lose his grip, rather than a hindrance, which it can certainly also be. The “Death Grip” cannot be released even upon the death of the bearer of the charm. It continues for DUR, regardless.

Initially, the “Rigor Mortis” (etc.) affects only the area touched, however, the dweomer radiates outwards from there to the next adjacent in each following CS until the whole body is affected. IF the target should be touched on his Upper Arm with a “Rigor”, the upper arm is affected immediately, then the adjacent forearm and torso in the following CS, and finally the adjacent wrist/hand, pelvis, neck and opposite upper arm in the third CS.

Since the muscles that control the movement of the hand are actually located in the forearm, this means that inflicting the dweomer on the forearm also freezes the wrist/hand area, so they are considered one area for the purposes of this magick. Inflicting the dweomer on the upper arms eliminates the ability to push or pull/bend the arms at the elbows or to raise the arms from one’s sides, while movement by walking becomes problematic and restricted to no more than the victim’s “zero” rate when inflicted on the Ankles/Feet. Anything more swift will be unattainable for the DUR, and if the Lower Legs are affected also even that movement will be eliminated, the victim will be forced to crawl on all fours. If the Pelvis area is affected it will prevent the victim from rising from a seated or prone position, as well as eliminating the ability to crawl or even walk, much less run.

The opposite to the “Rigor Mortis” is the “Palsey Hex”, which causes the muscles to fall lax and flaccid, unable to be contracted at all. This is subject to the same limitations in application.

The binding referred to as “Stiffen Body”, or “Inhibit Flexibility” or Bind Range of Motion, is a looser adaptation of the “Rigor Mortis” principle that tightens the ligaments of the target’s joints and his muscles and tendons so as to limit his flexibility. In game terms, this imposes a penalty equal to (POT) upon the AV for any and all tasks, skills or movement(s) that depend on loose or fluid bodily movement for success, most notably all applications of the Acrobat skills EXCEPT those hinging on Balance. All Grappling/Wrestling AV’s are similarly affected, as well as all Weapon and Shield skills, and also Dodge AV’s or his AV for any sort of AGL check to save himself from tripping, slipping, etc.

For the general purposes of movement, if the POT of the charm is greater than the target’s AGL, the amount by which it is greater is subtracted in mph from his Sprint speed, with commensurately slower 3/4, 1/2, 1/4 and “zero” rates.

It also has a direct effect on tasks that require fluid and easy hand movements – ANY handicraft or skill whose att. mod. is based on CRD (GM’s discretion), especially those that involve Artisan specialties, and including the skills of the Scrivener and even Artificer’s skill at jamming and/or Disarming Traps and the Knave’s Pick Locks skill.

Each of the effects such as “Flinch”, “Sneeze”, “Hiccough”, “Weep”, “Belch”, “Flatulence”, and also “Palsey Hex” allow the victim a Contested HRT check on d100 to overcome, even after the initial M-RES check is failed, but only after the first incidence of the affliction, as the first always achieves surprise due to its sudden and swift action.

Success with the HRT check allows the victim to break free of the effect of the dweomer.

Failure of the HRT check puts the victim at the mercy of the dweomer.

These checks are allowed only for those effects that are momentary, in regards to muscle control. Those aspects such as “Clutch“, “Death Grip” or “Drop” that endure may be resisted by a Contested STR d100 check instead of a HRT check even after the initial M-RES check is failed.

To be free of the dweomer before the DUR passes, the victim must be broken out of the “Rigor” by another, requiring a successful Contested STR Roll on d100 vs. [(POT) + (caster’s HRT att. mod.)]. The victim must be broken out of the “Rigor” by another because the victim’s muscles are frozen in perpetual (for DUR) contraction by the dweomer, the victim does not have the means for breaking the effects of the dweomer himself.

Success with the Contested STR Roll breaks the “Rigor” Binding as surely as any counter-spell, while failure prevents any further attempt to break the charm by physical means.

IF the character has not already learned the “Command Body” magick, his “Bind Foe” skill provides him with a bridge to it, the means and background to research it and develop a treatise on it by his own efforts.

Sorcery/Naming: Sleep Lock OR Vigil CharmEnchantment/Naming: Untie, Ravel/FrayEnchantment/Naming: Open Portal OR Knave's CharmSorcery/Naming: Limber CharmDruid/Witch Sleep Lock: Winter's Sleep

IF a target is already asleep, the caster may Bind the target with a “Sleep Lock” into a state of slumber from which he may not be roused again by common mundane means, only by magickal means such as a loud magickal noise like a “Thunderclap”, assault by an attack dweomer that inflicts damage, a “Kiss of Waking”, all of which stand as magicks in Opposition to this use of the “Command Body” charm.

In the same vein but in the opposite manner, a waking target can also be Bound to stand “Vigil” in a state of clear-minded wakefulness and vigilance at need, as well. Should the subject reach a state of fatigue that would indicate sleep is required, the power of the Binding props him up for the DUR, allowing him to maintain his “Vigil”. Magicks that induce sleep by magickal means stands in Opposition to this aspect.

The “Untie” and “Ravel/Fray” aspects can be used to Oppose the “Tie” and “Knot” aspects. Knots tied to secure weapons in their scabbards, or flages across their panniers, or the like will be automatically untied unless tied by the hand of one skilled in that knowledge, such as a Mariner or a Huntsman or Woodsman.

In this case the dweomer requires a casting AV check on d100 vs. the SL in that trade of the one who tied the knot in order to successfully untie it.

These aspects have other applications, as well, however. They can be particularly useful in creating holes or completely un-weaving any cloth or other substance obtained by mundane manual weaving. Thread and yarn may be rendered back to masses of their constituent fibers, the same for ropes, twine, or other twisted cordage, rush and reed mats, baskets, etc. – all can be rendered back into piles of their constituent materials, and fabrics rendered back into the individual threads from which they were woven. The Size of the fabric or materials to be affected determine the minimum POT required, normally. Seams in clothing may be undone, their binding threads extracting themselves, requiring the seams to be re-sewn to restore them.

The only manner in which this magick can be used to weaken any length of cordage or rope (as opposed to simply shortening it by causing one end to Ravel/Fray) is to score it somewhere along its length with a knife or other sharp object first, or find a spot on it where normal wear has already caused the fibers to begin to break down on their own. The “Ravel”, then adds (POT) to the point(s) of damage inflicted by scoring, reducing the rope’s STP’s and the load it can bear, according to the GM’s table for rope strengths and loads in The GM’s Toolbox.

The suite of common Unbinding skills consisting of the “Open Portal” or “Knave’s Charm” aspects. These are generally cast as Enchantments, unless the caster should have some purpose in casting them as Naming magicks.

The Unbinding aspects enable the caster to cause any common closure(s) from as small as a bottle and its cork to the size of a castle gate or larger – buckles, bottle corks or barrel bungs, simple cabinet or door thumb-latches, catches, jewelry closures, crockery lids, boxes, bottles, bags, window shutters, curtains, etc. – to un-catch, pop open, or be drawn aside. In this use the charm works with guaranteed success, without difficulty or need for any d100 checks on those doors, shutters, coverings and covers, lids, or closures that are not tied down or have no locks, OR those that do BUT which are not locked at the time of the casting.

The dweomer also has the power to cause the lid, portal, shutter, door (etc.) to which the closure is attached to swing gently open to whatever extent is desired by the caster, or as far as any intervening obstacles allow. Any corks, lids, or other stoppers or closures that are not physically attached by some means to the object they seal, are placed gently upon the horizontal surface closest to the object to which it belongs (floor, shelf, table, etc., GM’s discretion).

The final act of the Common (spell) or Low (ritual) Magick castings of this charm involve gently knocking upon the portal to be opened as if requesting entrance. This dweomer has no power to push open any door, shutter, etc. which has been boarded, barred, or barricaded shut. This aspect of the Charm has no appreciable DUR; once the dweomer has manifested it will fade away. The effect is permanent until changed by the efforts or actions of another.

The Unbinding (“Open Portal”) may also be used to cause bars or bolts that have been thrown to hold a portal shut to slide free, even knock free braces or “Charlie bars” placed to hold a portal shut, freeing and clearing it so it may be opened normally, or with a second casting in the same manner described above. The player will please note that the dweomer has no power to clear the way for opening doors that have been barricaded shut or actually spiked in place or boarded up with nails and boards.

The charm may also be used to attempt to open doors with formal locks that are engaged, requiring a casting AV check on d100 vs. the POT of the lock in question in the same manner as the Pick Locks skill, hence, it is commonly referred to as the “Knave’s Charm”. Failure indicates the charm has failed.

If this roll is successful, the lock is opened and the portal swings open in the same manner as described above.

This aspect of the Charm has no appreciable DUR; once the dweomer has manifested it will fade away. The effect is permanent until changed by the efforts or actions of another.

The opposite application of the “Stiffen Body” principle, referred to as the “Limber Charm”, “Contortionist Charm” or “Hyper-flexibility”, actually has a number of beneficial effects. It bestows preternatural limberness on the recipient, the ability to stretch and bend far beyond what would be considered “double-jointed”, nearly 180° in rotation of shoulders to hips, and/or head, for the DUR. This grants the bearer of the charm abilities equivalent to the capabilities granted by training in the Escape Artist skill at an effective SL equal to POT, insofar as escaping bonds when restrained. The recipient’s CRD or AGL are used as the att. mod’s on which the AV is based according to the usual application of that skill, normally.

With the enhanced range of motion granted by this charm, the recipient character’s normal practices of scanning the immediate vicinity for danger while standing Sentry, and especially in the heat of battle, is expanded to take into account this greater degree of mobility, thus he is able to identify foes coming from any direction and respond to any and all Fields of Approach in battle as if his foe were standing immediately in Front of him. Restrictions on which defenses are available to him due to Field of Approach are eliminated.

Because the field of which the bearer of the charm is aware is so greatly expanded, the POT of the charm is also added to the effective SL (or AV if no skill has been cultivated) for all checks against the Sentry aspect of the Perception skills.

The Druid and Witch trade incarnation of the “Sleep Lock” is known as [“Embrace of –] “Winter’s Sleep”.

The Winter’s Sleep is used to bind the target or victim in sleep for (HRT x POT) days. It adds (POT x 5) lb’s of fat that are consumed by the time the bearer of the charm awakens again, providing all nourishment required for the DUR. The bearer of the charm is bound as if by the “Sleep Lock” aspect, and can only be roused from this magickal sleep by magickal means, a loud magickal noise, assault by an attack dweomer that inflicts damage, a “Kiss of Waking”, all according to the normal rules for magicks in opposition, or even True Love’s Kiss (as in a fairytale, GM’s discretion).

IF the recipient is awakened before he is supposed to be, before the DUR expires, all wounds that would have been healed over the course of its DUR should be prorated over the course of the sleep intended, and only that portion for which he has been allowed to sleep be restored, and only that portion slept can be burned in terms of the extra fat carried.

The first time the bearer of the charm falls asleep after having been roused from the Sleep, he re-enters the “Winter’s Sleep” in order to complete it, and the DV for rousing him again is doubled, tripled to rouse him a third time, and so on.

A unique property of the Winter’s Sleep is the fact that while locked in it, the POT of the Sleep is added to the effective POT of any healing magicks carried into the Sleep, and the POT of any malady, pox, poison or other ailment or affliction, is reduced by the POT of the Sleep, and indeed slows the speed at which it can act, in the same manner as a “Stay –” magick of equal POT.

The “Common Binding/Unbinding” skill provides the practitioner with a bridge to the “Noble Binding” magick, giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

Any form of this charm used to directly affect any creature or being can be resisted normally.

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