Nature’s Hand

Art: Naming

Ruling Planet: Mars, Saturn

Sphere: Common

This charm calls living plants to grow from the ground and bind them to fulfill the caster’s need of the moment. The various aspects of this magick must be called forth from the earth itself where grasses, creepers, bracken, vines, saplings and bushes, and other sorts of herbage are already growing on which the magick can act. This magick can be expressed in a number of different ways, according to the caster’s need. They are the Trip Vine, Clothes-Vine, Vine Snare, Tether or Leash, Tangle Path, Tangle Field, or Nature Bonds, as follows. Every aspect of this charm must be cast on the earth itself, not from any solid surface, such as dressed stone or an interior level of a building, though in the cases of bricked or cobblestone roads and the like, where the earth lies directly beneath, the plants can push their way up between the cracks, though their doing so destroys a portion of the road by leaving the surface jumbled up and pushed aside.

The “Clothes-Vine” aspect of this magick causes a branch or branches and/or twining loop of vines to reach down and try to sweep the target off his feet as he passes the point specified by the caster according to the locations of vegetation with the necessary height. The dweomer is only effective when cast in areas where there are trees with overhanging limbs to reach down, especially those on which there are vines growing already.

The “Trip Vine” aspect of this magick rises up to catch the target’s foot or feet in a loop of twining vines, grasses and/or undergrowth and trip him so he falls. This dweomer is only effective in areas where there is ground vegetation, and may actually be composed solely of grasses excited to grow long by the dweomer and weave themselves together in an arching loop or series of loops, whatever is appropriate to the target.

The caster must choose a location when casting either of these aspects of the charm, marking a line and choosing points A and B between which it stretches. This line is described in terms of an AoE in regards to resolving the casting. They lie in wait until the specified target crosses them. If the optional DUR rules are in play, they may remain and reset up to (POT) times so long as the DUR is maintained. These charms both strike with complete Surprise, as they lie in wait for an Opportunity to act. No roll ‘to hit’ required for either of these two dweomers’ effects, they simply affect the target(s) where they are located upon being successfully cast and loosed, provided the target is still in a location where there are plants to affect by the time the casting is completed. These two Vine magicks can be used as defenses, set in place and tuned to attack in the same manner as any protection is tuned, according to the text under the heading “Fine-Tuning the Magicks”.

The target of the charm is allowed an Dodge/AGL check vs. the POT of the Vine, as modified by Surprise.

IF the target is greater in (modified) STA than the POT of the magick, whether Surprised or not, he is allowed a STA (plus STR att. mod.) check on d100 vs. the (POT + caster’s HRT att. mod.) to see whether he simply breaks through the Trip-Vine or Clothes-Vine. The speed the target is travelling when the Trip-Vine or Clothes-Vine takes effect on him is added to the AV for him to simply break through it.

If broken, the “Vine” charm is equally broken, as surely as if it had been dispelled.

If the Vine remains intact, failing this check indicates the victim has been knocked down or fallen to the ground, while success indicates the hazard has been avoided or recovered from without mishap.

IF it remains unbroken, each target who is not stunned and shocked into delayed action or inaction by Surprise when the magick manifests to reach down and knock them down from above or catch at their feet to trip them from below is allowed a Dodge/AGL check on d100 vs. the casting AV to remain on his feet. The speed at which the target is moving when the magick takes effect will be added to the DV for this check.

The two aspects of this dweomer may not be resisted.

The Vine Snare lays up to (POT) invisible magickal traps on a path or location (clearing, garden grove, etc.) where desired within an area described by the limits of the AoE.

When the hapless victim passing within (SPT + POT) inches of the point at which the “Snare” is anchored, the dweomer instantly grows a rope of vines that shoots forth from the ground to grab him, wrapping about him and pulling him down to hold him fast to that spot until the DUR expires or the caster releases him.

Where the Clothes-Vine and Trip-Vine are described by a line drawn from point to point, the Snare is anchored at only a single point. If more than one Snare is created by means of a single casting, all must lie within an area defined by the limits of AoE centered on the caster.

IF the victim is caught while in the midst of moving at any speed, the mph in speed is used to determine any damage taken from being jerked to a halt. If moving faster than his 1/4th rate, he will be pulled off his feet and land flat on his back. No roll ‘to hit’ is required for the “Snare” to grab the victim due to the proximity and the stationary nature of the magick. Unless warned of its presence before stepping into it by a “Sense Magick” check (magick-wielders, as appropriate) or sensing the magick when it was triggered, the victim will always be Surprised. By its nature, it is a trap waiting quietly and patiently. It is the victim who must come into contact with the magick. The GM determines the area of the body bound by the “Snare” at his own discretion BUT, if the practitioner is present or the victim in view when the Snare is tripped, he should be allowed to choose.

If the optional DUR rules are in play, the caster “feels” when the “Snare” is triggered.

The victim is held down by the “Snare” until he can get himself free, or the DUR passes, as allowed by POT if tied off, or as long as the caster wishes if it being maintained at the caster’s pleasure.

IF placed in close proximity to one another it is quite possible for a victim to trigger and be held down by multiple “Snares” at the same time. IF, due to the proximity limit, more than one creature or being triggers the same “Snare” simultaneously (perhaps walking side by side across it), the GM will determine which the “Vine” will latch onto.


The GM should dice randomly or flip a coin, OR may assume that in order to assure its own success in catching and holding onto its target the dweomer will always strike for the smaller of the two in regards to (modified) STA.


Regardless of the parameters of DUR, as long as the “Snare” is triggered before the DUR of the original casting expires, the DUR of the “Snare” is counted all over again from the point in time it is set off.

The “Tether” or “Leash” aspect cause up to (POT) ropes of vines to rise up and shoot forth from the ground to lash out from the point chosen by the caster within that area up to [(POT) + (MGA att. mod.)] yards and attempt to wrap around and entangle the caster’s foe by the nearest limb (Tether), or specifically by the neck (Leash). The Leash always strikes from behind, allowing no defense unless the target is warned by another who sees it reaching for them and takes steps to respond. The Tether can strike from any side, front or back, front or rear flanks, right or left.

These dweomers require a successful roll ‘to hit’ to be made according to the rules for combat and tactical play, normally, using the [(POT) + (MGA att. mod.)] as the Attack AV, and the target’s Defense DV’s as normal according to the circumstances and the direction from which the magick is attacking him.

Against the Vine Snare, Tether or Leash, the victim is allowed a Contested STR check on d100 using his (STR and AGL att. mod’s) vs. (POT) to break the Vine’s grip.

IF bound by more than one “Vine”, the victim must go through this process for each one binding him in order to free himself.

Each Vine Snare, Tether or Leash, can withstand a blow of up to [(HRT) + (POT)] points in POT if they should be attacked by ANY means. Every blow greater in POT than this inflicted on them lowers the effective POT by one (1) and the effects of the magick accordingly, until the POT reaches zero, indicating it has been broken, as surely as if it had been dispelled.

The “Tangle Path” or “Tangle Field” aspects cause all of the grasses, creepers, bracken, vines, herbage, saplings, and bushes (whatever plant life is present) within the vicinity of the target(s) to rise up, and clutch at the target(s). If the target(s) is not moving when the magick is loosed on him, the dweomer tangles about and binds his feet and legs so he cannot move no matter how he tries. It holds him fast primarily by his feet, legs and trunk 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, if the optional DUR rules are in play.

While the victim is unable to turn around, he may effectively turn somewhat (GM’s discretion), and his arms will be largely free and his head may be turned freely.

IF the target accepts the binding and stands stationary, however, the plant life relax enough to allow him to stand on his own. The moment his weight shifts and he tries to make any move the plant life seizes and tightens upon him again.

IF the target is moving when the magick takes effect, it slows him down by up to (POT) mph for the CS in which it takes effect on him. If this allows him still to make some movement, the reduced rate is treated as his maximum rate in regards to his CND-based action allowance, divided down to find the lesser rates for which he need not pay, for the victim to utilize as desired.

IF the dweomer’s power is sufficient to stop him completely, it holds him fast.

The “Tangle Path” affects each target on which it is cast, individually. It doesn’t affect even those compatriots standing immediately at their sides. The “Tangle Field” is cast so as to affect an AoE, acting on every creature or being located in it or that crosses into its confines 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, according to the optional DUR rules, as applicable. This can, of course, be tuned to limit or specify the foes to which it will react, like any defensive magick, as discussed under the heading “Fine-Tuning a Magick”.

The charm may also be forged into the Bonds of Imprisonmentaspect whichcauses all of the grasses, creepers, bracken, vines, saplings, and bushes (whatever plant life is present) within the vicinity of the target(s) to rise and grow up to (POT) feet, trees to reach down with their limbs, and wrap themselves all around the target(s), wrapping and holding each victim fast from head to toe for the DUR. By the end of the CS in which the dweomer is loosed, each is considered completely engulfed, wrapped up like a mummy and completely immobilized.

IF he desires, the caster may limit the dweomer to binding his victim more in the manner of the “Tangle Path” dweomer, or his limbs together (legs/ankles, wrists), bind arms at sides, gag him, or any combination desired. In any event, the victims are pinned in place, completely unable to leave the location in which he is bound without first breaking free.

These Bonds are intended merely for the purposes of restraining a foe, they can in no way injure the victim. Bundled with the “Tighten” dweomer, however, the Bonds can slowly squeeze the life from the foe.

Against the Bonds, the victim is allowed a Contested STR check on d100 using his (STR and AGL att. mod’s) vs. the [(POT) + (MGA and HRT att. mod’s)] to tear free.

When the DUR expires for any and all permutations of this magick, the plants relax, any saplings or woody bushes becoming pliable again and the grasses, vines and other plants incorporated in it soften and return to their natural state, leaving no overt sign of the effects of the dweomer.

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