Nature’s Saving Graces

Art: Naming

Ruling Planet: Moon

Sphere: Common

Will cause the grasses, creepers, bracken, vines, and undergrowth, roots lifting themselves up and sprouting new growth, new saplings and bushes (whatever plant life is present) to grow and rise up from the ground in a twining mass to weave themselves into the shape and structure needed. The various aspects of this magick will have to 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. If the plant life present is not sufficient for the dweomer needs, whatever is required, such as saplings or woody bushes and the like for the main supports and bars will grow young, new and strong up from the ground in the blink of an eye.

This magick can be expressed in a number of different ways, according to the caster’s need and his skill (LoA) with the dweomer. These can take the form of a “Zip-Vine” or “Life-Vine”, or constructs such as a “Veil of Greenery”, “Bridge”, a “Hedge” or “Wall”, a “Cell” in which to imprison foes or cage animals, any of which may be equipped with thorns for their defense.

The Zip-Vine aspect of this magick causes a rope of vines to grow, rise up and shoot forth from the ground up to (HRT + POT) yards to latch onto any large heavy object that can be used as an anchor and pull it taught so it may be used as a “zip line” to slide down (if tied at an angle between 20-40°) or to be climbed up or down hand-over-hand.

Alternately, the Zip-Vine” may be used as a “Life-Vine” to sprout from the ground and hang down the same number of yards over the lip of a crevasse or steep ravine and provide a means for the character to pull himself back up to the safety of his compatriots, or for them to hook their end of the “Vine” and pull him up. In this capacity, the charm is Anchored in the ground in a manner equal to the charm of the same name.

The “Vine” is equal to a rope in STP’s. Each entry on the table for a thicker diameter of rope represents one level of POT greater. If it should be attacked by ANY means, and supports up to (POT x 100) lb’s total at one time. Every 10 points of common (BP’s) of damage inflicted on them lowers the STP’s by one (1) and the POT declines when enough of the STP’s are destroyed, affecting the magick accordingly.

In effect, the Life-Vine is granted the strength of the very earth itself, able to support the same weight a rope of equal POT according to the table in “The GM’s Toolbox”, to make it the proverbial “Immovable Object”.

IF this load limit should be exceeded, the “Vine” begins to take damage from the overload in the same manner as any other overloaded rope, as described in “The GM’s Toolbox”.

Veil of Greenery is composed of grasses, herbage, vines, saplings, and the like is raised up a barrier which may run in any configuration the caster desires, but is restricted to no more than (POT) yards each in height and/or length and is roughly (POT) inches in thickness. Its entire purpose is to provide a blind for those who would hide behind it, blending perfectly into the natural surrounding growth revealing no overt clues as to its true nature or density.

A successful Perception/AWA check vs. the POT of the Screen to discern the very presence of a Veil, but only if there is some reason, some probable cause, for the presence of the Veil to be suspected (GM’s discretion).

Another successful Perception/AWA check vs. the POT of the dweomer (minus the number of living creatures hidden behind the Screen) is required to determine that something lies behind the Screen, BUT only IF those hiding behind the Screen fail in their attempts at lying quietly by dint of Stealth (presuming they know they are in danger of discovery).

Such is the density of the greenery making up the Veil that, even when standing with one’s nose up to it, objects, creatures and/or beings on the other side of it can be seen no better than dim, flat silhouetted shapes. Objects, creatures and/or beings on the other side of a Veil can only be seen this well up to each observer’s own [(AWA) – (POT)] yards, minimum one (1). Beyond this distance observers can see nothing but an impenetrable green mass. Any attempt to see through a Veil so as to recognize shapes, especially specific persons or even beasts of types already known, requires a successful Perception/AWA check on d100 vs. [(POT) + (caster’s MGA att. mod.)], PLUS the number of feet by which a given object, creature or being is removed from the viewer within the distance that allows such sightings. This DV is lowered by the (modified) STA of creatures or beings or the Size of any objects.

Failing this check, the observer is simply unable to identify just what the something he is looking at actually is with any certainty.

The Veil can be bull-rushed and burst through by any that can muster a blow greater than (magick POT) in POT, creating a hole large enough for an intruder to get through. This will close up immediately behind as the intruder passes through it. If this is done (POT) times, the Veil with be shredded, torn asunder and broken, as surely as if it had been dispelled.

The charm is commonly used to station armed party members on the other side and suddenly drop the Veil, enabling the party to strike with Surprise.

In addition the caster may conjure a construct: Vine Bridge, Vine Wall, Vine Cell, or Hedge. These constructs are ALL basically composed of the same materials in the same proportions and share the same characteristics (excepting the “Hedge”, as noted). If the plant life present is not sufficient for the construct’s needs, whatever is required, such as saplings or woody bushes and the like for the main supports and bars grow young, new and strong up from the ground in the blink of an eye.

The Vine Bridge dweomer brings into being a stout “Bridge” of up to (MGA + POT) yards in length, up to (1 per 2 points of POT) feet wide, and roughly (POT) inches thick, and which has side “rails” like a rope bridge at roughly waist height (in proportion to the race of the caster).

The Vine Wall dweomer brings into being a stout, even impenetrable “Wall” composed mainly of intertwined and interwoven woody bushes saplings and incorporating any full-grown trees in it as occur along its length as designated by the caster. It may grow as much as (MGA + POT) yards in length and up to (MGA + POT) feet in height, and is up to roughly (POT) inches thick. The Vinewall may be grown into an “L”, “V” or “Z” shape when viewed from above, an upside-down “V” like a pup-tent (rooted on both edges) or an upside-down “L” to provide a windbreak and overhanging protection from the sun or mildly inclement weather, or otherwise similarly folded, wrapped into a cylinder of roughly [(Wall length + 3) in diameter (round up, in feet), or any other solid geometric shape, as the caster desires (GM’s discretion), but the shape may not be changed once the dweomer has been loosed and the Wall weaves itself into being.

The Hedge is a looser version of the “Wall” and composed primarily of bushes and shrubbery and smaller trees, but including such local species as are needed to fulfill the dimensions dictated by the caster.

The Hedge may total as much as (MGA x POT) yards in height and length, and is up to approximately (POT) ft. thick. Should it be attacked by ANY means, any blow of greater than (POT) in POT chops through roughly 1 cu. ft..

IF desired, a character may make a Contested Roll on d100 using his [(modified STA) + (STR att. mod.) + (AGL att. mod.)] vs. [(POT) + (MGA att. mod.) + (HRT att. mod.)] to crash and muscle his way through the “Hedge” rather than trying to cut through it. This is the prime difference between a Hedge and a Wall.

IF his STR and AGL att. mod’s are greater than the DV representing the magick, a single check on d100 successfully made gets him through it.

The Vine Cell dweomer brings into being a stout dome-shaped “Cell” around the target creature(s) or being(s), or a high-walled pen for beasts (if appropriate).

Each victim is enclosed in his own personal “Cell” by the charm, roughly (POT) inches thick and no larger in diameter than the prisoner’s height (Zone) and (victim’s height x 1.5) tall, unless they were located more closely when the “Cell’s” were created, such as might be the case when enclosing characters that are fighting in closed ranks, shoulder to shoulder for common protection. In this case their “Cells” manifest as continuous, enclosing all affected together, just as wide from side to side as is necessary to enclose those affected in a line and varying in depth front to back and height according to the height of each.

IF a victim is prone or otherwise lying on the ground at the time they are imprisoned, the “Cell” manifests as only roughly (height) in diameter and no more than (1/2 height) tall. The victim is restricted to remaining on the ground, rising to no more than a crouch in the “Cell” as long as he is so confined.

The caster may choose for the Cell to be of a looser weave, so the prisoner can be observed (and reach limbs through the weave, or tighter so the prisoner can be generally observed but unable to reach through, or completely visually impenetrable so neither the prisoner nor those outside can see through, player’s discretion).

Each target not Surprised as the magick begins to manifest and enclose him is allowed to make a Dodge/AGL check on d100 vs. the [(POT) + (MGA att. mod.)]. Making this check successfully, the target is able to leap free of the area enclosed by it as it is rises about him. In this case, the Cell grows tighter and tighter until, feeling nothing within to be restrained, it collapses in on itself and subsides back down to the ground, the dweomer dissipating, leaving no trace.

Failing this check, the caster succeeds in ensnaring his target in a “Cell”, and there he must remain for the DUR.

IF any of these constructs should be attacked by ANY means, it takes 20 STP’s of damage to cut through 12 cu. in’s (a notch 1in. wide and deep and 12in’s long, or a square roughly 3.5in’s on a side x 1in. deep). The “Bridge” dweomer in specific can support up to (POT x 100) pounds of weight at any given time and, if the “Wall” dweomer is constructed so that it is laid flat, it can do the same.

IF this load limit should be exceeded, the manifestation begins to take damage from the overload in the same manner as an overloaded rope, the amount by which it is being overloaded determining the damage inflicted on it, which eventually weakens the dweomer, thus reducing it’s load-bearing capacity, thus increasing the amount of damage it takes, weakening the dweomer further in an accelerating vicious cycle until it finally fails completely, as described in the rule provided for that in “The GM’s Toolbox”.

Any of these dweomers may also be called forth from bare earth, but only from soil that would normally support some sort of plant life. The POT of any blight or curse on that soil is subtracted from the POT of any such dweomer cast upon it, effectively opposing it, reducing the effective POT of any of these constructs if it is able to manifest at all. The dweomer 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 may 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.

These dweomers have no appreciable DUR (except that of the “Warding Thorns”, as noted). The objects resulting from the dweomer are real and will remain just as the dweomer conjures them once the dweomer has completed their creation. They can continue to grow normally, naturally, slowly gaining additional STP’s over the course of time as the woody parts mature and grow thicker and stronger and the grasses and vines thicken.

None of the aspects of this magick may be resisted.

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