Art: Enchantment, Sorcery, Naming
Ruling Planet: Mars
This charm lends its energy to those objects and creatures or beings in motion to see that they continue and remain in motion. Objects in motion that might be affected may include carts and wagons (so that they end up pushing the beasts who had been pulling them should they try to stop), windmills, hammer-mills, weapons used in battle, quills in the process of writing, creatures and beings in motion, regardless of the rate at which they are travelling, skipping, dancing, spinning; butcher knives cleaving carcasses/cutting meat, hammers, a (ceramic) potter’s kick-wheel, spinning wheels or even spindle and distaff, tools of all kinds, to remain in motion once any repetitive motion started once subjected to this charm.
In effect, the charm causes the movement upon which it is cast to repeat with identical force and accuracy, BUT the manner in which it does so depends upon the Art used and the nature of the movement on which it has been cast.
IF the movement is singular in nature, ie., it is assayed with the intention of only being made once (a solitary hammer blow, a single chop of the knife), the dweomer will cause it to be repeated up to (POT) times afterwards.
IF it is a movement that is assayed to be continuous, even of only for a relatively short period of time, like beating a rug, the dweomer will perpetuate the motion for the DUR.
Cast as an Enchantment upon a tool, it retraces its movement or continue its steady movement in the course already established as dictated by POT or for the duration should the wielder let go of it, depending on the nature of the movement (as above).
Cast as a Sorcery upon the creature or being performing the action or movement, only a successful STR check on d100 vs. the (POT) of the dweomer can break its power.
In either case, the subject involved or affected will not discover the presence and influence of the magick until they try to stop and find that they cannot, so the first expectation that the act is over and it stops always fails. One repetition always occurs. Only the following repetitions may be fought by means of a STR check vs. POT.
Successfully making the STR check breaks the charm as surely as if it had been dispelled. Failing it indicates the repetitions continue unabated, as described.
The dweomer functions on any thing, creature or being that makes a repetitive movement (GM’s discretion). Cast as Naming on machines such as spinning wheels, potters’ wheels, lathes, hammer mills, grist mills, etc, as well as any living creatures moving in any sort of fixed pattern of movement specifically or on a fixed repetitive track of some sort, OR being stored in such objects as horseshoes, peoples’ shoes and hosiery, and the like that are worn on an appendage that commonly functions by use of a repetitive motion, once moving at a given speed, the dweomer carries the subject at that speed for the DUR.
One benefit of the charm lies in the fact that the number of time-units in the interval at which the WND cost for movement is paid (according to the rate or portion of maximum speed the recipient is using) will be lengthened by (POT) units and the Wind cost itself per interval will be reduced by (POT) points, to a minimum of one (1). This makes a labor-saving charm for long distance or protracted daily travel. One might even arrive from a long day’s travel barely flushed from the effort.
“Enforce Rest” or “Resist Motion” or “Dampen –” is the opposite of the “Perpetuate Motion” charm. It increases the inertia of those objects, creatures, or beings to which it is applied that are at rest, so they have an even more marked tendency to stay at rest. The dweomer makes this tendency so strong that a concerted effort represented by a STR check on d100 vs. [(POT) + (caster’s MGA att. mod.)] must be successfully made in order to initiate movement of any kind, in order to be able to move any object so affected, in order to keep such items as spinning wheels, potters’ wheels, lathes, hammer mills, grist mills in motion once begun, lest they grind to a halt, or for any creature or being at physical rest to move more than (STR) inches to adjust position, and especially to rise and motivate to achieve ANY sort of mobility, even if only to reach our with a hand.
If the STR check is successful, the dweomer dampens any attempt to get the object or body moving with any speed, preventing it from building any inertia towards motion. In effect, the speed these bodies may achieve will be reduced by (POT, revolutions, mph, as applicable, GM’s discretion) for the DUR.
This aspect also increases the WND cost for any and all movements/actions by (POT), and the interval at which WND is paid is shortened, minimum one (1) of whatever the units in which it is counted are, and shifting to the next smaller unit when one is reached.
The dweomer will inhibit the victim up to (POT) times. One instance is considered to include the entire duration of the movement assayed or action undertaken. If the subject succeeds in starting to walk, accelerating to a run is the same action and the onus of the dweomer will continue to be a burden without having expended another application of the power.
Both aspects of this dweomer may be resisted normally.