In the same manner as the “Commune” charms, the dweomer for enchanting all four of the elements is encompassed by the same skill, all bundled together under one heading.
Each of the “Enchant Elements” magicks, that of Air, Earth, Fire, and Water, represents in turn a range of possible effects that can be achieved by the control of that single element. The particular effect the caster wishes to achieve with it must be stated to the GM by the player (along with effective POT to manifest, location of the AoE, and all other particulars, etc.), preferably in private (perhaps by written note), when the intent to cast ANY aspect of it is announced.
This array of magicks does NOT include the weather magicks. This is due to the fact that weather phenomena are compounded of a combination of temperature (Fire, or its lack), wind (Air), and moisture (Water) under dynamic conditions. Not being composed of any of the elements singly, these are all handled separately, especially the various types of storms.
Although these enchantments may be cast using the Art of Naming, the object of these enchantments is to affect the element in question, changes effected in the condition or circumstances of objects, creatures or beings are strictly secondary to the action of the magick. Thus, there is really no advantage in the use of Naming in their casting.
Ruling Planet: Venus
The “Enchant Air” magick like many similar skills, actually is comprised by a suite of effects that can be achieved depending on the caster’s need.
The “Enchant Wind” aspect of this magick embodies one of the primary uses to which this charm is often put, enabling the caster to enchant the prevailing wind blowing within the AoE, either slowing or raising its naturally occurring speed by up to [(HRT) + (POT)] mph, and/or to also divert it and cause it to blow in any direction desired within the AoE instead, for the DUR.
When a creature or being is faced with a wind whose speed is greater in mph than its (modified) STA, it requires a successful (modified) STA check vs. the wind speed to hunker down and remain in place against its pushing.
Failing this check, the victim is pushed (wind speed) feet in the direction it is blowing every CS so long as the wind blows.
IF the STA check is successful, a successful STR check vs. the wind speed may be attempted to enable the creature or being to actually move against it.
Any STA/STR checks required according the speed of the winds are made at the beginning of each CS on its Initiative, just prior to the Movement Phase of play.
For objects, Size is generally indicative of wind resistance, BUT weight is also a major factor to consider. Size indicates more surface area for the wind to push against. The wind can push any object (wind speed x 10) lb’s in weight or less. Effective weight is effectively reduced by the object’s Size in the dimension perpendicular to the direction from which the wind is blowing. Against a wind blowing from the north, the (Size x 10) of the object measured from east to west, facing the wind, is subtracted from it’s effective weight in lb’s vs. the speed of the wind in mph.
Wind speeds of (modified STA x 1.5) mph or faster require STR/AGL checks for creatures or beings to move against in the desired direction.
Failure indicates the wind has caught the victim and swept him along [(Wind mph) – (modified STA)] feet in the direction the wind is blowing over the course of his action for the CS. After this he is allowed an AGL check to recover, success indicating he is able to stop himself, hunker down, and stabilize himself in position.
Failure indicates that he has lost control completely and over the course of his action for the CS he is swept along by the wind for (wind mph) feet.
Before his next action he is allowed an attempt to slow himself and start regaining control with another AGL check.
Success with this roll will reduce the distance the victim(s) is swept along to (wind mph) – (STA) again.
Failing this roll indicates the victim(s) continue careening along as in the previous action.
The DV’s for any actions attempted while being swept along by the wind are raised by [(wind speed in mph) – (victim’s AGL or CRD, as applicable)], and those actions are limited in nature to only those that he can conceivably execute while being man-handled so by Nature (GM’s discretion).
Once the wind reaches (victim’s modified STA x 2) mph, the victim no longer is allowed a check of any kind to combat the power of the wind, the wind WILL pick him up and move him in the direction it is blowing. The speed at which the victim is carried starts at 1/4 of the wind’s mph for the first CS, increase to 1/2 for the 2nd CS, 3/4th’s for the 3rd CS, and full speed in the 4th, and carries the victim along at roughly 1ft. of height off the ground per 4 mph by which the wind speed is greater than (modified STA x 2). The airborne victim WILL be bounced off any intervening obstacles that arise, arresting his speed of movement, inflicting an appropriate amount of damage on the obstacle, resuming being carried along by the wind afterward (unless the obstacle is large enough for the wind to pin him against), at 1/4th speed in the first CS, 1/2 in the second, and so on.
IF a barrier/object(s) is big enough and strong enough to withstand the winds, the character being manhandled by the wind smacks up against it and is plastered against it like a bug on fly paper – or like a bug on a windshield, if the damage is great enough.
By this charm, a screaming gale is called down from the sky and bound into a Wall of Wind. The Wall may be as much as (MGA + POT) yards in length, but the height is unlimited, it runs right up into the sky. It can only be called down in locations that are open to the sky, providing no more than a partially obstructed view upwards (GM’s discretion).
A Wall may be shaped into an “L”, “V” or “Z” shape when viewed from above, or wrapped into a cylinder of roughly [(Wall length + 3) in diameter (round up, in feet), but it may only ever be oriented so it stands straight up, and the shape may not be changed once the dweomer has been loosed and the Wall manifests.
Completely invisible to the naked eye, the Wall may be heard from a fair distance away. Its presence may be revealed by the little disturbances of errant gusts emerging from it and gentle draft coming off it, steadily increasing as it is approached. The Wall can be plainly heard once approached within (POT) yards, the constant rumbling rush of a continuous stream of wind, but the sound emanates from the entire length of the Wall and is non-specific, difficult at best to pin down.
To actually pin down the actual location of the Wall AND associate the sound as the Wall’s location, however, requires a successful Sentry/AWA check on D100 vs. [(observer’s AWA) – (charm POT)], counted Progressively, minimum one (1).
Even having linked the sound of the Wall to a location, the Wall may not be discovered to be a Wall unless it is explored – with some care, for the sake of explorer(s). Just because the source of a windy howl has been located at a particular spot by a character does not mean that the unwary one racing into the area at full tilt won’t run headlong into it.
Any physical contact with the Wall, especially striking the Wall with any sort of physical attack brings the rushing winds that compose the Wall directly into play, requiring the attacker to make a successful STR check vs. the [(caster’s HRT) + (POT)] or have the weapon ripped from his hands and hurled in a random direction up to (POT) feet, including potentially back at the attacker, under the conditions of Surprise unless this property of the Wall has already been discovered.
Contact by physical touch whips the intrepid adventurer’s hand away with (POT) points of force, and attempting to breach it bodily results in being hurled away to the ground with a POT of [(caster’s HRT) + (POT)] MINUS the attacker’s (modified STA).
This Wall cannot be harmed by any common mortal weapon, only by means of magick applied physically, such as results from a Foe Hammer charm. Neither heat, nor cold, acid, nor electricity can affect it, nor anything that inflicts damage in the same or similar manner (GM’s discretion). The concussion of a Thunderclap or any similar concussive wave is also effective.
The Wall can withstand up to (POT) STP’s in magickal damage. However, ALL of the damage the Wall can sustain must be delivered in a single CS, in order to bring it down.
If the caster wishes, he may manipulate the winds into a vertical orientation to blow either upwards or down, creating an artificial “Up-Draft” or a “Wind Sheer” or “Down-Draft”. An “Up-Draft” can be generated by redirecting the local winds to swoop down and blow up from the ground for the benefit of flying creatures, allowing them to spread their wings and catch the wind so as to lift them straight up at a rate of up to (POT x 2) mph.
The Updraft may be used to create up to (POT) concentrated columns of wind. If the resulting winds are fast enough (modified STA x 2, or greater in mph), they can lift objects, creatures or beings as described previously, according to the speed of the Draft, as designated by the caster for the dweomer’s DUR. The distance the draft blows those targets it can lift into the air is governed by the rate of speed and the amount of time they are lifted by the draft. A target may be lifted until such time as he is rescued (by whatever means), the DUR runs out (tied castings) or the caster dismisses the dweomer. The caster must specify the manner in which the target is to be lifted and lowered again, whether it is to be abrupt or gentle. If the dweomer is allowed to end abruptly, the creature, being or object is dropped and subject to normal falling damage.
At the caster’s option, the entire AoE may be subjected to the Updraft, affecting every object, creature or being in it in the same manner, according to the strength of the winds.
In the same manner, a “Wind Sheer” or“Down Draft”can be created within the AoE a column of rapidly sinking air to course down out of the sky to the ground, bearing any airborne creatures caught in it down to the ground at a rate of up to (POT x 2) mph.
If the caster has a target in view and wishes to set the Downdraft to snare them, the only limit on the height of the Draft sight, the normal limitation on RNG. This does not eliminate the forward motion of an object in flight, but can cause a loss in altitude at the rate stated in addition to the forward motion. If the victim can reach the bounds of the AoE before being borne to the ground, it may escape.
If directed at a creature or being on the ground and the Draft is of sufficient strength (as above), the Downdraft may also be used to drive up to (POT) targets down to their knees and then flat on the ground and hold them pinned there for the DUR. Alternately, the entire AoE may be made subject to the Downdraft affecting every object creature or being in it according to the strength of the winds. The effects of this usage and whether the target succumbs to the wind’s power will depend on the speed of the wind and the target’s (modified) STA, as outlined above for more horizontally oriented winds.
Alternately, the caster can focus and transform the winds in such a manner as to create the “Sweeping Winds”.
“Sweeping Winds” bring the winds in the AoE together in a wave of up to (POT) yards wide, blowing and sweeping in the direction specified by the caster upon the successful loosing of the dweomer, pushing everything before it, just like the stroke of a broom. The length of each stroke of the Sweeping Winds stretches from any point within RNG (sight) to any other point within RNG (sight). The Winds move in the direction specified by the caster at their native rate of speed (mph, as described above). Any obstacles encountered too formidable for the Winds to Sweep along are scoured around with full force as the Winds play over them. Those subjected to the Sweeping Winds are subject to their power according to the wind’s speed and their own STA (living creatures) or weight and Size (objects), as described for winds previously.
IF the winds are strong enough relative to the Size, weight and/or (modified) STA of objects, creatures and/or beings, the Winds may be used to Sweep them up against a convenient boulder, cartwheel, wagon, wall, or some other similarly large, strong and heavy object suitable to such a purpose, such as and pin them there as long as the caster dedicates his attention to the task.
This sweeping motion of the Winds may be repeated up to (POT) times within the DUR if the dweomer has been tied off, or as many times as desired if the dweomer is maintained at the caster’s pleasure, BUT if they are to be used more than once, the caster must concentrate on them and dedicate his physical action in each CS to their use. Subsequent sweeps may be made in any direction the caster desires, they need not repeat the direction of the initial sweep. If the caster ceases the continuous use of the Sweeping Winds, from CS to CS, and wishes to keep the dweomer in force to resume their use, the single hand of his choice must be physically dedicated to holding the winds while he attends to other matters.
Any change created through the use of any of the permutations of this aspect of this Enchant Air magick cannot be altered once it has taken effect, except by being dispelled and the magick then being cast anew to achieve a different effect. This will remain in effect for the winds so affected, or the AoE in any of these cases, for the DUR as allowed by POT if the dweomer is tied-off, normally, or as long as the caster chooses to maintain it if he does so at his pleasure, as applicable.
IF the caster leaves the AoE before the DUR expires, the dweomer will be broken (as applicable).
Art: Enchantment, Naming
Ruling Planet: Saturn
This dweomer encompasses the four primary aspects of “Tamp” OR its opposite “Aerate/Till” and “Dig/Uproot” OR its opposite “Bury”.
The “Tamp” aspect is used to make earthen surfaces (the ground) more even and smooth, especially for setting up tents and pavilions or other temporary structures, but particularly in the building trade to stiffen earthen surfaces by compacting them, in which case the dweomer will provide the ground so treated with (POT) in effective STP’s. With sufficient POT, the ground may even be “Tamped” to the same hardness as stone. At the caster’s option, the ground may be “Tamped” solid to any depth up to (POT) feet. Bundled with a casting of the proper “Tools”, “Tamp” can be used to truly level the ground and prepare it as a building site to the standards of a master builder, to create the equivalent of a concrete slab on which to build any common building.
For the purposes of the game, the ground must be prepared to a minimum depth of 3ft. per storey (c.10ft.) if a half-timber and plaster or wattle and daub structure is to be raised upon it; to a minimum depth of 4ft. per story if a mixed wood and stone or brick structure is to be raised on it; to a minimum depth of 5ft. per storey if a brick and/or stone structure is to be built upon it.
When the earth over someone or something that has been “Buried” is then “Tamped”, the STP’s by which the earth is stiffened must be dug through to reach them or inflicted on the earth from underneath for the victim to dig himself free.
The “Aerate” aspect is used to loosen soil/earth/ground, to mulch and fold in whatever dead matter is lying on the surface to any depth up to (POT) feet so it can be utilized and allowing the earth to “breathe” for that purpose.
“Till” is used to actually churn the earth and create furrows in the same manner as a plough, from the caster’s feet creating a furrow in as straight a line as may be stretching as far as RNG (up to any point within caster’s sight), to whatever depth the caster deems appropriate for the seed to be sown, to a depth up to (POT) inches. The furrow so created will run right up to any barrier the dweomer meets, natural or manmade, and continue on the other side of it, without disturbing it.
The “Dig/Uproot” aspect can be used to harvest fields of root vegetables (carrots, potatoes, beets, etc.), either all that lie within a given AoE at a time, or all within a given row or furrow up to (RNG) in distance at a time.
For the dweomer to be able to successfully uproot and fell individual trees completely, the [(POT) + (caster’s HRT)] must be equal to or greater than the height of tree in feet.
It may also be used to attack buildings, especially castle walls in the prosecution of a siege, to bare the foundations of a structure so it can be delved under or otherwise attacked from beneath. Plants, especially inconveniently placed trees or plant-based magicks such as the constructs produced by a “Nature’s Saving Grace” magick which consist of a number of woody plants and trees combined, are also common targets for this dweomer. The Dig or Uproot charm may be directed to bare only a portion of a buried object or object that extends down into the ground, or it may made in such a manner that it digs continuously until an entire object has been uprooted, such as a “Vine Wall” or “– Cell” or “– Bridge” or “– Hedge”. In this case, in order for it to be able to completely dislodge its roots, the POT of Dig must be greater than that of any Wall, Cell, Bridge, Hedge, etc. Any such construct that is completely uprooted which normally stands tall will fall over, at which point it will wilt and die normally, unless otherwise tended to in such a way as to prevent that.
A “Restoration” charm will return the roots of a construct to the ground and secure it again at a POT equal to that which the construct had originally, or the Restoration’s own POT, whichever is less.
This aspect of the charm may also be used to bring objects up from beneath the ground once the caster has discovered them by feeling or seeing them via Divination, bringing it to the surface at a rate of up to [(POT) + (caster’s HRT)] in feet per minute.
The Size of said object(s) dictate the DV and minimum POT used in the same manner as any Enchantment, normally.
“Excavate” is a slow and deliberate aspect of “Digging” that is rather sensitive to changes in the density of the soil being removed and which is so gentle in nature it will stop cold when objects as dense or hard as even sedimentary stone, ceramics, and especially metals are encountered. It may be used with the same fineness of control as an archeologist’s brush, removing most major encrustations from cracks and depressions to separate small items which may be grouped and cemented together by the intervening material. A “Clean” charm is best used for revealing the true shape of any man-made items, however, once they have been unearthed in the raw state.
The caster may use the “Seek Hidden” Divination as his guide in directing his Excavation, and this will be far more accurate and direct. Without it, the caster must simply excavate a little at a time, going only by what is uncovered.
The dirt, soil, detritus, removed by the “Excavate” aspect of the charm must be assigned a specific place to be deposited, a particular point chosen by the caster to which the dweomer will remove all earth displaced by the charm.
A “Bury” dweomer cast for the purposes of returning the roots of a construct to the ground and secure it again, but either at an effective POT equal to that which the construct had originally, or the “Bury” charm’s own POT, whichever is less.
The opposing aspect to the “Dig” or “Uproot” is the “Bury” aspect.
Bury effectively pulls the earth out from beneath the target(s) and cause them to sink into the earth at a rate of [(POT) + (caster’s HRT)] inches per Pulse. An AGL check vs. depth to which they are buried [(% by which Buried applied to raw STA score) + (POT)] to get free, BUT this avenue is limited.
Once past knee-deep, the AGL check can only stop the victim from sinking for one (1) Pulse. However, this must be followed-up immediately by a second successful AGL check in the next Pulse to actually get the victim free and out of the ground, one (1) pace from the point at which he was being buried. Failing the second AGL check, the victim will not sink any further, BUT he will be required to make another AGL check in the next Pulse to again keep from being dug in any further.
In this way, TWO successful AGL checks are required in a row are required to get the victim free, BUT only until the victim has been buried chest deep, at which point he must have some sort of line or pole or overhanging branch or the like by which to pull himself free. Again, TWO checks in succession will be required for the victim to free himself.
For someone else to pull the victim free of the ground, a successful STR check will be required vs. the same DV based on the victim’s raw STA score and the degree by which he is buried and the POT of the dweomer.
No aspect of this dweomer may be resisted.
Ruling Planet: Sun
Enables the caster to establish complete control over any fire, regardless of whether it is of natural/mundane or magickal in origins. Through his enchantment, the caster may multiply or divide the size of up to (POT) fires within RNG by up to (POT) times; so that a campfire 4-foot high and wide could be expanded into a 12-foot high, 12-foot wide blazing bonfire, or diminished to a cozy little crackling fire about 1 foot 4 inches wide by the same high with a casting of POT 3. Increasing or decreasing the size of the fire changes the rate at which the fire’s fuel consumed accordingly.
Beings, creatures, and objects caught within or thrown into an enchanted fire that has been expanded take (POT) points of damage at the end of every CS that they remain so exposed to the flames, in addition to the fire damage to which they are normally subject, according to those rules (GM’s discretion). The end result of the multiplication or diminishing of the fire enchanted is based on the Size of the fire in the CS in which the dweomer is loosed upon it.
When applied to a fire that is already magickal in nature, with damage inflicted already being measured in points according to the game’s rules, the dweomer can multiply or divide that damage by its POT, in accordance with the effect of the dweomer desired, normally.
The change the caster creates by the use of this magick cannot be altered once it has taken effect, except by being dispelled and the magick being cast anew in altered form.
Alternately, the caster can use the enchantment to create a “Gout of Flames” from any existing fire or flame. The “Gout of Flames” causes a billowing gout of fire to suddenly roll forth from any existing fire or flame in any single direction for a distance of up to [(POT) x (width/cross section of the fire from which it issues)], to inflict (magickal damage) on any and everything that is engulfed in it. In addition, the heat of the flames bleeds beyond the bounds of the physical flames themselves, diminishing by one (1) point in damage per foot by which any are located from the border of the “Gout of Flame” itself. The “Gout of Flame” is only momentary, lasting but a single CS and inflicting its damage only once before dissipating.
The scope of the enchantment is wider when cast as a Naming, enabling it to be cast in such a way that the magick and its AoE are mobile, so that up to (POT) fires encountered within RNG of the caster throughout the DUR may be manipulated by the enchantment, as desired, unless the optional DUR rules are in play, allowing them to be manipulated as desired so long as it is maintained.
The enchantment can also be cast in a manner that results in either a barrier against fire in the form of the “Firewall” aspect, or in the “Feed the Flames” aspect, to provide the means to accelerate the rate at which a fire burns or to perpetuate its life by slowing the rate at which the fuel it is burning gets consumed.
The purpose of the “Firewall” is to stop the spread of fire and also to provide protection from heat damage, blocking the passage of up to (POT) points of damage per CS. In this capacity it will stop the passage of fire and/or heat and the damage associated with them (as applicable) from one side to the other of the dweomer, regardless of the side of it on which it occurs, in the same manner in which sound is inhibited by a “Veil of Silence”.
If that limit is exceeded, the protection afforded by the dweomer will only offer its full protection the first time it comes into play, deteriorating at a rate of one (1) point per Pulse or CS (as often as the heat damage is levied) thereafter, after each time it comes into play, in the same manner as armor, until its protection is completely exhausted and the dweomer is broken and dissipates entirely.
The “Feed the Flames” aspect slows the rate at which a fire consumes the physical fuel it is burning, the dweomer supplementing that fuel to extend the fire’s life. Once cast, the dweomer will multiply the life of the fire by the POT of the dweomer. The mortal fuel for the fire will not be wholly consumed until that stretch of time expires.
The opposite aspect of the charm accelerates the rate at which the fuel is consumed, dividing its life by (POT). In doing so, the fire becomes hotter, adding (POT) points of damage at the end of every CS that any come into contact with the flames remain so exposed to them, in addition to the fire damage to which they are normally subject.
While subject to either aspect of this charm, the fire so affected is to be treated like any other magickal fire insofar as it may NOT be extinguished except through a dowsing with fresh milk, or by the successful use of magick against it.
The “Enchant Fire” magick may be used to Oppose or Dispel the effects of any other “Enchant Fire” dweomer.
Art: Enchantment, Naming
Ruling Planet: Moon
The “Enchant Waters” magick like many similar skills, actually is comprised of a couple different effects to be used according to the caster’s need. This encompasses the “Enchant Currents”, “Soothe Waters” and “Geyser”.
The “Enchant Currents” aspect of this magick embodies one of the primary uses to which this charm will often be put, enabling the caster to enchant the currents and movements of the waters and/or any other liquids located within the AoE dictated by the caster. The dweomer enables the caster to slow or raise the speed of the natural prevailing movement of those liquids by up to (HRT + POT) mph, or to divert the direction of those currents and cause them to flow in any direction or configuration desired within the area of effect, for the DUR.
The change the caster creates with this magick cannot be altered once it has taken effect, except by being dispelled and the magick being cast again. The player will please note that he may not raise a current in becalmed liquids – there must be an existing flow, eddy, or current with which he can work (GM’s discretion).
This aspect can be used to create an undertow to pull those in the water under the surface and in whatever direction is deemed desirable, requiring a Contested Swimmer/STR Roll vs. the POT of the dweomer to get free. Each step in resolving Contested Roll is assumed to encompass the passing of one CS. An undertow can be used to pull a target down to the bottom of a very deep body of water, or be used to dash the victim against the bottom, or especially against any rocks or other dangerous object that might be present.
Enchant currents can be used to turn the waters back on themselves and back the waters up within the AOE, slowing the effective current at which they flow past a certain place to be slowed, causing the waters flowing in behind that place to start to build up, spreading out along the shores, across any flood plains, rising to a height of up to (POT) feet as far back as the speed of those waters dictate. The only way to bring those waters back down is to release them, to send a great flood down along the river’s course, either that or a “Disperse Waters” of sufficient power to make the accumulated waters drain away into the surrounding land. But the cause for the backing up of the waters would have to be removed first, or they would just begin to accumulate again, of course.
The scope of the enchantment is wider when cast as a Naming, enabling it to be cast in such a way that the magick and its AoE are mobile, so that all currents within liquids encountered within the AoE as measured from the caster throughout the DUR may be manipulated by the enchantment, up to (POT) times as desired, unless the optional DUR rules are in play, allowing them to be manipulated as desired so long as it is maintained.
An alternate aspect called the “Riptide” brings into being a treacherous and merciless undertow that sucks the target(s), who must be located in the water, up to (POT) yards per CS for the DUR in the direction designated by the caster and at the same time pulling them down up to [(HRT) + (POT)] feet in depth. Should the target hit the bottom of the body of water before reaching the full depth in the power of the charm, he must take (POT) points of damage as from a fall. This charm tosses and batters the target in a very rough current and leaves him at the depth and distance the charm dictates once the dweomer expires.
IF the optional END rules are in play, the charm beats the target for one (1) point of END per CS as he is dragged through the water.
Any attempt to latch onto the target so as to help him makes the rescuer subject to the Riptide in the same manner, although those of greater STA might be affected to a lesser degree and those of smaller STA to a stronger degree.
The “Soothe Waters” aspect of the charm can be used to reduce the swells and waves of rough waters within the AoE described by the caster by up to (POT) feet for the DUR. The charm can be used as a single-shot remedy for a Storm Surge or Rogue Wave or similar monumental water event, reducing it similarly but permanently, to reduce its impact when it arrives on shore, or eliminate it if the POT of the Soothing is sufficient. The charm can oppose or be used to dispel when such phenomena have been raised by the use of magick.
The dweomer can slow and lower the prevailing currents of waters by up to (POT) mph, stilling them completely if the POT is sufficient. Where the current has been enhanced by the use of magick, the charm can Oppose or be used to Dispel.
It can reduce the depth and radius of any whirlpools (Maelstroms) at which it is directed, dividing both aspects by (POT), reducing them by 25% with a POT of 1. This charm cannot directly affect hurricanes, waterspouts or typhoons, as these are caused primarily by the action of wind. Again, the charm can oppose or be used to dispel when such phenomena have been raised by the use of magick, including the Riptide aspect described previously.
This charm can also be used to cast an enchantment similar to the “Wavecutter” Ensorcelment. As an enchantment, it can be used to reduce the drag of the water on the hull of a boat or ship of the caster’s choosing, decreasing the amount the prow digs into the water, decreasing the bow wave thrown up, and thus increasing the maximum speed that a hull of a given length allows, up to a maximum equal to the speed of the prevailing winds or (POT) mph, whichever is less. It can also be used to create an AoE of the water’s surface in which the movement of ALL vessels entering into are similarly affected.
The “Geyser” charm erupts in exactly the same manner as its namesake, creating a hole of up to (1 per LoA) feet in diameter, and for the same reason (expansion due to heating), at the point designated by the caster. It will blast upwards for a distance of (magickal damage) feet to shower the surrounding area with boiling water, inflicting the 1/2 (magickal damage) on all those nearby, minus (1 point per foot) by which they are located beyond (POT ÷ 2) feet from the point of eruption of the Geyser itself.
Damage inflicted due to exposure to the boiling hot waters in this manner are NOT subject to the Proportional Damage rule.
IF loosed under a foe, it inflicts (magickal damage) impact, causing Knock-back sending the victim(s) straight up into the air, as applicable (according to the rules set forth in the passages on tactical play & combat). The impact damage is divided into 1/4 values and applied in accordance with the rules for Proportional Damage. It also inflicts searing damage from the boiling hot waters the victim is doused with, equal to 1/2 (magickal damage). Damage from exposure to the boiling hot waters in this manner is NOT subject to the Proportional Damage rule.
Regardless of their element or specific aspect and effect, the results of all these Enchantments, the effects created by binding the elements in the various ways described here cannot be resisted, as the magick is not directed at the target being affected, but rather has been used to harness the element itself to achieve the caster’s ends.