Compendium of Common Sphere Magicks

Alarum Charm, Charm of Warning

Anchor of Earth

Anonymous Glamour, Magnetic Presence

Armor Enchantment, Armorskin (Tree–, Dragon–, Stone–, – Adamant)

Banish Spirit

Battle Charm

Beast of Burden (Hearty Hero; Feeble Waif)

Bell the Cat

Blinding Flash

Blinding Spray

Bonds of Concordance

Bottomless Pit/Puddle

Burden Charm (Carefree Burden; Wearisome Burden)

Cache, Dweomer–, Power–

Candle in the Window

Cat’s Tongue

Caustic Spittle

Charm of Common Binding, – Unbinding

Charm of Common Shaping

Charm of Direction

Charm of Distraction, – Iron Concentration

Charm of Facility, Hex of Bumbling

Charm of Finding

Charm of Mastery, Hex of Incompetence

Charm of Mending

Charm of Occlusion

Charm of Silence, Circle of –, Wall of –

Circle of Protection

Cloak of Confustication

Cloud of Obfuscation, Veil of –

Common Caloric Charm

Commune wi’

Animals

Elemental Spirits

Plants

Shadows

Compass Charm

Conjure Guiding Star

Conjure Replenishment

Conjure Shadows of the Past

Copy Charm

Displacement Glamour

Dispel Common Magick

Draw Harm, Deflect Harm

Dweomer Ægis

Elf Shot

Enchant Elements

Enchant Light

Enchant Sound

Ensorcel Movement

Far Flight, Earthbound

Far Speak, Eavesdropper’s Charm

Fat the Boar, Wasting Hex

Flame Dart

Gas Bag, Bloat

Glimmerfoot, Untraceable Path

Golden Touch, Contrary Charm

Healing Hands, Healing Poultice

Hedge of Lances

Heroic Appetites, Finicky Belly

Ice Dart

Lay of Tongues, Skirling Babble

Lay of True Speech

Lightning Bolt

Lightning Call

Lightning Hand

Loosen, Tighten

Magnetic Gaze, Avert Gaze

Malleable Charm, Charm of Stiffening

Measuring Tools

Message Charm

The Milk of Mother Nature

Molten Dart

Mystic Feats

Nature’s Hand

Nature’s Saving Graces

Nature’s Teeth

Necromancy

Neverbreak, Charm of Fragility

Perpetuate Motion, Dampen Movement

Piteous Plight

Read

Reveal

Scrivener’s Veil

Scrying Enchantment

Second Sight

Seek Hidden

Seek News

Sharp Sense, Dull Sense

Shining Presence

Slick Charm, Stick Charm

Snow Ball, Ball of Winter

Smooth Path, Footbind

Soft Touch

Soothsay

Speak in Tongues, Babble Hex

SpitFire

Spitting Naja

Stay Harm

Stealth Charm

Stinging Nettle Charm

Summoning

Summon Spirit Hound, – Screaming Skull

Sun Burn

Swift Heal, Slow Heal

Swift Rest, Cat’s Breath

Sword of Damocles

Tar Puddle

Tell-Tale, Foe Marker

Temperate Charm

Thorn Warding

Thunderclap

Trail Blazer

True Sight

Truthsay

Veil of Lightning

Walk in Another’s Shoes

Walk Safe, Undermine

Wander Charm

Weather Sense

Web of Awareness

Weight Charm

Window of Resonance

Witch Steed

Witch Web

Wound Channeling

Wound Hex

 

Alarum Charm, Charm of Warning, Sentry Charm

Sphere: Common

Art: Divination

Form: Low/Ritual

Ruling Planet: Mercury, Neptune

The “Alarum Charm” or “Charm of Warning” is a defensive charm, an invisible field of power wound about an object, creature or being whose sole purpose is to warn the caster when the bearer of the charm is touched by a living creature(s) and/or being(s) totaling [30 – (MSS att. mod. + charm SL)] in STA or greater within a span of time up to (POT) CS’s, or otherwise disturbed by a force [30 – (MSS att. mod. + charm SL)] in POT or greater (GM’s discretion), at any time within the DUR by any creature or being he has NOT authorized to do so, or by events or circumstances (fire, flood, earthquake, concussion, falling, etc.) out of the ordinary in the situation/circumstances for the object, creature or being to which it is attached.

The Alarum may be tuned to respond to the approach of members of a whole particular species or race of creature or being, those who practice one or more particular trades, those who bear a particular badge or coat of arms or to specific individuals, or those who bear the blood of a particular family, as explained in the Magick Notes under the heading “Fine-Tuning the Charm”, but the caster must be sufficiently familiar with the basis for any such stipulations through previous personal experience. Each such characteristic beyond the first to which it is specifically tuned to respond raises the casting DV, Progressively.

When tripped, the dweomer warns the caster silently, so only he “hears”/“feels” it. The Charm silently lies in wait until it has been triggered (POT) times or the DUR expires, whichever occurs first (tied casting). The discharging of the final use of the dweomer breaks the charm as surely as if it had been dispelled.

IF the optional DUR rules are in play, the caster may carry the dweomer at his pleasure, so the dweomer resets itself after every occasion triggering it, to provide sentry again and again, without limit.

IF the optional Levels of Achievement rules are in play:

Upon achieving the Warden  LoA, the the scope of the dweomer widens, allowing the practitioner to tie up to (POT) objects capable of producing a sound into the dweomer – a kettle and spoon, a true bell of some sort, a pair of pans or trenchers that could rattle off one another, or the like, which will commence making noise such that all within range to hear them may. These objects so bound must remain within (POT) yards of the caster OR the bearer of the charm (or AoE). Removing such an object beyond this distance from the caster or the bearer of the charm breaks the dweomer binding it so it can no longer sound when the charm is tripped, but it does NOT break the charm completely, only that aspect of it.

The sound produced by the objects tied to the dweomer, or the silent alarum within the practitioner’s own mind, is considered quite sufficient to awaken any sleepers, although normal penalties for shaking free of the grogginess of sleep on rising still apply.

Whether it is to be silent or audible, the caster can hear any Alarum he is maintaining at his pleasure when it is triggered regardless of the distance separating him from it. If the caster should have more than one such charm set, which among them has been triggered can be easily distinguished.

Upon achieving the Artisan  LoA, the scope of the dweomer again widens, allowing the charm to be constructed in such a way that it weaves an invisible field of gossamer tendrils of power so it encompasses an AoE of the caster’s choosing – a room, a shed, an enclosure, a building, etc. Constructed in this manner, the Alarum is triggered when the perimeter of the dweomer is violated by a living creature(s) and/or being(s) totaling [30 – (MSS att. mod. + charm SL)] in STA or greater, or disturbed by a force [30 – (MSS att. mod. + charm SL)] in POT or greater (GM’s discretion), at any time within the DUR by any creature or being he has NOT authorized to do so, or by events or circumstances (fire, flood, earthquake, concussion, falling, etc.) out of the ordinary in the situation/circumstances for the area to which it is attached. As with any other AoE dweomer, such a charm can only be dispelled at the nodes at the center of the AoE, the point at which the charm is tied to the physical world, which must be located by Mystical Senses or touch, or by charm (”Reveal”), before the charm may be dispelled.

This charm can be resisted only when bound directly to a living creature or being.

 

Anchor of Earth

Art: Naming

Ruling Planet: Saturn (to bind), Jupiter (for protection)

Sphere: Common

The “Anchor of Earth” charm pins the targeted foe(s) to the ground (earth) on the spot where they are affected. In order to move from the spot to which they have been Anchored, the victim must make a successful Contested STR Roll vs. the POT of the charm.

IF the victim is moving when the charm affects him and pins his feet to the ground, his momentum slams him over into the ground to take (mph) points of damage + (modified STA) as from any fall, from which armor provides protection normally.

IF the target is traveling faster than (POT) mph, that amount is suddenly and immediately subtracted from the rate and the target must make a successful AGL check vs. the POT in order to keep his feet, BUT the power of the Anchor is exceeded and thus broken once the speed of the target has been reduced.

IF the target fails his AGL check and loses his footing, he falls to take (mph) points of damage + (modified STA), as described above.

The Anchor can also be used to grant the subject the strength of the very earth itself, to make of him the proverbial “Immovable Object”. While the recipient of this benefit may move about as he wishes attending to the tasks he sets himself, should any attempt to tackle or overbear him or otherwise manhandle him in any way, his (modified) STA for the purposes of resolving such attacks is effectively multiplied by the POT of the charm, severely hindering any foe’s chances of success.

It similarly transforms the bearer of the charm into the “Irresistible Force” if he should wish to attempt to tackle or overbear a foe under the auspices of the Anchor.

This charm may only be cast in a natural setting, BUT 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 Anchor it is able to manifest, if at all. The charm must be able to tie the target or recipient to the earth itself, not from any solid surface, such as dressed stone or an interior level of a building. The only exception to this occurs in cases where the earth lies directly beneath the cut stone, as with bricked or cobblestoned garden paths and city or town roads and the like, and poorer common cots and hovels where the floor is in fact nothing more than rammed earth.

 

Anonymous Glamour

OR

Magnetic Presence

Art: Sorcery, Naming, Glamourie

Ruling Planet: Neptune

Sphere: Common

This charm wraps the recipient object, creature or being in a glamour that draws from the minds of viewers, and especially casual passersby, the image of what they expect to see and puts it before them, for the DUR, some common drab everyday sight that is completely unremarkable to the viewer. This insures that the viewer sees the object or bearer of the charm in a rather bored and uninterested frame of mind, and reinforces any mental or emotional distraction under which he may be laboring, causing him to simply over-look or even completely ignore the object or bearer of the charm IF he is a complete stranger. In retrospect, if questioned, he cannot remember having seen anyone matching any description that might be provided of the object or bearer of the charm, nor any image that might be produced by which to identify it or him.

The player must remember that this magick is focused entirely on maintaining the anonymity of the recipient object or person, in maintaining the distance that lack of interest generally provides. As soon as attention is drawn to an Anonymous object, creature or being, specifically referred to with a gesture or approached and touched (even inadvertently), accosted or picked up by another living being, the magick is broken as surely as if the Charm had been Dispelled. It is considered broken ONLY for that particular being, however, unless he should make some introductory move thereafter towards the bearer of the charm for the benefit of any third party, in which case it is broken for them as well.

In the case of living recipients, traveling in the anonymity of dark byways is recommended for maintaining the integrity of the magick, unless the recipient is a Beggar or Rogue with the skills to navigate through crowds, moving with the flow and stepping through the lulls as they appear and disappear, avoiding contact which would be disastrous to the dweomer.

IF the viewer is one who is familiar with the object or bearer of the charm by sight but is not actually acquainted with him and familiar enough with him to qualify for “previous personal experience” for the purposes of the game, the dweomer provides a DV equal to [(POT) + (caster’s HRT att. mod.)] against which any viewer must make a successful AWA check on d100 before he may recall even the hint of a suspicion that the object or bearer of the charm might have been glimpsed, however briefly.

Any observer who is already familiar with the object or bearer of the dweomer through previous personal experience (as defined for the purposes of the game) must successfully make an AWA/HRT check on d100 vs. the DV above in order to see through the dweomer.

Observers fully affected by the charm have no means of associating the object or bearer of the charm with its/his true appearance should they be seen again later without it, unless they are successful in piercing the glamour’s effect at the time it is first encountered.

While the charm may be applied to whole objects (Enchantment, Naming) and creatures or beings entirely (Sorcery, Naming), it can also be used to mask writings, or solely a creature or being’s visage, or even just the recipient’s speech, etc. In these applications it acts in much the same manner, drawing from the viewer’s/listener’s own mind the expectation of the mundane causing them to skip over and pay no attention whatsoever to that which is affected. Voices become a meaningless droning on of domestic mundane business, and passages of text become overworked, meandering and just plain dull beyond enduring.

Any object of apparel, especially outer-gear such as mantles, great cloaks, or coats and the like which swath a wearer can be enchanted by means of Naming to confer the power of the Charm on the wearer under the same constraints as Sorcery.

The opposite of the Anonymous Glamour is the “Magnetic Presence”. Under the “Magnetic Presence”, the recipient cuts such an impressive and subtly distinguished figure due to the dweomer’s power that it draws the attention of all within [(POT) + (recipient’s CHM att. mod.)] yards like a magnet, in the same manner as a “Magnetic Gaze” dweomer (q.v.) of equal POT, in fact. It wraps the bearer in a subtle aura of unseen energy and power that enhances his natural CHM. The dweomer makes the play of light over the recipient more dramatic, shadows deeper and more velvety, metals and gems gleam with sudden highlights at every gesture for added emphasis, where they would not otherwise for any others in the same setting, a twinkle appearing in the eyes, teeth gleaming brightly when the recipient smiles, and all entrances and exits into and out of any chamber or setting accompanied by sudden and mysterious winds that make the recipient’s clothing billow and fly with impressive drama, making all heads turn his way.

The charm’s specific effect in play is to either subtract [(POT) + (caster’s CHM att. mod.)] from the results of any and all negative encounter reaction roll results determined by the GM for those the recipient meets who are strangers (NPC’s), or adding the same amount to all positive encounter reaction roll results determined, thus making the results more extreme, regardless of whether it is for better or for worse, according to the individual’s predisposition as indicated by the initial result of the roll.

For those (NPC’s) the recipient meets who are already known, the Charm requires a new reaction roll, modified by the dweomer, which indicates the mood in which the individual receives the bearer of the charm, and stands as a modifier to for the DUR which to be applied to whatever the relationship with the recipient has already been determined to be (GM’s discretion).

See the notes regarding the resistance of glamourie in Chapter 4. Magick in Play in Part I. of this Grimoire.

 

Armor Enchantment, Armorskin,

Adamantine Charm

Art: Enchantment, Sorcery, Naming

Ruling Planet: Neptune

Sphere: Common

The “Armor Enchantment” is an Enchantment or Naming magick that can be applied to any shield and/or formal piece of armor, but also to everyday clothing no matter how light or sheer, or to any object at all, to grant protection equal to (POT) in DR, which acts in exactly the same manner as that of mundane armors. When applied to true mundane armors, the DR’s are added. Unlike mundane armors, however, the DR granted by this charm is NOT subject to normal wear and diminishment through use until the DUR has expired, except when struck by weapons or objects that are enhanced in some manner magickally designed to increase the damage inflicted. In these cases, only the magickal portion of any damage inflicted can wear down the magickal protection provided by this charm. For every (magickal damage) points of magickal damage inflicted on the charm one (1) point of the magickal DR bestowed is worn away.

This charm is especially useful in application to a dueling cape, allowing it to be wrapped around a hand/forearm like a buckler, or on a cloak so it can be grasped by its edge and hauled up to interpose in the same manner as a larger shield. Applied to common clothing, the charm is sometimes referred to as the “Silken Shield”. This allows a character to walk about completely armored without appearing to be. When applied to clothing, its appearance and physical properties do not change in the least – UNTIL an occasion of need arises. At the moment of impact of a blow of any kind, regardless of the type of weapon, naked or armored fist, missile, etc., the dweomer manifests to harden and stiffen the fabric in the shape of the moment to the degree indicated by the DR bestowed, but only long enough to accept (block) or deflect (parry) the stroke that threatens.

Clothing so enchanted can be worn over formal armors to provide an additional layer of protection beyond the limits placed on wearing layers of formal armor, or underneath to the same effect. One may wear several layers of clothing so treated, each piece bearing its own Armor Enchantment, BUT the sum of the DR’s (POT) may never exceed the caster’s [(MGA) + (Armor SL)], regardless of what the total of the individual pieces would otherwise bestow. The caster’s magick can only provide protection commensurate to his talent and skill.

There is no way an opponent can know or suspect the presence of the dweomer, even after it has been employed, for it changes nothing about the appearance of the item of clothing. Only the touch of another practitioner can reveal its presence.

The “Armorskin” aspect of the charm belongs to the arts of Sorcery and Naming, and magickally enhances the recipient creature or being’s own skin, increasing it in toughness and density to the point where it serves as armor, bestowing an effective DR equal to its POT while still allowing it to retain its natural flexibility and mobility. Because the Armorskin provides living protection it doesn’t bind or restrict the recipient’s movements and may be worn freely and without restriction in conjunction with mundane armors. Due to its nature, essentially enhanced living flesh, the resulting protection must share the armor vulnerabilities of any common padded armor (not enhanced in any way).

The “Weapon Hand” aspect of the Armorskin charm hardens the bearer’s hand or foot, or knee or elbow or head for that matter by Sorcery, in such a manner that he may use it to hit opponents with the force of mace or quarterstaff, or some similar bludgeoning weapon, delivering wounds of equal POT. This renders the limb(s) affected able to deal up to (magickal damage) in full normal impact damage (up to the bearer’s normal physical limitations) when a foe is struck, without suffering the normal (1/10th damage inflicted) according to the standard rules for Brawling. Thus, it can make Brawling as deadly as normal weaponed combat. Any damage inflicted with the aid of the charm exceeding the limitation of damage that can be safely inflicted will hurt the bearer in the same manner as indicated in the rules for Brawling.

The “Thimble” is a lesser application of this set of charms, hardening the end of the recipient’s finger, as designated by the caster, to the point where it can stand up to the harsh demands of working with small hard tools, such as pushing needles through heavy fabrics, after the fashion of any mundane thimble.

Fire or frost damage whether mundane or magickal in origin interacts normally with the DR provided by the dweomer. The bearer of the charm suffers from the cold or heat only if some of the damage gets through to affect him.

The point of the “Adamantine Charm” is to enhance the physical characteristics of a material or object by Enchantment, multiplying its native STP’s by (POT). It can work on every thing or substance from ceramics or glass objects to wood or stone walls. In application to buildings it is commonly referred to as the “Buttressing Charm”. Applied to cloth, it renders it proof against cutting or tearing in the face of common mundane forces implements or tools, but does not affect its native flexibility nor does the effect offer any protection whatsoever from bludgeoning or impact damage. An arrow can still be driven into the flesh, it will simply take the cloth, unharmed, with it.

 

Druids/Witches

The form of the “Armorskin” charm performed by Druid and Witch practitioners provides the same benefit already described but is referred to as the “Treeskin” charm due to the fact that the bearer’s skin is actually changed in color and texture to resemble tree bark. The greater the protection provided (POT), the more deeply textured and gnarly the appearance. The DR is determined by the dweomer’s POT as described for the “Armorskin” charm, previously, and otherwise conforms to the description given.

This charm can be resisted normally when applied directly to living creatures and/or beings.

The Druids’ and Witches’ “Treeskin” skill provides the practitioner with a bridge to the “Dragonskin” magick (as follows), 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.

 

The “Armorskin” charm called “Dragonskin” enhances the bearer’s skin so that it actually takes on the appearance of iridescent mascled mail. As such, it is subject to the same weaknesses and strengths described for mascled mail in Appendix D.3, but DR being determined by POT, normally. Otherwise it conforms to the original incarnation of “Armorskin” magicks.

The Druids’ and Witches’ “Dragonskin” skill provides the practitioner with a bridge to the “Stoneskin” magick (as follows), 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.

 

The “Armorskin” charm called “Stoneskin” enhances the bearer’s skin so that it actually takes on the appearance, the color and texture of stone. The dweomer is stiffer than “Treeskin” or “Dragonskin” above, more smooth like jointed field plate or white armor in effect, and subject to the same weaknesses and strengths described for White Armor in Appendix D.3, but DR being determined by POT, normally. Otherwise it conforms to the original incarnation of “Armorskin” magicks.

The Druids’ and Witches’ “Stoneskin” skill provides the practitioner with a bridge to the “Skin of Adamant” magick (as follows), 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.

 

The Armorskin charm called “Skin of Adamant” doesn’t change the appearance of the bearer’s skin at all and doesn’t have even the limited vulnerability of White Armor. The DR is again determined by POT, normally. Otherwise it conforms to the original incarnation of “Armorskin” magicks.

 

Banish Spirit

Art: Naming

Ruling Planet: Mars

Sphere: Common

This charm may be used to banish or send away from the practitioner’s presence up to (POT) spirits or spirit-creatures he designates, forcing them to flee at maximum movement rate in a straight line directly away from the caster, in the direction he has banished him, for the DUR.

After this time, the spirit or spirit creature is free of the dweomer’s compulsion, and it may choose to return to renew the confrontation with the practitioner who Banished him, however, the residual effect of the Banishment bars the spirit(s) from manifesting again for the DUR anywhere within the caster’s presence or the entire AoE as designated by the caster, in the Mortal Sphere. This cannot affect the spirits’ ability to enter or leave the Mortal Sphere, however, merely establishes an area where they may NOT manifest.

This charm may be resisted, normally.

 

Druids/Witches

The form of this charm performed by the Druid and Witch practitioners only affect spirits of the natural world, earthbound mortal spirits, true elementals and those hailing from the realms of Faerie, or other similar Ætheric realms bordering the Mortal Sphere.

 

Battle Charm

Art: Sorcery, Enchantment, Naming

Ruling Planet: Mars (enhance), Saturn (diminish)

Sphere: Common

The “Battle Charm” may be expressed in one of four different aspects, either as “Foe Hammer” or “Puissance”, or its opposite “Faded Fury” (Sorcery, Naming), OR “Implacable Edge/Point” or its opposite “Blunted Edge/Point” (Enchantment, Naming), to enhance or diminish the damage dealt in battle.

For its DUR, the “Foe Hammer” aspect (Sorcery or Naming) takes the fury and POT of every blow landed with any weapon the recipient picks up, or by any creature or being – including any sort of natural weaponry when dealing with creatures or being equipped with such things – as determined by the rules for armed combat, normally, and adds to it the (POT) of the charm.

The “Faded Fury” aspect reduces the damage inflicted (Sorcery or Naming), takes the fury and POT of all blows struck, as determined by the rules for armed combat, normally, and subtracts from it the (POT) of the charm. A “Faded Fury” charm makes the target feel like he is moving against an invisible force that is holding him back, his limbs mired, such as might be experienced in a bad dream.

At the caster’s option, both of these aspects can be applied by Sorcery or Naming directly to the recipient or target so he inflicts greater or less damage by virtue of the dweomer ONLY when he engages in Brawling (Fisticuffs), instead, providing NO benefit when wielding a formal weapon in hand, and having NO effect on the damage inflicted in Grappling or Wrestling, unless it involves impact, such as might result from a hip-check, body slam, bull-rush or the like. In this way, the charm may be applied to the fangs, claws, hooves, quills, bony spines, ridges or crests, or other natural weaponry of those creatures and/or beings that are so equipped, especially those designed to pierce, rip and/or cut flesh. Such beasts or beings to which the dweomer is applied may be mundane or mythical in nature, it matters not.

Created by the Art of Enchantment (or Naming), either the “Implacable Edge/Point” aspect of the charm or the“Blunted Edge/Point” aspect may be applied to any weapon or tool of war designed to inflict harm in order to add or subtract the fury and POT of every blow struck with it by the (POT) of the charm, regardless of whomsoever should pick it up to wield it.

 

Beast of Burden (Hearty Hero, Feeble Waif)

Art: Sorcery, Naming

Ruling Planet: Saturn

Sphere: Common

This charm is only to be included in those games for which the GM is making use of the ENC rules (GM’s discretion), but works most completely and effectively where the CND Action Allowance rules are also used to track the loads carried and character energy levels through each game day (GM’s discretion), or at least those days in which those aspects have an influence that is pertinent to other events or tasks undertaken in a given day.

This charm directly affects how much the recipient can carry in regards to loads or burdens he attempts to shoulder or pull, expressed in his ENC Allowance, either for the better (Hearty Hero or Draughthorse) or for the worse (Feeble Waif).

This works only in regards to what can be considered “slow-twitch” tasks, like burdens the recipient tries to hang onto and carry or pull as long as possible, as opposed to “fast-twitch” tasks like swinging a weapon.

The Hearty Hero aspect of the charm adds (POT) x (recipient’s bodyweight) to his Extreme ENC Allowance for the DUR.

The Feeble Waif aspect of the charm divides the target’s Extreme ENC allowance by (POT) for the DUR.

The new ENC Allowance the charm yields, regardless of whether greater or less, must then be divided down (1/2, 1/2, 1/2 and half over and again to find each of the lesser rates) so the CND Action Allowance rules can be properly applied.

IF the load a recipient is carrying falls to a point due to the magick that would tax him at a lesser rate, the recipient pays the lesser cost, according to the rules for ENC.

IF the load a target is carrying rises to a point where, due to the magick, his Action Allowance would be taxed at a greater rate, he must pay the higher cost, according to the rules for ENC. If the victim is caught beneath a load that is suddenly beyond his ENC due to the dweomer, it immediately begins to bear him to the ground and pin him there, to suffer a wound of (1 per 10 pounds beyond his maximum) POT at the end of the CS and every [(STR + STA) ÷ 4] CS’s that he remains beneath the load. These are considered cumulative. The POT of the wound inflicted is assessed anew at the end of each CS until it rises to an amount that exceeds the victim’s threshold of wounding, at which point the process starts all over again, continuing in this fashion until the burden is removed, the DUR expires to spare the victim further trauma or the victim dies of his wounds.

It can have an even greater impact upon characters in play when combined with the Burden Charm.

This charm can be resisted normally.

 

Bell the Cat, Alarum Charm, Charm of Warning

Art: Divination, Sorcery, Enchantment, Naming

Ruling Planet: Mercury, Neptune

Sphere: Common

Using a bell of the caster’s choice, the dweomer makes uses the voice of that bell to announce the presence of the creature, being, or object to which it is tied by the dweomer, as a sort of proximity alarm to last for the DUR.

As long as it is used to anchor the dweomer, the bell used has no voice except to the hearing of those who participate in the dweomer, NOT including the subject who has been “Belled”. Should the bell used in the casting be taken from the caster’s ownership and given to the one “Belled”, the charm is broken, as surely as if it had been dispelled.

The caster may share the sounding of the alarm with others, if he chooses, but doing so raises the casting DV with a Progressive modifier, per person with whom it is so shared. Otherwise, the caster is the only one who can hear the ringing of the Bell when the charm is triggered.

IF anyone attempts to ring the bell while the dweomer remains, all those designated to hear its warning then hear the bell ringing, however, the one ringing the bell hears nothing, unless he be one of those included in the charm.

When the target that has been “Belled” comes, is carried, or otherwise arrives within (SPT x POT) yards, the caster can hear the gentle ringing of the bell.

From the ringing, the caster (and those whom the caster has also designated as able to hear it) the practitioner can tell the general direction in which the subject wearing the “Bell” lies, by the four cardinal compass points and the four secondary compass points, but no more specifically than that. The tone, volume and the urgency with which the “Bell” rings tells the caster whether the target lies at long range (full to 1/2 distance), accompanied by a gentle ringing every few minutes, or medium range (1/2 to 1/4th distance), short range (1/4th to 1/10th), or point blank (1/10th or less), point blank range being accompanied by as harsh and violent a ringing as the bell chosen can make. This persists continuously until dismissed, the subject creature, being, or object gets within (SPT) feet OR when it actually enters the caster’s sight or presence, should the walls, doors, shutters, etc. of some structure have stood between them (whichever distance is smaller, GM’s discretion), or the bearer of the charm retreats again.

IF the “Alarum Charm” is not already in the practitioner’s repertoire, as well, the “Bell the Cat” skill provides the practitioner with a bridge to it, 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.

 

Blinding Flash

Art: Enchantment, Glamourie

Ruling Planet: Mars

Sphere: Common

The Blinding Flash charm unleashes an eye-searing flash of blinding light to burst forth from any point the caster chooses that lies within RNG. The Flash is only that, there and gone in an instant, but of searing intensity. It can render blind all those caught facing its direction also located within (POT) feet of the point from which the Flash emanates, perhaps even to the point of being Stunned. This charm always achieves Surprise over foes, except to those that are also practitioners of the Arts that have this dweomer in their portfolios, as well, thus allowing them to recognize it while it is being cast, but then only when it is cast as spell or ritual. Full normal M-RES is only allowed against it in combat situations when M-RES is instinctual due to the known presence of danger.

All those facing it who fail to resist and are also within (POT) feet are rendered blind for the DUR. Once this period of time has passed, the victim suffers the effects of a Glare penalty to all sight-based AWA checks equal to (POT) that declines by one (1) point every minute as his vision returns, until the penalty reaches zero and his vision is completely restored.

IF the POT of the Flash exceeds a victim’s AWA score, he is considered to have suffered a wound for every 10 points by which the POT exceeds it. This represents damage that must be healed normally, according to the rules for wound recovery. Each wound healed reduces the Glare penalty by one (1) point. The common rate of recovery from the Glare quoted above does not commence until the last of the effective wounds taken to the victim’s AWA has been healed.

All that are determined to have been blinded must also make a successful HRT check on d100 vs. the POT of the charm or be Stunned in addition by the incandescent burst of brilliance for one (1) CS per 10 points of POT.

When cast by the Art of Enchantment, the charm must be fixed upon an existing light source (candle/lantern, torch), even if magickal in origins, from which it gathers light and then amplifies it for the purposes of the magick. The Glamour carries no such restriction.

The blinding effect of the dweomer does not depend upon a STA limitation.

This charm may be resisted normally, but most commonly within the limitations imposed by the state of Surprise (GM’s discretion).

 

Blinding Spray

Art: Naming

Ruling Planet: Mars

Sphere: Common

The “Spray” conjures a small handful of grit, Dust and debris or the Spirit Essence in the case of the Sprays of Acid, Steam, or Smoke that descends into Matter as he releases the dweomer with a flinging motion of his hand, to streak forth from the caster’s hand with the speed of an arrow to strike his target in the face.

This can be intended to make the target flinch, to spoil an archer’s shot, or simply to recoil in Surprise no matter the circumstances (highly effective for this purpose, as few if any could know it was coming and its speed is SO fleet).

More importantly, a Spray can Blind the target. In some cases temporarily, but in others permanently, barring the intervention of certain healing magicks.

Unlike the Smoke and Dust Sprays, the Steam and Acid Sprays inflict magickal damage. The Steam Spray does so only once, on first contact, while the Acid Spray does so normally on first contact same as the Steam and then again at half damage 2 CS’s later, and again for half of the previous amount 2 CS’s later, over and again until the result of halving the damage provides a number that rounds to zero.

Up to (POT) Sprays can be hurled with a single casting, but only one (the first) is allowed to hit the target without a roll “to hit”, and in order to gain this benefit he must be center-most of all the targets chosen, or as near as may be (GM’s discretion).

IF the caster has a bond of Resonance to any target, no roll “to hit” is required for him, that hit is guaranteed. Should he have one for a number of targets, he may affect any or all of them, hitting them without need of rolls “to hit”.

A Dodge is the only defense allowed against the dweomer, in the same manner as a normal arrow attack, with any shield borne providing a bonus due to cover provided, normally.

The Spray is a straight-line attack on the target in the same manner as a physical missile like an arrow or a hurled physical weapon. Drawing a straight line from the caster to the target, there must be a clear line of flight between the caster and his target(s).

Any object interposed across the line of flight at eye level (relative to the target) at the time the charm is loosed, is struck instead.

Failing the initial roll ‘to hit’, the target has only to deal with a residual effect, the haze left around the target’s upper body/head, which is sufficient to inflict a (1 per 4 points of POT) DV penalty to all Perception/AWA checks based on sight and on all exercises of skills which rely upon clear sight (GM’s discretion). The victim can escape this by simply moving laterally relative to the line of attack (1 per 4 points of POT) feet, otherwise the penalty declines by half at the end of every CS after that in which the Spray was loosed at the target.

IF it hits, the target is completely blinded for (POT) actions. This includes any action underway that is resolved at an Initiative slower than that on which the magick was loosed. For those whose actions have already been resolved for the CS, the effects of the Spray commences immediately at the start of the following CS.

The AV’s for all exercises of skills that rely upon clear sight – those that rely on att. mod’s from AGL, AWA, and/or CRD (GM’s discretion, esp. sight-based Perception) – are reduced to 1/4th normal. In the case of the Acid and Steam Sprays, the penalty is either 1/4th normal OR (POT), whichever results in the greater penalty.

Once this period of full blindness has passed, the penalty is eased by 1/2 and again at the end of every minute following until normal vision is restored.

Those Sprays that inflict damage can be resisted normally.

 

Bonds of Concordance, Spirit Bonds

Art: Naming

Ruling Planet: Saturn

Sphere: Common

Bonds of Concordance” or “Spirit Bonds” encompass a number of different types of agreements that can be negotiated that are finalized with a binding that affects the spirit and soul, providing certain compulsions on the participants if they attempt to violate the agreement of Concordance so struck. The common denominator between all of the Spirit Bonds is that they cannot be coerced but must be entered freely, this must be acknowledged immediately to the loosing of the dweomer that binds the Concordance by all participants. Failure to admit the bond is freely undertaken will nullify the dweomer.

Because they are entered into freely, violating them can have dire effects. Thus, they may NOT be resisted and their DUR will always be permanent unless dispelled.

These Bonds may that the form of a “Geis”, “Blood Bond”, “Bonds of Hospitality”, “Bond of Homage & Fealty”, or “Oath of Good Faith”. This list is representative, not exhaustive. If the GM comes up with additional types of Bonds he wishes to include in his game, he will need to make copies of the particulars and provide them to those players running practitioners of magick in his game if they are schooled in casting this dweomer.

A “Geis” embodies a personal taboo, a practice or mode of behavior in which the recipient is forbidden to engage. It can take any number of different forms. At low POT it should be narrow enough to be worked around if the recipient takes some care, but not so narrow it can be completely ignored (GM’s discretion). A geis may forbid the character to eat in the presence of others of the same sex, those of the opposite sex, or with any company at all. He might not be allowed to wear the hide/fur, hair, feather, claw, or bone taken from any beast; or wear cloth made from spinning animal and vegetable fibers together, no “ersatz” materials, or articles of clothing of different fibers, either all must be vegetable fiber or all animal fibers. For another geis he might not eat fruits, or vegetables, or any plant matter at all, or the flesh of cloven-hoofed animals, or any seafood that doesn’t have both fins and scales, or the flesh of any living creature at all; might not partake of alcohol of any kind, nor cheeses, nor fungus of any kind, nor any other product of rot; be forbidden to speak to the opposite sex; speak to those of the same sex, or not speak at all; might not touch the opposite sex, or those of the same sex, or others at all – at high levels of POT not even with gloves. He might not allow others to see his feet, not even if wearing shoes/boots; may not touch riches of the earth (gold, silver, gems), perhaps not even with gloves; may not be alone with one of the same sex, one of the opposite sex; may not show his face to those of the same sex, or opposite sex, or to any other at all, perhaps not even look upon his own countenance in a mirror at high POT; may not touch rodents or any kind, not even with, clothing/gloves, or alternately horses, or dogs, or cats, or birds, or perhaps any animal at all, especially not to ride upon one with a saddle. The variations are endless. The higher the POT, the broader, more general and more difficult to avoid the restriction should be.

The vigilant observation of one’s geasa is believed to bring power. Indeed, accepting a geis is a common price exacted for the rendering of magickal aid by the more powerful among practitioners, or for divine gifts or intervention.

Violating the Geis will produce a definite and immediate effect. Dishonor of some sort is common, but the repercussions are commonly physical, as well. Whatever gift was accepted in return for taking on the geis will be rescinded. The greater the POT, the greater the debility. Usually weakness, or loss of strength AND energy based on the POT of the Geis, multiplied by the number of times the character has violated it in duration, each time longer. It could inflict boils, a great stench, eczema and shingles, or the like as well if the character persists in breaking the geis. At very high POT, a violation should in fact cripple the character, and death be the result of multiple offenses against it.

The “Blood Bond” is the magickal embodiment of a very ancient bonding in brotherhood. It is entered as a special honor, in recognition for great qualities of spirit, for extraordinary heroism and service, and signifies the joining of one who would otherwise be counted as an outsider with the family of another, making him a “Blood brother”. It is most commonly sealed with a ritual cut on the brothers’ hands and the clasping of those hands together so the blood of both mingles, making of them “Blood Brothers”. This is a shamanistic binding most commonly found among elite warrior clans or societies in cultures with strong Bronze Age roots. By its very nature, it was created for and is usually only performed for Warrior war bands or among the members of warrior-based societies.

On a very basic and primal level, those bound together as Blood Brothers will feel one another’s emotions when they are high. They will know when one of their Brother has been attacked or faces some mortal danger, and feel some of his pain if he be wounded, feel his passion when it is raised, and his exultation in victory, the high points of emotions both positive and negative. This Bond will also act as a “Compulsion of Truth” of equal POT to prevent any lies being told between the Bonded pair. There is little if any real privacy between those bound in Blood. A man will always know when his Blood Brother dies, and will feel where and know how the death blow fell.

The scar from the ritual wound made in sealing this bond never quite fades so long as the Blood Brother lives, and when reunited after any great distance or period of time has passed, the scar will be suffused with blood again, turning an angry crimson that will slowly fade with the passing of moments afterwards. The scar resulting from the mingling of blood that seals this Bond cannot be covered by cosmetics no matter how clever or subtle the artist. It may only be covered or disguised by magick, and then only that of greater POT than the POT of the Blood Bond it marks.

The casting of the “Bonds of Hospitality” may be sealed with one of a few different gestures, or with all of them; the Chalice of Peace may be offered on first entering the courtyard, on the steps or threshold of the hall or upon first entering the hall, to Break Bread with the host and/or hostess at table, or to take Bread & Salt and eat them on the threshold or on first arriving in the courtyard.

The gestures sealing the Bond of Hospitality must be performed by the acknowledged head of the bloodline ruling/owning the house, regardless of whether male or female. If the head(s) of the household are not present to do so, any member of the blood of the head of household will suffice for this purpose, the caster may still invoke the Bond.

The laws of Hospitality are some of the most ancient in society in the period of the game. In performing any and especially all of the above named acts by which the Bond can be can be magickally sealed, acceptance of the obligations of that ancient law is implicit. These ancient laws protect the host from being harmed physically or even from being impugned verbally by any guest under his roof, and in return they protect the guests from the host and from other guests staying under his roof from being subjected to physical harm, or from being impugned verbally by either host or other guests.

In order for anyone laboring under the effects of Hospitality to speak cross words or cast aspersions on the host his kin or even staff, or any other guest or his retainers or servants – all protected by the Hospitality Bond of the household – a successful HRT check on d100 must be made vs. the [POT) + (caster’s HRT att. mod.)].

The dweomer will restrain those under its power from acts of violence, from lifting a hand, much less a weapon, to inflict hurt, much less actually shed the blood of the host, his kin or staff, or any other guest also protected by the Hospitality. A Contested STR Roll may be pursued by one who has submitted to the Hospitality Bond, if he insists on attempting physical aggression, each roll taking a full action in tactical time to accomplish, and costing the aggressive party contesting the Bond (POT) points of Wind.

Success will break the Bond, but for ALL parties equally. Failure will bar the aggressor from testing the strength of the Bond again while he remains under the host’s roof.

The POT of the Hospitality will oppose any and all offensive Aers, reducing the POT of any Aer uttered by any Fili or Bard who has accepted the hospitality of the house, so it will do less damage.

The“Bond of Homage & Fealty” seals the bargain embodied in the pair of oaths whereby a man takes a gift of land from a lord and becomes his vassal, creating the feudal relationship. When a Freeman shall do Fealty to his Lord of whom he holds in Chief, he shall place his right hand upon a holy book, and shall say thus,

 

“Hear you, my Lord [A.], that I, [B.], shall be to you both faithful and true, and shall owe my Fidelity unto you, for the Land that I hold of you, and lawfully shall do such Customs and Services, as my Duty is to you, at the times assigned. So help me [Eternal Light and all sainted spirits within It].”

 

The Bond carries with it the obligation to help defend the lord and those of his blood, his property, lands and chattels, and for the lord to lend the vassal similar military aid in time of need. On the strength of this oath, neither party can raise a hand against the other with malicious intent. When the lord is the aggressor in battle, the vassal has no obligation to accompany him into battle unless the cause is just and lawful, but most commonly battle is undertaken for the profit to be made and the favor that results and the largesse to be reaped from the lord afterwards. The Oath of Homage and Fealty also obligates the lord to use his influence on behalf of his vassals when he can be of benefit to him in return for service to him in the social arena, and for the vassal to defend his lord’s name and reputation, even upon his own body.

In order for either party to speak ill of or cause harm by speech to the other to whom he is bound by oath a successful HRT check on d100 must be made vs. the [POT) + (caster’s HRT att. mod.)].

The dweomer restrains those under its power from acts of violence, from lifting a hand, much less a weapon, to inflict hurt, much less actually shed the blood of the host, his kin or staff, or any other guest also protected by the Hospitality. A Contested STR Roll may be pursued by one who has submitted to the Hospitality Bond, if he insists on attempting physical aggression, each roll taking a full Action in tactical time to accomplish.

Success breaks the Bond, but for ALL parties equally. Failure bars the aggressor from testing the strength of the Bond again while he remains under the host’s roof.

Every common merchant’s transaction, regardless of the particulars, is traditionally concluded with an exchange of “Oaths of Good Faith” between the principals in the period of the game. When enforced by dweomer, the Oaths are sealed by Pledging a Penny of Good Faith either on the steps of a church or before its altar. The power of the magick insures that both parties deal in good faith to honor the details of their agreement, whether a sales contract or a labor contract, but generally some form of contract governing the details of a mercantile exchange of some sort, whether money for goods or goods for goods or money for labor, or some combination of these. When bad faith, duplicity, or perfidy on the part of any party is revealed, the dweomer holds them accountable to make redress.

Only a successful Contested HRT Roll vs. [POT) + (caster’s HRT att. mod.)] can break the compulsion to right any wrongs done.

A marriage ceremony embodies an “Oath of Good Faith” which can be enforced by dweomer, as it does in fact involve an exchange of goods, but the dweomer carries with it compulsions better described by the “Bonds of Hospitality”, previously.

The dweomer enforcing an “Oath of Good Faith” sworn before a court by a witness about to give testimony, for example, acts as a “Compulsion of Truth” of equal POT, as the magick holds the witness to his Oath to tell the truth.

To enter into any Concordance with an original intent to lie and deceive, a successful Contested HRT Roll vs. [POT) + (caster’s HRT att. mod.)] must be made upon the loosing of the dweomer, when the oaths are sworn. When using the optional DUR rules, the caster that is maintaining the dweomer at his pleasure can feel it break when the Contested HRT roll is made successfully. He knows whether the Concordance remains intact or not, even to the moment that it breaks.

If the “Charm of Common, Noble & Sovereign Binding” is not already in the practitioner’s repertoire, as well, the “Bonds of Concordance” skill provides the practitioner with a bridge to it, 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.

This dweomer may not be resisted.

 

Bottomless Pit/Puddle

Art: Naming

Ruling Planet: Pluto

Sphere: Common

The “Bottomless Pit/Puddle” charm transforms any pre-existing ditching, wet or dry, canal, well, pool, pit, puddle, cup or even bowl, however shallow or deep, or any other depression or hole in the world, deepening it to the point where it is considered nothing more than a bottomless void. The same can be done with any puddle or other sheet or pool of water, even a “Tar Puddle” so that it becomes a Bottomless Puddle or Pool, including any “Quagmire” the practitioner has already created (unless the Bottomless charm is bundled with the original casting), the edges puddle, sheet or pool or the limits of the AoE defining the sheer walls of the pit into which the charm transforms the Puddle, et al. A “Bottomless Tar Puddle” takes on the properties of a “Quagmire” in addition, sucking the victim slowly down into it until it is swallowed and suffocates, carried down and down and down, its remains never to be found.

Any object, creature or being thrown or falling into the Bottomless hole or pit falls at normal speed (up to terminal velocity) until they are lost in the darkness and no sound heard from them any longer, unless there is some liquid filling it down through which they gradually sink (subject to Swimmers skill, GM’s discretion). There is no sound of impact because there never is one, except perhaps for grazing or bouncing off one side.

IF the Pit or Puddle is big enough to take the whole diameter of a given wheel and the wagon it is mounted on is moving fast enough, a cart or wagon can easily lose a wheel and/or break an axle, the speed of the vehicle in mph multiplied by the degree to which it is loaded (1/4 = 1.25, 1/2 = 1.5, 3/4 = 1.75, full = 2) providing the DV for the drover’s skill in mitigating the accident. Depending on the speed one is running, one can break a leg falling into a Bottomless Puddle, taken completely by Surprise finding that it is not just as shallow as all the rest of the puddles around it.

IF the Puddle is large enough and the intrepid adventurers simply decide it is easier to tramp right across, the encounter should be handled as a Pit Trap, as described in the GM’s Toolbox; marching order must be established, single file, double rank, etc, and the first to step into it are guaranteed to be Surprised.

At the first step into the Bottomless Tar or Quagmire, the victim immediately sinks [(modified STA) + (POT)] ÷ 4 inches. Only a successful STR check vs. the POT of the charm can free him. Failing that check, he sinks the same amount again every action/CS until he either breaks or pulls himself free or he sinks beneath the surface.

Every 10% of the character’s height he sinks into the Bottomless Tar or Quagmire is added Progressively to the DV for the STR check to free him from its grip.

If a victim sinks to a depth equal to 1/4 his height (knee-deep) or greater, he must have a rope, a pole, an over-hanging branch, a helpful compatriot or some such to help pull him free. He is unable to do so without such aid.

There is NO limit to how deep the victim(s) can sink into these, should others seek to follow and retrieve them after they have sunk beneath the surface (unlikely, as a Contested STR roll must be won vs. the dweomer before the rescuer can get free himself, much less pulling the victim up with him).

The object of the charm retains this Bottomless property only for the DUR, after which it returns to normal. In the case of a Quagmire, the victim becomes buried alive. If he has not already suffocated in its depths, he surely will soon enough when he finds himself encased in earth or worse. Those ditches, canals, pools, or vessels that are filled with a liquid, remain filled with that liquid as they stretch down into infinity under the influence of the charm. To be affected, a puddle may consist of any liquid substance whatsoever, so long as it is mundane in nature. The same restriction applies to cups and vessels. The opening of the hold of a cargo ship could be transformed in the same manner.

Anything falling into a pit, puddle, or vessel charmed to be bottomless is utterly lost to the world, unless one has sufficient previous personal experience with it (or some means of bypassing this restriction by means of Resonance) and the skill/knowledge to conjure it forth again.

This charm cannot be resisted.

 

Burden Charm (Carefree Burden, Wearisome Burden)

Art: Enchantment, Sorcery, Naming

Ruling Planet: Saturn

Sphere: Common

This charm is only to be included in those games for which the GM is making use of the ENC rules and the CND Action Allowance to track the loads carried and character energy levels through each game day (GM’s discretion), or at least those days in which those aspects have an influence that is pertinent to other events or tasks undertaken in a given day.

The Burden Charm affects the manner in which the recipient feels in regards to any weighty – or even not-so-weighty – loads he assays to carry (Sorcery, Naming), OR how much of a load any given object treated to the charm (Enchantment) is perceived to be, either for the better (Carefree Burden) or worse (Wearisome Burden).

The “Carefree Burden” aspect eases any load carried by the recipient, puts a spring into his step and song in his heart, enabling him to bear any load with a grin. In effect, the charm kicks the rate of Actions from the CND Allowance paid for the load carried down one category per point of POT, when reaches the 1/4 rate, it starts multiplying the intervals at which that lowest rate is levied. AV penalties due to being Encumbered are levied as appropriate, BUT are reduced by (POT), while never being reduced below one (1).

The “Wearisome Burden aspect causes the victim to feel weighted down, his limbs to feel leaden and any object or load carried to drag him down, every pound feeling like a ton. In effect, the charm kicks the rate of Actions from the CND Allowance paid for the load carried up one category per point of POT. When it reaches the Extreme rate, the remaining POT is added to the number of Actions paid and the intervals at which that rate is levied are divided down, so the target loses CND Allowance VERY quickly. AV penalties due to being Encumbered are levied as appropriate, except that they are increased by (POT) as well.

This charm has NO power to alter the amount of weight a character can carry, according to his ENC Allowance, ONLY to change how carrying what he may feels to him and how it affects his reserves of energy during and after, according to the CND Action Allowance rules, normally. Where actually increasing the load can inflict damage, this just tires the target out or eases his way so he doesn’t notice he is encumbered – i.e. it won’t change or reduce the rate at which actions are spent from the target’s CND Allowance, BUT it can eliminate any AV penalty up to (POT) levied due to ENC the target may be laboring under.

It can have an even greater impact upon characters in play when combined with the Beast of Burden charm.

This charm can be resisted normally.

 

Cache, Dweomer Cache, Power Cache

Art: Naming

Ruling Planet: Neptune

Sphere: Common

A Cache magick creates a place to store something. There are a number of types of Caches, some for storing living spirits of various kinds from the Spirit Spheres, or “Spirit Cache”, and others for storing magickal energies (Power Cache) or even completed works of magick (Dweomer Cache).

The most common of the Caches are concerned with the storage of magickal forces as a hedge against sudden need, perhaps a bit of insurance to have on hand when the need for magick or mana is immediate and dire. These are known as the “Power Cache” and the “Dweomer Cache”.

A “Power Cache” may be created solely through the Art of Naming, and is specifically designed to contain raw mana. It is the means whereby a Touchstone can be created. The Power Cache may contain a number of points of POT in raw mana, either transferred from some mortal source as released from some mortal event, from the practitioner’s personal internal reserve, or by the same process by which mana is gathered prior to the casting of a dweomer, equal to its own POT in number, for the DUR. The Power Cache may be tapped and refilled again no more than (POT) times within its DUR. If the optional rules for DUR are in play, the Power Cache may be reused indefinitely, so long as the caster maintains it.

A “Dweomer Cache” may be created solely through the Art of Naming, and is specifically designed to contain completed works of magick, which emerge when called forth as complete and active dweomers. A “Dweomer Cache” may hold up to (POT of Cache) dweomers, each of no more than (POT of Cache) in POT themselves. The Dweomer Cache may be tapped and refilled again no more than (POT) times within its DUR. If the optional rules for DUR are being used, the Dweomer Cache may be reused indefinitely, so long as the caster maintains it. Any and all dweomers still within a Power Cache upon the expiration of the DUR will be simultaneously loosed in random directions (GM’s discretion).

The “Dweomer Cache”/“Power Cache” skill provides the practitioner with a bridge to the “Spirit Cache” and also the “Common Cache” magick, as follows, giving him the means and background to research them and develop a treatise on each and learn them by virtue of his own studies and practice.

This charm cannot be resisted.

 

Common Caloric Charm

Art: Enchantment, Naming

Ruling Planet: Saturn

Sphere: Common

The “Common Caloric Charm” is an intensification of the Temperate Charm, whose effects are defined and concerned primarily with the manipulation of individual points of elemental frostbite or fire damage, up to the maximum that the POT of any casting allows. It can be expressed by the “Fire Hand” and “Frost Hand” or the “Flame Brand” and “Frost Brand” skills, as well as the “Firewalk” and Frostwalk” skills.

The “Fire Hand” charm can be used to surround one of the caster’s hands (Sorcery, Naming) or the object designated (Enchantment) with a pale, slightly ruddy nimbus smoldering with waves of heat haze rising upwards with which he can deliver a touch of searing elemental heat to the creatures or beings he touches, causing a wound with POT of up to (magickal damage) in the same manner as the POT of a physical blow, as described in the rules for combat.

The caster need not make the charm as hot as he is capable in terms of the damage inflicted, but can vary it from only one (1) point up to that maximum. It depends on his purpose in using it. If all he wants to do is make a point, a point or two of damage only raises blisters on the victim when bare flesh is touched, more than this chars the flesh.

The Hand may be used up to (POT) times if tied off. If the optional DUR rules are in play, it may be used as many times as desired so long as it is held “at the caster’s pleasure”. The restrictions surrounding the use of Touch magicks are discussed in detail under the heading of “Range” in the rules for magick use, “Magick in Play”.

The (magickal damage) POT of the blow inflicted is deducted directly and only from the DR of any armor worn until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the Fire Hand’s damage is spent in burning through a single layer of normal clothing, charring through them where touched, the balance inflicting wounds on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of heat damage or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The Hand can alternately be used to Brand a target with a slave mark or a thieves’ mark, a liar’s mark, a brand of shame or more specifically loss of all honor (depending on the presence of such marks in the culture to which the practitioner belongs or is adventuring), but this must be inflicted via a wound of only 2-3 in POT. Less than this and the mark heals back without sufficient scarring to make the mark visible/noticeable, more and the scarring is so extensive as to obscure the mark.

As mentioned, the dweomer can be wrapped around an object to keep anyone from touching it, and the heat of the dweomer provides a tell-tale warning.

In this capacity it is referred to as a “Flame Brand” and also commonly used to treat a weapon, to add the (magickal damage) to the POT of the blows struck with it. Additional POT added to a blow by means of this charm is disposed of ONLY in the manner described here, however, NOT in the same manner as a weapon’s POT, which is derived from the application of a physical force.

Where used as a defense, especially for objects (Enchantment, Naming), the charm can be tuned to allow those he designates at the time of the casting to be allowed to touch it without harm, to allow most to touch, to bar only a few by burning heat or searing frost, or to filter out most and allow only a few to touch it unscathed. This raises the DV for the casting in a Progressive manner, per exception, as discussed in more detail in the “Magick Notes” at the head of this Compendium, under the heading “Fine-Tuning a Magick”.

In the same vein but opposite manner, the practitioner may fine-tune it so the charm allows all to touch the object except those it is tuned to react to. This also affects the DV to cast as a Progressive modifier.

Frost Hand” and “Frost Brand” are the polar opposites of the Fire versions already described. They manifest as a pale, subtly sparkling nimbus of pale silvery white that acts and is applied in the same manner as the Fire Hand, only it radiates a prickly chill and delivers a touch of searing elemental frost bite damage, the same amount described for the “Fire Hand”, “-Brand”.

The amount of damage that lies in the touch of the Hand determines how far away the heat or chill radiating from it can be felt, in accordance with the table provided in “The GM’s Toolbox”. The radiant temperature is certainly sufficient to provide warning to those that stand in danger of suffering from it. Because its nature as a threat is easily discerned by foes in the vicinity, especially when he reaches out to touch them with it, the bearer of the charm must make a successful CRD check on d100 “to hit” vs. the target’s chosen defense in order to succeeded in touching his target, immediately shifting the game into tactical play if it was not already.

This charm can also be cast in such a manner as to create a “Veil of Frost” or “Circle of Frost”, or “-of Blistering Heat”. For these uses, the sum of the Size in length or height of the Veil provides the Size that sets the minimum POT for the casting (whichever is greater). The radius of the AoE enclosed in the Circle also sets the minimum POT. The Veil can be tuned to the practitioner’s needs, to allow most to pass, to bar only a few by burning heat or searing frost, or to filter out most and allow only a few to pass unscathed, the basis on which it protects conforming to the guidelines found under the heading “Fine-tuning a Magick”, in the same manner as the Enchantment described above, the same impact on the casting DV.

In the same manner as any other charm that has the potential for harming a foe or the otherwise unwary, the range of temperature that can be generated with this charm can be varied up to (magickal damage). The caster can determine how hot or cold by individual points of damage, down to one. The points of damage indicate how hot or cold the effects of the charm can be, with the number of points of damage defining the temperature on the table in “The GM’s Toolbox”, and how far away the effects of the cold or heat can be felt.

The intensity of the temperature inflicted determines how far away the cold or heat may be felt and at what distance any damage to be dealt may be inflicted on those adjacent, any damage being suffered by the target being reduced by one (1) point per foot by which those in the vicinity are removed from the target object, creature or being, or AoE.

When a weapon bearing a Brand charm is on the field, the amount it adds to the POT of blows is also radiant and inflicts wounds on all those in the vicinity. The POT of wounds inflicted on those nearby is reduced by the number of feet they are removed from the location of the Brand, unless they are protected by a “Wizard’s Ægis” of equal or greater from the caster of the Brand, or guarded by the protective aspect of a “Caloric Charm” of equal or greater POT. Only the bearer of the Brand remains unaffected by it.

When such a weapon becomes embedded in a foe by a Thrust or Piercing attack (where those optional rules are in play, as applicable), that foe continues to take wounds of (magickal damage) POT at the end of every CS, and all those around him as described, as well, until it is removed and sent/thrown far enough away to no longer inflict those wounds.

Fire Walk and Frost Walk are Caloric Charms tuned to protect against either fire or frost, dampening the damage inflicted by any Frost- or Fire-based magick brought into contact with the object, creature or being bearing the charm by up to (magickal damage) points, as designated by the caster. Any temperatures short of those that directly inflict immediate fire or frost damage are considered blocked completely, preventing any occurrence of hypothermia or heat prostration or stroke. In the same vein, cast as an AoE charm, the damage inflicted by any and all frost- or fire-based magicks manifesting within the AoE can be suppressed by (magickal damage) points the protecting charm is rated for.

IF the practitioner does not already have it in his repertoire, the Common Caloric Charm provides him with the key to unlock the secrets of focusing this dweomer further by his own efforts and research, the means and background providing a bridge to the Noble SphereNoble Caloric Charm”, enabling him to develop and put together a treatise on it sufficient for him to learn it and add it to his repertoire.

 

Candle in the Window

Art: Enchantment, Naming, Glamourie

Ruling Planet: Moon

Sphere: Common

Making use of any candle, oil lamp, torch, flambeaux, or any similar light source of the caster’s choice and lighting it upon the successful loosing of the dweomer, the practitioner then places the object on which the charm is fixed in an exterior window of any given building (regardless of its size or materials of which it is constructed). This makes of the “Candle” a beacon to guide travellers, after the old practice of leaving a candle burning in the window after dark so those seeking the house can find their way. This magick is commonly used to allow others to find the caster or the location he has marked with the “Candle” when he is expecting visitors, or to enable the caster himself to find his own way home or back to camp again when he ventures out in trackless terrain.

The Candle charm may be tuned so as to appear only to members of a whole particular species or race of creature or being, those who practice one or more particular trades, those who bear a particular badge or coat of arms or to specific individuals, or those who bear the blood of a particular family, but he must be sufficiently familiar with the basis for any such stipulations through previous personal experience, and each such element beyond the first to which it is specifically tuned to respond raises the casting DV on a Progressive basis.

This charm is specifically intended for use at night, and shows in the dark for a distance of [(caster’s MGA) + (POT)] miles, regardless of terrain. The “Candle” can be seen in the midst of any storm, for the full distance regardless of whether night or day, though a flash of lightning can wash the Candle’s light out completely for a few moments now and then. The light of the “Candle” may not be seen under the direct light of day except perhaps for the same distance in yards, or under heavily overcast conditions or stormy conditions at half the full night-time distance.

A “Candle” charm lit in a location that is very dark by nature, such as a forest so thick it creates twilight conditions naturally, can shine for the full nighttime distance in the midst of the day, or up to the outer limit or edge of such a setting, whichever distance is shorter.

The “Candle” guides those in sight of it only along the true direction, in a straight line to the location marked by it as the bird flies, in the manner of a “Charm of Direction”, regardless of terrain or vegetation or any topographical barriers that may lay between the traveller and the site of the “Candle”. The travellers must find their own path to it, using the “Candle” only as a point of reference towards which they must return as often as the topographical obstacles they encounter allow.

The dweomer itself sustains the light of the common mortal light source used as the basis and focus as the magick so that it burns until its DUR expires, regardless of what the DUR parameters are. Like any other magickal flame, the “Candle” may not be extinguished by being blown out, not even by a magickally generated wind, nor snuffed or smothered by any mundane means.

As with any magickal flame, fresh milk of which (POT) drops are allowed to drip on the “Candle” can douse the flame and break the magick. The “Snuffing” aspect of the “Enchant Fire” magick can oppose it and may be used as a counter-magick, as may any dweomer such as “Cloak/Pool/Veil of Darkness” or the like used to shroud the “Candle” in elemental Darkness.

This dweomer may not be resisted.

The “Candle in the Window” skill provides the practitioner with a bridge to the “Conjure Guiding Star” 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.

 

Cat’s Tongue

Art: Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

As implied by the old phrase “Cat got your tongue?”, this charm removes the target’s faculty of speech. As the dweomer takes hold, the jaws of those who do not successfully resist pop open, gaping wide to release a mouthful of thin silvery ectoplasm, the embodiment of that part of their spirit and body representing the power of speech. This is drawn by the dweomer to the waiting caster, who must have some sort of bag, box, bottle, or other container which can be closed and secured by clasp, catch, stopper, string-tie, etc. into which to herd the little streams of ectoplasm from all those affected. The victims’ speech returns to them automatically at the expiration of the charm, the container in which they are kept being opened by the dweomer at it passing. If the casting is held at the practitioner’s pleasure according to the optional rules for DUR, the same will occur when he finally allows the dweomer to expire.

IF the container cannot be secured closed, the wisps of ectoplasm can find their way free, wandering aimlessly, to become lost. Finding them again afterwards would be problematic, at best. The expiration of the DUR under such circumstances cannot return the power of speech to the victims under these circumstances.

The voices of those affected stay in their little prison for the DUR regardless of what the DUR parameters are, so long as they remained securely contained, whispers softly emanating from time to time, and the words the victims wish to speak or shout out sometimes audible, if greatly muffled, to those who are located within arm’s length of the container. For any sort of mundane folk not commonly exposed to magick to encounter such an object and experience the voices trapped within is traumatic and horrific, at the least. A special encounter reaction would be called for to indicate the resulting state of mind. Some sort of confrontation with the owner of the vessel (practitioner) is likely in most instances where the reaction is negative.

At the conclusion or expiration of the DUR, the closure opens and the voices are released. IF within (victim’s CHM) yards of the original owner of the voice on being released, it will find its way back to where it belongs. At the discretion of the caster, the container may be opened and only those voices desired then extracted for release or instructed to return to their owners.

This charm may be resisted normally.

 

Caustic Spittle

Art: Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

Caustic Spittle” fills the mouth of the bearer of the charm with a seething potion of caustic acids to be spat forth at foes, to soak them down and inflict a blow of (magickal damage) in POT upon them, on contact. When it strikes a foe, it sticks and burns, then continues to burn and inflict additional blows at the end of every CS following, always half the POT of that inflicted the CS before, until it is exhausted. Clothing burns away at the rate of one point per layer. Armor provides protection normally, according to its DR.

This continues apace unless and until some means can be found of washing the Spittle off. Wiping it off, regardless of the means used, is NOT sufficient.

The Spittle may be held in the mouth for up to DUR (if tied off, normally), or the dweomer replenishes the burning fluid to allow the bearer to spit his fury out upon his foes (POT) times, if it is held at the caster’s pleasure. The bearer may spit the Fire at any one foe within RNG, arcing overhead in the same manner as an arrow, with the same speed and accuracy. The first use (if maintained at pleasure) or the only use is allowed the bearer of the charm with no need to roll “to hit”. For any subsequent uses, rolls “to hit” are required.

IF the bearer of the charm’s mouth can be sealed and he forced to swallow the Spittle, he must suffer the damage it contains himself, from the inside.

IF a practitioner has both the “Caustic Spittle” and “Spitting Naja” charms in his portfolio of skills, the attributes of both can be combined to create a “Caustic Venom” dweomer. This inflicts blows of (magickal damage) in POT as well as inflicting harm to the CND score, the latter aspect manifesting as soon as the first wound is taken from is acid aspect.

This charm cannot be resisted, but a successful P-RES check can reduce the effective POT of the venom by (CND att. mod.).

 

Charm of Common Binding

OR

Charm of Common Unbinding

Art: Enchantment, Sorcery, Naming

Ruling Planet: Uranus (Unbind/Key), Saturn (Bind/Lock)

Sphere: Common

The simplest and most commonly used aspects of the Charms of Binding and Unbinding are represented by the suite of skills made up of the “Tie” and “Untie”, “Knot”, “Stitch” and “Ravel/Fray” aspects. These are all most commonly cast as Enchantments, unless the caster should have some greater purpose in casting them as Naming magicks. For their utility in swiftly changing the circumstances of those to whom they are applied, they are commonly cast as High Magick (cantrips) in tactical situations.

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 SL in that trade is added his AV for this task.

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 will require 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 binding skills normally cast by Enchantment also includes the “Close Portal”, “Bar Portal”, “Thief’s Bane” or “Seal Portal” aspects and the suite of 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, will be placed gently upon the horizontal surface closest to the object to which it belongs (floor, shelf, table, etc.).

The final act of the Common (spell) or Low (ritual) Magick castings of this dweomer involves 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 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 will add (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 “Thief’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 will lend strength to it, and if it does, it will strengthen 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 will require a successful [(modified) STA + (STR att. mod.)] check on d100 vs. [(POT) + (caster’s HRT and MGA att. mod’s)] 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.

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 “Sovereign 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 entirely subject to the will of the caster, overriding the victim’s will in regards to its use for the DUR.

The victim’s muscles may be made to fall lax or contract spasmodically, like the “Clutch” and “Drop” effects described as follows, and the “Rigor Mortis”, “Death Grip” and “Palsey Hex” effects that also follow. He may be ordered to be hungry, thirsty, to fall asleep, to lock him in sleep if he already slumbers, etc., to stimulate any metabolic process and bodily function, to make him titter foolishly or guffaw, to cry, to hiccough, to wet himself, sneeze, belch, vent flatulence or even void his bowels, 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 “Inhibit Flexibility, Bind Range of Motion, or “Stiffen Body” 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.

The opposite application of the “Stiffen Body” principle, referred to as the “Contortionist Charm”, “Hyper-flexibility” or “Limber Charm”, 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 Arist 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.

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.

Each of the effects such as “Flinch”, “Sneeze”, “Hiccough”, “Belch”, “Weep”, “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.

The “Common Binding” 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.

 

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.

 

Charm of Common Shaping

Art: Naming

Ruling Planet: Venus

Sphere: Common

This charm can be used either to replicate existing shapes or craft new ones, according to the skills the caster has in that field, either for tools or furnishings or decoration, or decorative renderings of useful items. Recreating the shape of any object already at hand, making a copy of it out of the materials at hand (the density or hardness of the material subject to the limitations of the caster’s LoA with this skill) is easiest. The caster must place a hand on the materials and the object at the loosing of the dweomer to make an exact replica. The size of the replica matters not, it can be produced in whatever size or scale the caster wishes, provided he has sufficient materials to work with.

Recreating the shape of an object with which the caster is familiar through previous personal experience, especially when it is a tool used in the pursuit of a trade for which he is trained and skilled, presents no challenge, only the density or hardness of the material shaped matters.

Creating an object that is wholly new, beyond the caster’s scope of experience, even from a drawing or pattern supplied by one who has the necessary skills to create such a pattern for the caster to follow, requires a (CRD + MGA) check on d100 after the dweomer has been determined to have been successfully cast, vs. a DV to be evaluated by the GM based on the complexity of the shape. The DV for the caster to successfully create the object in question will be the same as that required for any mundane Craftsman to make that same object, as described in the GM’s Notes of the Craftsman trade description.

If it is embellished in any way, the DV for that design is added to that base DV, as discussed in the GM’s Notes of the Artisan trade description.

Without such a pattern or plan drawn up by one who is skilled in such things, the caster must either be skilled as a craftsman able to make the sorts of object(s) desired (and an Artisan as well, if the results are to be decorative in shape or embellished in any sort of decorative manner).

On his own, without his own experience of the item’s shape to aid him or an original to copy or a plan or design to follow, nor the skill to shape the item desired by mundane skill, the caster is restricted to only the most rudimentary forms (GM’s discretion).

Once the shape has been rendered by the dweomer, it passes away, its work completed. After the shape has been executed, the only limitation on its permanence lies in the ability of the material to retain it. So long as the caster confines himself in general to the types of materials commonly worked by mundane craftsmen, such as bone, ivory, wood, stone, glass, etc., which are well able to retain the shape they are given when wrought, the shape remains permanently until wrought over again either by hand or another shaping charm, or through normal wear and tear.

Shaping only works on dead, inanimate matter, shaping softer materials like ice and snow, soft woods, bone, ivory and amber (GM’s discretion), and/or soft minerals such as sedimentary stone such as limestones, shale, talc, gypsum and soapstone (GM’s discretion).

Any material shaped that cannot support itself must collapse into a formless heap once the Shaping passes away, especially loose aggregates like sand, pebbles or soil, sawdust, autumn leaves, or anything of a similar nature, unless it is first Bound together into a single object.

The Size of the object(s) created are only limited by the amount of the material the caster has at hand to Shape, unless the Shaping is bundled with a Conjuration of Augmentation to provide more material to fulfill his needs (GM’s discretion).

The “Common Shaping” skill provides the practitioner with a bridge to the “Noble Shaping” charm to follow, 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.

 

Druids & Witches

The incarnation of this magick wielded by practitioners of the Druid and Witch trades can also be used to “Shape” living plants, after the fashion of a topiary, as well as grasses and underbrush. This is commonly bundled with a “Quickening Charm” to make a pleasing shape when the plant reaches its full growth.

Those practitioners who are members of the Druid (any) or Witch trades and aligned with Water by birth may also “Shape Fog, –Steam or –Mist”, or “Shape Water” outright, but shaped water cannot endure for any appreciable length of time unless the water is first “Bound” before it is “Shaped”, or for which the “Shaping” is bundled in the casting with the “Binding”, in the same manner that any other aggregate substance which normally would not be able to retain the results of a “Shaping”.

Fog, mist and steam can be shaped without a Binding, but they can have no physical substance, only be used by means of the Shaping to create images that, once physically disturbed by contact with some creature being or object more substantial than they, immediately dissipate and are lost.

In these cases the Shape lasts for either the DUR of the “Binding” or that of the “Shaping”, whichever expires first.

Those practitioners aligned with Fire may also “Shape Fire”, however the fire so “Shaped” may not be separated from the fuel which feeds it. Alternately, the caster may Shape burning cinders and coals along with the fire or instead of the fire, provided they have first been “Bound”, the mass being considered as one object. The burning fuel so shaped continues to burn only so long as it can sustain the flames, normally, after which time they must collapse into ashes.

For those practitioners aligned with the element of Earth by birth, the “Charm of Shaping” also includes the “Shape Earth” aspect. Earth, insofar as it is an aggregate of soil, stones, pebbles, rotting vegetation and debris, can be shaped into objects as previously discussed, but only after being “Bound” so it does not collapse again as soon as the force behind the “Shaping” dissipates. The “Shape Earth” aspect has a much broader scope of effect than shaping individual objects, however, consisting also of the “Earthmover” and“Excavate”aspects which can be used interchangeably and in tandem to create a number of effects for use in re-Shaping the local topography, to make (post)holes, niches, recesses, pits, shafts, wells, ventilation shafts, ditching, hills or “tors”, etc. (as needed or desired), as follows.

Earth Mover” aspect can take the form of the “Raise Tor”, “– Mound”, “– Hill” or “Rampart” charms.

The “Raise Tor”,“Mound” or “Hill” raises a mound or tor, a hill of some shape, so long as it fits in the AoE, as if the ground were being locally inflated. The tor or hill raised might be used as the motte supporting the keep for a motte-and-bailey castle, the fortifications being raised out of wood were time of the essence.

The dweomer may raise one mound or hill at a time, or up to POT of them might be raised by a single casting if they all fit within the AoE, but together they may total no more than (POT) feet in height. The actual shape of the tor might be a crescent, an oval, a lozenge like a football when viewed from above, it need not necessarily be a true circle, although the caster is free to choose that shape.

The Mound or Tor aspect may also be used to raise the earth to cover a structure such as a cairn, cyst or passage tomb, the depth of the earth to cover the structure dictating how large the caster must raise the mound.

The “Rampart” aspect is an adaptation of the “Mound” aspect, raising an earthwork defensive ridge up to the same (POT) feet in height and as wide as the AoE chosen by the caster. The purpose of the Rampart is to provide cover, but also to grant the defender the high ground and by its steep sides eliminate the chance of a charge breaching a living line of defense. The crest of the earthen Rampart may be as narrow as a single foot or as wide as (POT) feet, the sides sloping down to the surrounding ground at an angle somewhere between 30° and 45° (player’s discretion). Despite the use of an AoE to define part of the Rampart’s characteristics, it is not in and of itself limited to an AoE. It is a linear defense, like a Wall, and may run in a line following the course of the caster’s choosing for up to RNG, the crest remaining consistent at the height chosen by the caster above and parallel to the topographical elevations as the countryside on which it was raised undulates. The Rampart so created can run right up to any barrier the dweomer meets, natural or manmade, and continue on the other side of it, without disturbing it.

The “Pit Charm”, “Tunnel” and “Bore” are all applications of the “Excavation” aspect, as are the “Ditching” and “Moat” charms.

The “Pit Charm” brings into being a gaping pit in the ground totaling up to [(MGA att. mod.) + (POT)] feet in combined length and width (if rectangular) or the same distance in diameter (if more circular), and up to the same measure in depth. The shape of the perimeter of the pit is actually at the caster’s discretion, whatever he desires, BUT it must be no more than roughly the same area (GM’s discretion).

Regardless of whether it is aimed at taking down a single individual or a group, the caster must specify the point of foe on which the Pit is to be centered when it appears. Unless the caster has communicated this to his fellows beforehand, they stand at risk of running afoul of it. IF the GM has the player of the practitioner mark this point on the tactical display, he must watch to ensure that the PC’s do not “metagame” the situation – using their knowledge of events that their characters do not have in keeping those characters from running into what would be for them an unknown potential danger.

Cast under the feet of a foe that is relatively stationary, or at least not moving back and forth over an area greater than the Pit the caster is creating under his feet,

The Pit always achieves Surprise. The entire surface encompassed by the opening of the Pit falls in simultaneously. The only way to avoid falling in a Pit is not to be there when it is loosed and manifests.

If used to trip up or trap a moving opponent(s) in a combat or tactical situation, the caster must gauge their rate of movement to plot the location of the pit so it coincides with their location upon the loosing of the charm. This is represented by a roll “to hit”.

 

The DV for this roll is equal to the target’s speed in mph.

The amount by which the opening of the pit is greater than the Size of the target (height for humanoids, largest dimension in body for creatures or beasts) is subtracted from the DV.

 

Again, the Pit always affects victims with Surprise.

IF the roll “to hit” fails, the GM must determine how mny feet the Pit was off and in what direction relative to the position of the target. Using the Fields of Approach and a d10, on a roll of:

1-2: the Pit opened too far in Front

3 and 4: too far to the Front Right Flank or Front Left Flank, respectively

5 and 6: too far to the Right Side or Left Side, respectively

7 and 8: too far to the Right Rear Flank or Left rear Flank, respectively

9-10: the Pit opened up too far to the Rear

The GM can determine how far in feet beyond the edge of the target’s Zone in the Field of Approach indicated the closest edge of the Pit is to the target by rolling a d5 for every 5 mph of the target’s speed, ADDING one for every point by which the target’s (modified) STA is greater or less than the caster’s own.

It is important that the specifics of the Pit’s configuration, size and location be recorded on the tactical display whether its use is successful or not, in case it causes complications at a later point in the tactical contest or conflict. A Pit charm is a permanent aleration of the topography. Once successfully cast, it cannot be dispelled.

A practitioner may use the reverse aspect of the Pit Charm, however, to restore earth back to the places from which it has been dug or excavated, especially when it was dug out by mundane means, where the pile of excavated earth is relatively close by (in sight of the pit, ditch, etc. to be refilled).

IF a Pit is opened in the path of a moving target, regardless of whether it is because of a miss with a roll “to hit” or simply laid in his path to inconvenience him or as a defense, and the Surprise is overcome, the victim(s) is allowed an AGL check to leap clear, IF that lies within his abilities relative to his position and the size and location of the opening of the Pit relative to the path he is traveling.

 

The DV for this roll is the speed in mph the foe is traveling, PLUS the number of feet by which the nearest edge of the Pit is closer than his own (modified STA) in feet (as applicable).

 

Victim(s) falling into a Pit suffer a blow with a POT determined according to the rules for falling found in the GM’s Toolbox, normally, and adding the speed he was moving in mph’s at the time he fell to that damage.

IF the opening of a Pit is smaller than the target’s Size he is allowed an AGL to catch himself on the opening, but still takes a blow of (mph) POT if he had been moving from the impact with the ground when the bottom dropped out from under him.

The sides of a Pit are presumed to be and remain as smooth and featureless as the the material in which it was created (soil, clays, bedrock, etc.) can maintain it. The DV to climb out of a Pit should be equal the the POT of the Pit plus a modifier based on the material in which it was conjured. The weaker the material, the more likely it is to give way under the weight of a Climbing character (GM’s discretion).

A “Tunnel” charm functions in exactly the same manner as the “Pit Charm”, the only difference being that Pits are generally dug down into the ground parallel to the pull of gravity and Tunnels are generally perpendicular to the pull of gravity and tend to run for greater distances. Each Tunnel may total up to [(HRT att. mod.) + (POT)] yards in combined height and width (if rectangular) or the same distance in diameter (if more circular), and may run up to same distance in length. It also includes the effects of a “Tamp” magick (q.v.) of equal POT so that the surfaces of the tunnel are relatively smooth and hard.

IF bundled with a “Compound Earth” charm, the walls of the tunnel can be fused into smooth rock making it far more stable, which may be desirable when disturbances in the earth are anticipated.

This aspect of the “Shape Earth” can be used to remove a mass of earth so as to create a pocket as large as the AoE required by the caster, replete with pillars and vaults to support it, if the space be large enough to require it. For additional stability of such a structure, the caster might bundle either a “Compound Earth” to fuse and stiffen the surfaces or the strengthening aspect of an “Augment Earth” charm to grant the pillars and vaulting the strength to better support it.

An additional Shaping might be bundled with the “Tunnel Charm” to provide finishing touches like vaulting or pilasters. The “Shape Earth” can be used to make statuary, smooth a wall or make a smooth surface on a boulder, be used to produce carvings, whether incised words or bas relief sculpture, make a doorway in a wall, or a window, a recess, etc. If sufficient materials are present, such as an enormous boulder or a cliff face, the Shaping might be used to create an entire building, although due to the POT required to create anything so large, it might be necessary to do so one piece at a time.

Bore” is an aspect of “Shaping” for making relatively small diameter holes through the heart of a log to make a pipe, for instance, through stone or even metal objects so they might be strung on a leather thong, or through the earth to provide a course through which water might run, or to create ventilation shafts when underground, especially when one has been suddenly buried. The material Bored is subject to the form of the Shaping used (Common, Noble or Sovereign)

The “Ditching” aspect works exactly as the “Rampart” does, but in reverse, creating a wide “V”-shaped depression commonly placed immediately adjacent and parallel to a Rampart to further impair any plan to charge the defenses. When laid so that water can flow into them, the Ditch is called a “Moat” and will be wrought with straight sides, the cross-section having a “U”-shaped appearance.

The earth and stone so removed by an “Excavation” will simply be scattered through the subsurface of the locale, redistributed evenly over so large an area in such a manner that it will not change the topography of the vicinity in the slightest. Alternately, the caster may specify that the earthen material removed by the dweomer go somewhere else in specific, to be named before the casting is completed. In this way, the removed matter may be used to fill some ditch or hole lying within sight.

All the uses of the “Earth Shaping”, the “charms” of which it is composed, are about manipulating the land and may only be cast upon the earth itself, upon soil from sandy to clay in quality and everything in between. They may shift the positions of smaller stones or rocks and even some smaller “boulders” (GM’s discretion), but nothing that appears substantial in the topography of the area affected. The earth will flow around these “bones of the earth” like water. A “Tor” or “Mound” might be raised to cover a great outcropping of rock, however.

In all these cases, Pits, Ditching, Ramparts and the like all included, the caster may work with the earth alone and leave the plant life undisturbed, including all trees shrubbery and other greens, all left in place, in situ, if he prefers. In this case, the contours and elevations of the earth alone is changed by the dweomer where the specific changes wrought by the dweomer take effect, and the greenery, trees, bushes, and the like will rise or fall with it, remaining in position;

OR all significant plant life above the level of groundcover will be moved, gathered together along whatever part of the edge of the change(s) wrought with the dweomer was closest when the dweomer was cast;

OR the features created with the dweomer may look as if workmen just finished the job, no sod or even topsoil upon them, all raw, bare earth. In this last case, all trees and lesser plant life and foliage are completely cleared from the features created, all gathered and relocated to whatever part of the edge of the feature from which it was removed was closest when the dweomer was cast.

Thus, the “Ditch” or “Moat” and “Rampart” magicks can be bundled, the material removed for the moat being used to raise the Rampart, regardless of whether they are adjoining, so long as both lie within RNG (sight).

Earth Shapings” may only be used upon natural ground surfaces consisting primarily of dirt/soil, not upon any vertical and/or solid man-made surface, such as dressed stone or an upper interior level of a building. Buildings themselves will be treated in the same manner as a boulder insofar as the effects of the dweomer will flow about it without disturbing it. In the cases of bricked or cobblestone roads and patios and the like, where the earth lies directly beneath, the dweomer will be able to manifest beneath the stones, though in doing so it will destroy a portion of the road or flooring.

The denser constituents of the earth may be considered plastic in regards to the workings of this magick, even when the AoE to be affected is primarily or wholly constituted of exposed bedrock, as might be found in the mountains of rocky desert wastes. In these cases, the earth so magicked rearranges itself throughout the immediate vicinity so as to absorb or provide whatever volume of matter the caster wishes to add or displace, whether the create a ditch or hole or raise a tor or rampart.

The changes wrought with this charm are permanent in nature and cannot be resisted or Dispelled.

 

Charm of Direction

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

The “Charm of Direction” bestows on the caster an unerring sense of the directions of the cardinal compass points, both the primary four (N, E, S, & W), and the secondary four (NE, SE, NW, & SW), should he not know the way. If this is not sufficient for the caster’s needs, the Charm can also be forged in such a way as to provide the caster with an unfaltering and unerring directional sense, that informs him when he is facing the exact direction to any person, beast, place or thing with which the caster is already familiar through previous personal experience, unless he possesses some artifact or bond of Resonance transcending that limitation (lock of hair, personal belonging, rock, twig, leaf, flower, bit of gravel or masonry, etc.), or to which he has established a magickal bond (“bump” of direction from a “Find” charm). In order to use plant matter in this manner, the plant matter must be living, fresh and green. So long as it is fresh and green for the first casting, the piece of plant matter used may then be dried and preserved for later castings, but at no more POT than the greatest used when casting with it while it was still fresh and green.

If the destination is somehow mobile (creature, being or object being carried), the charm tracks any movements so as to provide guidance in accordance with the exact location as it moves.

The power of the Charm provides an absolute direction sense, a straight-line direction true to the destination as the bird flies. It does NOT follow roads, nor take into account any natural barriers such as mountains, marshes, rivers or the like, nor political ones such as between rival feofs or countries, that may lie in that direction, between the caster and his goal. Neither does it point out the surest, quickest, or easiest route to the place he wishes to go.

The direction sense provided lasts for the DUR or until the destination has been reached, whichever occurs first.

The “Charm of Direction” skill provides the practitioner with a bridge to the “Way Finder” charm to follow, 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.

This dweomer may not be resisted.

 

Charm of Distraction, – Iron Concentration

Art: Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

The “Charm of Distraction” takes any physical point where there is some sort of scene or activity going on, or any sound, song, scent, odor, fresco, painting, triptych, mechanical toy, sparkling bauble (especially if it is moving and providing a light show), or other feature of interest within sight, including the caster’s own eyes, and transforms them in the sight of the victim(s) to surround it with an aura of heightened allure and interest. This captivates enough of the victim’s attention to effectively divide it, should he be in the process or attempting to engage in any action that requires his attention elsewhere than the point of interest that distracts him, to a degree that impairs his faculties. Alternately, the distraction created by the charm may manifest so as to appear like a buzzing bee or gadfly, a fluttering butterfly that the victim can only just see out of the corner of his eye, a sudden and intermittent motion that intrudes again and again, demanding the victim’s attention, having no real physical presence, being just enough to rattle him with its unpredictability, uncomfortable proximity and irritating, repetitious interruptions.

Regardless of which application is chosen, the dweomer effectively imposes a (POT) penalty to the victim’s AV to perform any action or task or in exercising any skill or trade while under the dweomer’s influence. The dweomer’s penalty to the AV applies also to all instances in which the victim’s AV is used to determine the time required to complete that action or task. The victim of the Distraction may continue normally about his business, but does so only half-heartedly, distracted, paying only poor attention; so that a d100 check vs. AWA/AGL/CRD, etc, as appropriate (GM’s discretion) is required in order to accomplish even normal, mundane, everyday tasks or actions, including pouring a tankard of ale, walking a flight of stairs, whittling by the fire.

If the POT of the charm is greater than the victim’s HRT score and he fails this check, not only is the task at hand failed/abandoned in midstream, but his attention is swallowed up completely and he “falls down a rabbit hole”, so to speak, so that time and the world seem to stand still for the DUR or until he is snapped out of it by some outside agent.

The charm can be cast either upon a limited number of creatures or beings to whom the point of distraction used would normally be of at least passing interest (GM’s discretion), after the fashion of a Sorcery, or the charm may be wrought so that the point of interest so affected captures the interest and distract all who come within sight of it (Naming).

If the distraction is visual in nature and the victim’s line of sight with it is interrupted, the charm will be broken. In the same vein, stopping up the ears of one distracted by music, a neighbor’s argument, or the like will similarly break the charm. If the object of distraction is a parade, a fight, or any similar incident, the charm will expire when the scene is played out and people go back to their daily routines.

The opposite aspect, or “Iron Concentration”, sharpens the recipient’s focus, allowing him to tune out all outside/surrounding distractions to such an extent that any DV penalties imposed in order to reflect their influences are reduced by (POT) for the DUR. This applies to reducing DV penalties inflicted for such things as lending a moment’s attention to defense while the bearer of the charm works, also.

The charm has the additional virtue of allowing the bearer of the charm to add his CHM att. mod. and HRT att. mod. to the AV for any and all tasks that require a d100 check for success that are assayed for the DUR.

This has something of a drawback insofar as actually trying to gain the attention of the bearer of the charm to communicate with him once he has actually become engaged in attempting to complete any task requires a successful d100 check with an AV based on the att. mod’s for CHM and HRT, PLUS any SL’s he may have as an Orator/Presence vs. a DV equal to [(POT) + (bearer’s CHM att. mod.) + (bearer’s HRT att. mod.)].

This charm can be resisted normally.

 

Charm of Facility

OR

Hex of Bumbling

Art: Enchantment, Sorcery, Naming

Ruling Planet: Neptune, Mars

Sphere: Common

The “Charm of Facility” is a boon designed to make the bearer of the charm more steady, to help guide his movements into lines of ease and grace, from his footing to the ease with which he handles tools of any kind, making his movements more accurate and sure, strengthening his sense of balance, also influencing the nature of his contact with the surfaces on which he treads, objects donned or taken in hand, making him less likely to slip and fall or lose his grip for the DUR.

In any situation requiring a d100 check against the character’s AGL or CRD, whether it be walking upon an icy surface, treading a flight of wet and/or worn steps, walking a narrow beam, or landing after a jump or leap of some sort, the dweomer grants a bonus of (POT) to the recipient’s AV. The dweomer’s bonus also applies to his AV’s for Acrobat, Climb, and/or Stealth skills, as it includes a “Sure Grip” effect, also, of benefit to those who are climbing and those performing acrobatics that rely upon a sure and sound bond with the recipients’ hands AND feet.

If the bearer of the charm travels faster than (POT) mph while under the influence of the charm, the dweomer is broken as surely as if it had been dispelled, regardless of the aspect to which he is subject. Of course, traveling at speed under the Hex aspect is very likely to be a dangerous undertaking. The opportunity for mishap at speed is great, the speed in mph being added to the check to determine whether the Hex has its way with the victim.

The “Hex of Bumbling” aspect does exactly the opposite, upsetting the victim’s steadiness and sense of balance, hand-eye coordination, weakening the bond between the surfaces on which the victim treads, and also influencing the nature of his contact with objects donned or taken in hand, making him more likely to lose his grip.

In any situation requiring a d100 check against the character’s AGL or CRD, whether it be walking upon an icy surface, treading a flight of wet and/or worn steps, or landing after a jump or leap of some sort, the dweomer imposes a penalty of (POT) to the victim’s AV, for any formally defined skill/task in the game that has CRD as the attribute on which its AV modifier is based, as well. More specifically in addition, it increases the amount of time it takes the target to perform any task, whether drawing a weapon, picking a lock, disarming a trap, knocking and drawing a bow, pulling an object from pouch, bag or chest, etc. … NOT just for skills of hand that have been defined for purposes of the game, especially handicrafts, but also affecting everyday tasks, also.

If the POT of the “Bumble” POT is greater than the victim’s AGL and/or CRD, the GM might even require a check on d100 every (AGL) yards distance travelled in order to move without tripping or slipping, if there is the slightest irregularity in it – even in situations that otherwise wouldn’t necessarily warrant one, for even such simple tasks as pouring a cup of wine (CRD), so that even the simplest task of hand must be bobbled and bumbled a number of times before it can be completed, if at all.

This charm’s effects can be enhanced by means of a “Charm of Mastery” in those circumstances where their effects overlap. The same is true for the Bumbling aspect and the “Charm of Incompetence”. Where the “Mastery” and “Incompetence” charms affect the target’s skills, those things he has learned/taught his body, this charm affects his physical capacity for ANY task, no matter how small.

This charm can be applied by Sorcery to living creatures or beings, to affect all actions attempted while the charm endures, or applied by Enchantment to a specific object so that any picking it up to use it gains the benefit of the charm OR suffers the influence of the Hex towards any attempt to use it, no matter the purpose or action attempted with it. By the Art of Naming it can be invested in an object to affect creature(s) and/or being(s) donning or picking it according to the caster’s intent.

This charm can only be resisted when applied to a living creature or being directly.

 

Charm of Finding

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

The purpose of this charm is to find that which has gone missing, every blessed thing under the sun within the limits of the practitioner’s experience of the Mortal World and his craft of magick.

IF the caster also has the Clairvoyance Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally would).

While a goodly portion of this magick description concerns finding the specific things, creatures and beings that have gone missing which are at once familiar and dear, the caster is certainly free to use the “Finding” in a more general manner, in order to find the nearest creature, being, or object or quantity of a substance by type – elf, dwarf, human, whether male or maiden, or ox, or horse, farm, village, town, river ford, etc., any of those things in general with which he may be familiar through previous personal experience. A lock of elfin hair may be used to trace the location of the particular elf that lock of hair came from, OR it may be used more generally to trace the location of the nearest member of that race, or of the same kindred of that race. It may be tuned to search for a particular herb, tree, shrub, or other plant, especially if the caster has a sample. While a feather from a gryphon can be used to track the specific gryphon from which it came, it can be used like the lock of elf hair to trace the nearest representative of that species, or nearest flock, as the flower of a plant can be used to trace the specific plant, or used to find the nearest one of those plants of the same species, or the nearest and greatest concentrations of them. In the same vein, the Finding can be used to find the locations of the elements themselves, using a sample of ore to find more of the same kind, to find water, especially stipulating pure, potable water safe for drinking, or fires, and so on.

By use of this dweomer, the caster may seek only one item, creature or being or type of thing, material, creature, or being by type, at a time, however. If the caster wishes to change that which he wishes to “Find”, he must cast the dweomer anew.

No matter what it is that the caster has used it on, a “Read” dweomer can provide a vibrational tie that can be used for the purposes of anchoring the casting of a “Finding” of equal or lesser POT to the “Read” used to anchor it.

The “Finding” is NOT an AoE magick in the manner of the “Seek Hidden” or “Reveal”. There is no effective limit on the range at which anything may be found. For the purposes of magick, distance and space in the mortal world are illusions.

If an object, creature or being sought by use of this charm is familiar to the caster through previous personal experience, one of the most common uses for this magick, he need no greater tie to it/her/him for the dweomer to be effective, and bonds of Resonance can be used to enhance the effect of the dweomer normally.

IF an object sought had no previous owner, or none of the previous holders possessed the object for the period of time required to ingrain their vibration, the item carries no traceable vibration except through its maker, if that person can be discovered. The only way around this would be if the object sought were part of a set of some sort (i.e., a craftsman’s tools, chess pieces) and the caster has any part the rest of the set to anchor the charm, to provide a bond of Resonance.

IF an item sought through this dweomer is smaller than [40 – (SPT att. mod. + POT)] feet, or [40 – (SPT att. mod. + POT)] in (modified) STA score in the case of creatures or beings, a SPT check is required for the dweomer to actually locate it once the dweomer is successfully cast. Otherwise, success is guaranteed. “Finding” can also be performed on any object creature or being one can see by Scrying or Second Sight, provided the POT of the Scrying and the SL of the Second Sight are equal or greater than the POT of the Finding.

On the successful loosing of the dweomer, one of two things happens, depending on the use to which the “Finding” has been put.

IF the caster is trying to “Find” a specific object, creature, or being and has a link to it or them sufficient for the dweomer, as described in detail earlier, the dweomer provides him with an unfaltering and unerring directional sense tied to the item, creature or person sought, a “bump” of direction that tells him when he is facing the exact direction in which the subject of the “Finding” dweomer lies. This is an absolute direction sense, true as the bird flies, the same as that provided by a “Charm of Direction”, it does NOT take into account any natural barriers such as mountains, marshes, rivers or the like that may lie in that direction between the caster and the subject of his “Finding”, nor reveal to the caster the surest, quickest, or easiest route.

IF the caster is using the “Finding” for a global search, where he is spreading his consciousness out in every direction, riding the wave of the dweomer like a bubble looking for a particular substance, or type/species of creature or being or plant, it/they must be familiar to the caster through previous personal experience to make the charm work, the same as the objects, creatures and beings described above.

When used in this manner, the dweomer carries the caster’s consciousness outward in a sphere up to [(SPT) + (POT)] miles in radius, in ALL directions (excluding under earth), informing the caster of the locations up to (POT) instances of that for which he has tuned the dweomer to “Find”. These are always the first (POT) locations arranged in order from greatest to least, and no clues given if there are any more to be “Found”, if more should be present.

The specifics of the parameters of the search determines much – if “any” are accepted, the magick reveals the closest first; if more than one is present at similar range, the magick highlights to the caster’s senses the greatest concentrations first.

For example, if he is looking for fire, the 100 hearth fires burning in the nearby village, or the 75 campfires of an encamped army should attract his attention first. He will sense the herd of 100 deer before he finds the lone buck out on his own; the 1,000’s of humans in the city far away before the family of five on their isolated country homestead; when looking for coal deposits, or lead, or silver, or gold, the richer the vein, the easier to find them; and the same if looking for crystal or gem deposits. Of course, the deeper underground these are the longer they must take to find/feel.

The smaller the concentration and the more specific the search being conducted, the higher the DV and the longer it takes for the caster to sort through all of those that he senses before he finds the one he wants, if he is being choosey.

The player must specify the parameters of the search, whether he is seeking any elfs or a specific kindred of them; only males or only females; or pregnant females; whole families; a particular bloodline with which he is familiar through previous personal experience; or only in a particular direction (specific cardinal compass direction), and so on. Each such criteria added to a search of a more general nature increases the DV to cast in a Progressive manner, where using the Finding for a specific object, creature or being that is familiar through previous personal experience carries no such casting DV penalty.

IF desired, the caster may choose to maintain his “Finding” dweomer in order to hold the locations marked by it and then cast again so as to ignore those results to determine if there are any additional locations of that which he seeks to “Find” in the vicinity. This can be very helpful when Finding creatures or beings by type or species, or plants by species, or elements like water or fire, and the like.

IF such a “Finding” is fruitless in the immediate area, the caster may push forward from there, using the magick to send his senses outward to “feel” for what he wants, but a successful (SPT att. mod. + POT) check on d100 will be required for every additional (SPT) OR (POT) miles of radius, whichever is less, that he expands the search to determine if the caster has noticed the presence in that expanded area of that which he has tuned the dweomer to “Find”.

Where that which is sought is buried under earth and stone, such as an ore, cache of raw gems, large pockets of air and/or water (caverns), or the like, the dweomer only reaches (SPT + POT) rods in depth rather than miles, and the DV for pushing the search deeper is also be measured in rods.

Each step the caster pushes his “Finding” outwards assumes (DV) CS’s in concentration and meditation to obtain.

 

The DV for these checks are Progressive for the number of checks already made.

The DV is reduced by the number or amount concentrated in a single location – down to 3/4th’s the base if the number is 10 or greater; down to 1/2 normal if the concentration is 100 or greater; down to 1/4th normal if the concentration is greater than 1,000. This is a rule of thumb and should be modified according to the specific situation and the GM’s discretion. The GM will note the lack of any unit of measure associated with these quantities. That is left to his best judgment, according to the nature of what it is the caster is trying to “Find”.

 

IF there is more than one location “Found”, the caster must choose which he is most interested in to tie the dweomer to in order to achieve the “bump” of direction to it as described earlier, for the dweomer will only provide the direction sense for one for one location.

As long as the dweomer is maintained, the caster may use it to anchor the casting of dweomers such as “Way Finder” or “Path Finder”, “Trail Blazer”, “Guiding Star”, “Compass Charm”, or some similar charm to mark the direction or trail out for him or his cohorts or agents to follow in order to find their way to the location of the subject of the “Finding”.

The caster can also use a “Measuring Rod” to measure the distance from his location to that of the subject of the “Finding”. Like the “Compass Charm”, however, this can only give a straight linear distance between the two points, regardless of any intervening obstacles. The distance can be measured accounting for the topography between, BUT the caster must be sure to stipulate that he is using the “Surveyor’s” measure, and it still yields a straight-line measure, not necessarily the length of the route that must be travelled to get there.

IF the caster wants a visual reference in order to show either a client or his compatriots, the “Finding” may be used to anchor the casting of the “Cartographer’s Charm”aspect of the “Scrivener’s Charm”, which then renders for him a map in the style he is most used to seeing and plot on it as accurately as it can the location of the subject of the “Finding”.

The caster may also use the “Finding” AND a “Trail Blazer” dweomer that has been anchored to it to anchor the further casting of the “Cartographer’s Charm”aspect of the “Scrivener’s Charm”, in which case the route will be rendered as a ‘traveller’s itinerary’-style map to follow, so his fellows can follow along, especially if they become separated on the road.

Alternately, the caster may use the “Finding” AND a “Trail Blazer” or “Way Finder” dweomer to anchor the casting of a “Compass Charm” to make a compass for others to follow which can point them in the direction of the path the “Trail Blazer” or “Way Finder” charm would have shown, in the interests of speed and safety. This could also be paired with a Cartographer’s Charm to produce a ‘traveller’s itinerary’-style map as well, if a little redundancy is needed for the rest of the party members or the caster’s factors or agents.

Any of the magicks which may be used to anchor other magicks to facilitate getting to the location of that which has been “Found” can actually be bundled in the casting in the interests of saving time, so that when all is said and done, the caster has the directional tools he needs for himself and his compatriots.

This dweomer may not be resisted.

 

Charm of Mastery

OR

Hex of Incompetence

Art: Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

This charm enables the caster to bestow a bonus (Mastery) or penalty (Incompetence) upon the target’s AV with a particular, specific trade-skill, such as Pick Locks or Cut Purse, Track, Tail, Weapons, or the like, OR the SL for any skill which forms the basis of a narrowly focused and specific trade, such as weaving (Craftsman-Weaver, GM’s discretion). This adds or subtracts up to (POT) for the DUR. The caster must know and name the skill he is enhancing or inhibiting via his charm at the casting, and so should be reasonably sure that the target does, indeed, possess it, or the dweomer is wasted. When applied to making one more accurate and thus deadly with any given weapon skill it is commonly referred to as a “True Strike” charm.

This dweomer affects only the skill AV, his facility with the skill’s use. Should the Incompetence aspect of this charm be used and be sufficient to reduce the target’s AV to a number that provides a 0% chance of success (or lower), the victim loses the use of it for any and all attempts at practical application for the DUR, but NOT his knowledge of it or its status as a personal resource to be tapped for any AWA or Lore checks applicable to it.

IF the recipient has a skill which is duplicated in nature, such as multiple Language skills, Social Graces including those of foreign countries, multiple types of beasts to which the Husbandman trade applies, types of mounts to which Horsemanship applies, Connoisseur specialties, Weapon skills, or the like, ALL of the sub-divisions or skills within that category are affected by the dweomer equally, whether for better or for worse.

All (normal) uses of the skill/trade in question should be affected equally. In regards to Weapon skills, the dweomer should affect the defensive uses as well as the offensive uses, equally. In regards to the Brawling (Fisticuffs)/Grappling/Wrestling skill, ALL aspects are affected equally, as all are considered integral, one to the other, especially in the fighting styles in which those who use such tactics and skills are trained by the fighting masters (Warriors, Assassins, Huntsmen).

Through this charm the caster may ONLY enhance or hinder skills (trades) in which the target is already versed. Knowledge the recipient does not already have may NOT be bestowed by use of the “Mastery” aspect.

Cast by the Art of Naming, a tool or set of tools may be imbued with either aspect so as to affect the first (POT) persons skilled in their use if the duration has been tied off, or all who are so skilled who pick up the object(s) affected so long as the dweomer endures. Alternately, the charm may be cast in such a manner as only to have effect for the benefit or detriment of up to (POT) individuals named in the casting, or up to (POT) generations of a named person’s family, but he must be sufficiently familiar with the basis for any such stipulations through previous personal experience, and each such element beyond the first to which it is specifically tuned to respond raises the casting DV on a Progressive basis.

 

Charm of Mending

Art: Enchantment

Ruling Planet: Venus

Sphere: Common

The Mending Charm causes any broken, cracked, ripped, torn, or shattered item to which it is applied to return to a state of wholeness, assembling all pieces/parts present. Seams remain visible after the repair is made, but they are tight to the point of being reduced to hairline cracks, watertight if that was the purpose of the object originally (so long as no pieces are missing), and requiring a successful AWA check vs. the POT of the charm to see. Any pieces missing or located farther than [(caster’s MGA) + (dweomer POT)] feet (cantrip), yards (spell) or rods (ritual) from the site of the casting at the time the Mending is performed remain missing, notable by their absence in their appearance as holes in the reassembled object.

The dweomer cannot manufacture or materialize any pieces that may have been destroyed or remain missing in locations beyond its reach, though any new pieces fashioned to take the place of those that are missing can be bound into the item by the dweomer when it is loosed, as if they were the original pieces, as closely as the fit may be, according to how good a replacement they are. This charm can be used to restore threadbare worn textiles, darn stockings, and other woven goods including those of reeds, rushes, withies and the like, so long as sufficient replacement goods are supplied for the charm to utilize. This kind of work is rather readily apparent due to the difference in the new and old materials lying side by side, it is NOT the same as a “Restoration” would provide.

This charm cannot be resisted in any way.

 

Charm of Occlusion, Charm of Obscurity,

Veil, Cloak, or Mantle of Protection

Art: Divination

Ruling Planet: Jupiter, Neptune

Sphere: Common

This dweomer is designed to block the efforts of those who would use various sorts of Divination magick to Seek out, Read, Reveal or otherwise discover information and especially secrets of the caster or the object or bearer of the dweomer.

The dweomer can provide a simple Veil of Protection. The Veil works to conceal the caster or bearer of the dweomer from any Divination magick such as “Second Sight” that grants a vision of him to another magick-wielder, including those using the Clairvoyance Spirit Skill, and any aspect of a Divination magick such as a “Finding”. At the caster’s option, this dweomer may be applied to any object or an AoE (using the parameters for Enchantment), to protect it in the same manner.

The dweomer may be used as more of a Cloak of Protection, concealing the caster or bearer of the dweomer visually, as above, but also against those Divinations intended to “Reveal” his presence, or his current location in particular, as one might use a “Charm of Finding” to Find him by means of any thing (personal artifact or belonging) or even some dweomer he has wrought, or a special pet or favored animals such as hounds of the hunt or horses of the chase. It also guards against those Divinations intended to delve into the secrets of his physical body by Reading it, including tracking him by means of a “Path Tracer” magick, or such magicks as “Eavesdropper’s Charm” tuned to steal his words.

The dweomer can also stand as more of an all-encompassing Mantle of Protection which guards the recipient from all the types of intrusions mentioned already as well as blocking any and all other attempts to pry into the secrets of the recipient in any way by the Art of Divination, especially through his emotions or emotional attachments (bonds of Contagion/Resonance), the emotions and emotional attachments and events that mark his heart, those Divinations that work upon the Contagion that marks the world around him as he passes through it, or even to pry into the secrets of his future or past.

When any other practitioner attempts to gain any information about the bearer of the dweomer through the use of a Divination magick against which the dweomer is tuned to protect, the dweomer requires a successful Contested Roll be made against it before any information it can be breached and the information revealed.

The procedure for conducting the Contested Roll in this instance is the same as that used to contest any other magick, such as a HRT or STR contest used to fight a charm which binds the will or body, which is the same as that used for attuning a magickal object so it can be tapped and used or wresting control of a magick away from its creator.

Failing the Contested d100 Roll, the Protection remains intact and the intruding Divination is foiled in obtaining the information it was intended to gather.

Succeeding against the “Protection” magick breaks the protection as surely as if it had been Dispelled, allowing the intruding practitioner to gather the information desired. If the practitioner is carrying the DUR under the optional DUR rules, rather than having tied it off, breaching this defense and bringing it down must alert the caster immediately.

This dweomer may not be resisted.

 

Charm of Silence,

Touch of Stealth

Circle of Silence, Wall of –

Art: Sorcery, Naming

Ruling Planet: Pluto

Sphere: Common

This charm is used to provide the recipient with effective SL equal to POT in any one aspect of the Stealth skills. For additional aspects to be affected, the charm must cast again for each. If the recipient already has cultivated SL’s in any of the aspects of Stealth to which the charm is applied, the POT is added to his effective SL for the DUR.

The charm merely adds the POT as an aid to the SL, or as a substitute for it if no skill has yet been cultivated in the aspect to be affected. It is not a free pass to travel with guaranteed Stealth. Howsoever the charm enhances the recipient’s Stealth, it still functions in task resolution the same as any other Stealth skill, vs. the observer’s (Sentry) Perception/AWA, with a Contested Roll, normally.

Alternately, the charm can be applied specifically to a body part by Sorcery (Naming), like silencing a mouth so no sound can emanate, one’s feet so no footsteps can be heard, hands so that clapping or snapping of fingers are silenced, but only one such application per casting of the charm is allowed. By Naming the charm might be cast upon a hat, a pair of gloves, shoes or slippers one can don and doff as desired so that part makes no sound.

Having a part of the body like this silenced is NOT the same as having it applied to the recipient’s Stealth skill(s). There are plenty of other sounds that might be made in passing that such a use of the charm cannot mask. If used for this purpose, only one (1) effective SL is awarded for each full 10 points of POT of the dweomer (plus the recipient’s normal SL in the applicable aspect of Stealth, as applicable and AGL att. mod., normally). If more than one area is affected, only the area bearing the highest POT is counted for this purpose.

It is only when the Silence is applied in a Circle to cover an AoE or as a Wall to seal some portal or passageway so no sound can pass, to prevent any sound from occurring within it or penetrating past its bounds, that the Silence is guaranteed.

The Wall prevents the passage of any sound from one side of the wall to the other, regardless which side on which the sound occurs. The Wall aspect can be up to (MGA + POT) yards in length and used to enclose an area of up to (length ÷ 3), or to create a dome of the same radius, rather than blanket it, as in the case of the Circle application.

It is under this circumstance that any and all sound-based magicks, especially those of explosive effect like a Thunderclap act to Oppose, and can be used to dispel the Silence. Any Thunderclap hitting a Circle or Wall of Silence charm of equal or lesser POT has no effect. The Thunderclap must be of greater POT to shatter the Silence and dispel it.

Only when applied directly to a target’s body can the Touch of Stealth be resisted; the Circle and Wall of Silence cannot be resisted.

 

Circle of Protection

Art: Naming

Ruling Planet: Neptune, (var.)

Sphere: Common

The “Circle of Protection” creates a wall of invisible force enclosing the AoE that acts as a screen to keep those the caster specifies from entering for the DUR. The Circle may be used to enclose the perimeter of a room, or around the foundation of a building, or to enclose an area outside, but should not be conceived of as a cylinder in shape with walls stretching upwards endlessly, but as more of a dome shape, or even as a sphere if the target against which the “Circle” is tuned to protect is capable of approaching the AoE from below, OR conforming to the shape of the building or chamber in which or on which it is cast (as desired, as applicable).

At the caster’s option, the charm may be used to envelop one or more objects he wants safe from the touch of certain types of things, creatures or beings, or similarly wrap it as an aura about one or more creatures or beings he wishes to be so protected. In the same vein, the caster may bring a group of living creatures and/or beings into a circle and forge them into the “Circle”, each member being similarly protected no matter where they may go for the DUR.

Each casting of the dweomer may be tuned to block the passage of a single general type of creature, being, thing or force deemed undesirable, and may be varied from one casting to the next to defend the AoE against the approach of members of specific races, members of specific trades (such as any Assassins, Knaves or Rogues, or Tinkers, Chapmen, Players, beggars or other itinerant wanderers), or specific species of beast in particular (horse, hawk, hound, rat, cat, crow, etc., including lycanthropes that change into a beast the Circle is tuned to, but only for so long as they maintain that beast shape, being expelled once they turn to the beast shape, however), undead, færie folk, lycanthropes (will work regardless of the form in which they appear), living plants, or the like or up to (POT) individual beasts (whether they bear a given name or not), those of a particular family or bloodline, those who wear a particular badge or crest, or specific individuals within RNG (sight), or with which the caster must be familiar through previous personal experience, or of whom he possesses some means of transcending that limitation (lock of hair, personal belonging, or other bond of Resonance). The Circle can be tuned to exclude ALL living (mundane) beasts and/or humanoid beings in general, or Nature’s fury (winds and precipitation or other inclement weather), various specific substances or materials either in their raw or worked states (iron and steel being recognized as distinct and different, sedimentary, metamorphic and igneous rocks being similarly separately recognized, hardwoods being distinct from soft woods, etc., as specified by the caster), or certain specific objects (the tools of a trade, weapons of war, hats, gloves, shoes, etc., as specified by the caster) regardless of the material or substance from which they are made), or the like.

It may guard against incursions by physical creatures and/or beings of a magickal nature such as lycanthropes or other shape-changers and the un-dead, and including predatory and/or animate or ambulatory plants, or any specific object, creature or being representing some form of danger to the caster or those designated by the caster as participating in the dweomer, including those bearing poisons, drugs, pox or disease, traps and/or snares, ambushes (inc. Trojan Horse style), or the like.

A Circle tuned to keep out all humanoids works perfectly well on the lycanthrope or other shape-changer when he is in his human form, HOWEVER, it can do nothing to stop him from passing its bounds when he is in beast form if the Circle is not tuned to keep out beasts. Tuned to lycanthropes in particular, the Circle keeps them out regardless of the form they wear. All lycanthropes are shape-changers, BUT not all shape-changers are lycanthropes. Berserkers eventually attain the ability to be shape-changers into their totem spirit, either bear or wolf. Those of the magick-wielding trades who gain the magickal skills to do so may become shape-changers, and skins and hats and such that are imbued with shape-changing magicks can make shape-changers of those hailing for any walk of life – a common feature of the magick of traditional heroic tales.

It may be made more general in dire circumstances, guarding against such dangers as enemies in general (those plotting betrayal or planning to perpetrate any other form of harm against the caster or those participating in the dweomer, or those who are enemies by nature and disposition and any who might simply wish them ill, for whatever reasons), or magicks invested and quiescent in an object or resident in a living creature or being, or only magicks (by specific Art in particular) originating outside the AoE cast at the Circle’s AoE or the creatures, beings or objects inhabiting it, or those bound together and wrapped in an Aura of the Circle to share its protection, specific types of spirits such as ghosts and/or hauntings, or færie spirits, dæmons, genii, or spirits of Light and/or Darkness, and the like, as desired. Alternately it might be tuned against ALL magick in general (all Forms and Arts included) or ALL spirits in general, as desired.

Each such level of criteria stipulated in who or what is to be screened out or protected against raises the casting DV in a Progressive manner. For this purpose, each level of criteria, moving from specific to general (as shown in the examples) counts as another for the purposes of determining the DV bonus to cast.

ALL objects and creatures or beings located in the AoE of a Circle on its creation are granted the same benefit. At the practitioner’s discretion, the Protection may be tuned to respond only to intent, protecting those in the AoE or those bound into the Circle from all harm. In this case, only those who intend harm to ANY or all creatures, objects or beings so protected are held at bay.

Upon encountering the edge of the AoE, those creatures and/or beings against which the Circle is guarding must complete a successful [(STA ÷ 4) + (STR att. mod. + HRT att. mod.)] Contested Roll on d100 vs. the Circle’s [(POT) + (MGA att. mod. + HRT att. mod.)] before he may pass through.

The procedure for conducting the Contested Roll in this instance is the same as that used to contest any other magick, such as a HRT or STR contest used to fight a charm which binds the will or body, which is the same as that used for attuning a magickal object so it can be tapped and used or wresting control of a magick away from its creator, each roll assuming the use of a full Action in tactical time.

Failing this Contest, they cannot cross the dweomer’s perimeter.

Successfully making the check, they can force their way in. In violating the dweomer successfully, it is shattered, as surely as if it had been Dispelled.

This aspect of the dweomer does not apply to those objects and specific creatures or beings who are singled out to be wrapped in an aura of protection specific to them rather than the AoE casting with which the majority of the description is concerned.

Those against whom the Circle protects must make a similarly successful Contested check on d100 (as above) vs. the Circle’s [(POT) + (MGA and HRT att. mod’s)] before they may physically confront and accost the caster or any of those who were forged into the Circle, be they object- or living creature-based, or both (Naming) or any object creature or being wrapped in the protection in the form of a personal Aura.

IF the “Circle’s” power is applied to individuals, whether bound in a Circle or simply applied as an Aura, and a foe overcomes it by means of the Contested STR/HRT roll (as above), the charm will be broken as surely as if it had been dispelled BUT only for that recipient. All others will remain safe.

Failing the Contested STR/HRT roll, hostile foes must find some other means of accomplishing their goals or purpose regarding those protected by the dweomer, for they are unable to confront them personally.

In the cases of objects, substances or materials brought into conflict with the “Circle”, it is assumed they are carried, and in order to pass the circle of protection those carrying them must make the same sort of check vs. the “Circle’s” power to get them across, except the mass or amount of the substance is used as the AV, represented by the sum of its Size in all three dimensions, of all parcels brought against the dweomer if more than one at one time, plus the carrier’s (STR att. mod.).

In the case of weather (“Nature’s fury”), the [(caster’s HRT) + (POT)] will be subtracted from the speed of the winds in mph, and the POT of the Protection subtracted from the POT of the precipitation or storm to determine how much, if any, gets through. Insofar as providing Protection from Cold or Protection from Heat, the parameters of the Circle’s ability to provide relief will be defined in the same manner as a “Caloric Charm” of the same POT.

For those objects, creatures, and beings the “Circle” is NOT directed against in protection, free access to the AoE may be exercised, in and out at will. Any creature or being within that steps out over the bounds of the “Circle” that has been cast as an AoE breaks the magick and cause the dweomer to dissipate as surely as if it had been Dispelled.

At the caster’s option, the “Circle” may be turned inside-out in order to seal inside the AoE that to which it is tuned, to form a sort of prison for the DUR.

The ruling planets that apply to the casting of this magick depend on the nature of that against which the Circle is protecting, i.e., Mercury and Moon when tuned to beasts; the Sun when tuned to all living things; Mercury when tuned to neighbors, siblings, and/or cousins, or Scholars in general; Venus when tuned to those of any of the Social Trades, especially Players and Courtiers or Rogues, or members of any and all Artisan trades; Mars when tuned to any of the Warrior trades or Surgeons; Jupiter when tuned to members of the Clergy class and/or Scholar-Lawyers; Saturn when tuned to members of the government, those serving the cause of government, and/or all authorities including the entire class of landed nobility; Uranus and Neptune when tuned to magick, Wizards or Mystics, with Neptune especially in regards to Glamourie and Mercury in regards to Divination; Pluto in regards to all minerals and substances from beneath the surface of the earth and members of the trade of miners, or un-dead; Pluto and Moon in regards to lycanthropes, and so on.

The examples of things, creatures or beings mentioned against which the Circle can be tuned to guard are intended to be indicative of the range of the Circle’s protective capabilities, but are by no means meant to be definitive of the limits of the magick.

This dweomer may not be resisted.

 

Cloak of Confustication

Art: Glamour

Ruling Planet: Neptune

Sphere: Common

The charm cloaks the bearer in a crowd of replicated fuzzy, phantom images of himself, all floating and shifting in and out around the bearer of the charm, his own appearance growing fuzzy and indistinct until he becomes indistinguishable from among them. The images fill the bearer’s Zone, plus up to (POT) feet in radius surrounding him.

The number of feet beyond the bearer’s Zone that the Cloak extends adds that many feet to the Size of the weapon needed to strike at the bearer in common melée combat without entering the confines of the Cloak.

The POT of the Cloak is added to the DV for any foe to make a successful Dodge check to enter within the guard of the bearer. Once within the area covered by the Cloak, the POT is added to the DV for any and all checks for visually dependent skills for so long as he remains there, essentially raising all of the bearer’s defense DV’s.

The proximity of it to the bearer of the charm can be adjusted at will, he is not bound to be the center of it, but can decide to pin the circle in place and move about within it. He can then pick it up to center it on himself again when he wishes to move and then pin it in place to move about within all over again.

IF the optional rules for DUR are in play, he may do this up to (POT) times as he maintains the dweomer.

The “Cloak of Confustication” skill provides the practitioner with a bridge to the “Displacement Glamour” magick, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice if it is not already in his repertoire.

This charm cannot be resisted.

 

Cloud of Obfuscation, Veil of –

Art: Enchantment, Naming, Glamourie

Ruling Planet: Neptune

Sphere: Common

This charm creates one of two sorts of barriers that block sight, either to inflict conditions under which sight is greatly inhibited or creating areas where those within are effectively rendered blind. The first is a Veil that creates a barrier which may run in any configuration the caster desires, and is roughly (POT) inches in thickness. For this use, either the length or height of the Veil provide the Size that sets the minimum POT for the casting (whichever is greater). The Veil can be wrapped into a circle of (length ÷ 3) in radius. The second is a Cloud that fills the AoE described by the caster, up to a height of (Cloud radius). Only those areas that are closed off from the AoE by walls, shutters, doors and the like closed off prior to the loosing of the magick remain unaffected, even though they physically lie within the AoE, i.e., in the event that a structure or part of a structure is encompassed.

The Veil or Cloud can be applied to any number of different substances to create the appearance of the Cloud and fulfill its purpose, but some sample of the substance used to fill the Cloud and make it visibly impenetrable must be present somewhere within the AoE for the caster to draw on and incorporate it, especially if it is something already falling through the air. This can be something as simple as Smoke; Dust (dirt, grit, debris); Ashes (from the site of any fire); Leaves (dead and fallen, still turning or green, alike); flowers or petals; Fog (from drifting streamers over chilly dales or hanging over water, even low-hanging storm clouds); Steam (off a boiling cauldron); Fire or Smoke (from any firepit); flower petals (falling like snow as they are being shed); or whole flowers (from any field); sawdust or woodchips; even a handful of torn or shredded papers and parchment tossed into the air with the loosing of the dweomer to create a confetti-like effect, and so on.

The charm automatically takes the substance on which the Cloud or Veil is to be based and multiplies it by conjuration to create sufficient density to warrant its Obscuring effects.

If the trees are filled with flowers or (autumn) leaves the caster wants to use, whether the flowers have begun to shed their petals or not, the dweomer can shake a few loose to make use of them in a wave crossing the AoE, multiplying them as it passes to fulfill its purpose. The caster can designate whether he wants whole flowers or just the constituent petals.

Such is the density of the material suspended and flowing about within a Cloud or making up a Veil that, no matter its specific composition, those caught within a Cloud can only see dim, flat silhouetted shapes of the objects, creatures and/or beings, differentiated only by shade or tone, as all color is essentially washed out or made virtually monochromatic by the overwhelming presence of that which comprises the Cloud. 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, in the case of the Veil.

Objects, creatures and/or beings within the Cloud or on the other side of a Veil can only be seen as well as described up to each observer’s own [(AWA) – (Cloud’s POT)] in yards, minimum one (1). Beyond this distance victims can see nothing but an impenetrable mass, according to that which comprises the Cloud of Veil.

Any attempt to see through a Cloud or Veil so as to recognize shapes, especially specific persons or even beasts 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, an observer may not be completely blinded by the Cloud, but is simply unable to identify just what the something he is looking at actually is with any certainty. In the case of Cloud magicks, this also effectively reduces all AV’s for skills relying upon sight by (POT), to a maximum penalty of 1/4th normal, so long as each remains in the AoE. A successful check only reduces the victim’s AV’s to 1/2 normal, again for as long as he remains in the AoE.

In addition, the “Cloud of Dust”, “Cloud of Ashes” and the “Cloud of Smoke” induce coughing, wheezing and choking in those caught in its confines who attempt to breathe normally, impairing breathing. IF the victims cover their mouths with scarves, veils, gauze, or some such to filter the debris out, they will be able to effectively reduce the POT by 1/2, but no more (too much of this swaddling and they cannot breathe at all and start to suffocate).

Those who hold their breath have only (CND) CS’s in which to exit the AoE, if they can find their way out, and should they open their eyes to try to see their way through, the Smoke makes their eyes burn to such an extent that an AWA check vs. POT must be successfully made in order to see at all, and this only allows functionally clear vision for (AWA – POT) feet. Should the POT be greater than (AWA), the subject is rendered effectively blind, beyond the ability of any AWA check to alleviate, so long as they remain in the AoE, and taking (POT) CS’s to recover once they have exited.

The greatest danger from the “Cloud of Steam” lies in the temperature of the steam of which it is composed, which is sufficient to inflict (magickal damage) to every inhabitant every third CS following the loosing, for so long as it/they remain so. Because the heat is trapped in water suspended in air, leaving the confines of the Cloud cannot completely or immediately stop the damage inflicted. The moisture of the Cloud of Steam sinks into textiles and condenses on skin, and that moisture and the heat it retains inflicts damage after leaving the Cloud that is halved immediately (in the same CS in which the confines are escaped), and halved again every third CS following until it results in zero points of damage, indicating the heat of the dweomer has been exhausted.

Textile based armors (padded) take (DR) Pulses to get soaked through, after which the heat damage from the steam will be passed through. Metal armors pass the heat damage through in (DR ÷ 2) CS’s and suffer damage itself from the heat as the metal is fatigued by it, as if it had been struck for the same amount of damage. If the heat damage is sufficient, the steam may make even metals slump or even flow, with the consequential damage (GM’s discretion).

The Storm of Sprite Lights conjures a massive Glamourie of glowing points of light whose purpose is to obscure vision in the fashion of a Cloud of Obfuscation, or Veil of Obfuscation, with the same effects, but adding a Glare penalty equal to (POT) again on top of the (POT) DV to any and all trying to see through a Veil or while in a Cloud.

The dweomer maintains the Cloud or Veil for the DUR under normal circumstances, BUT the presence of prevailing winds can tear at them, causing the Clouds to lose one (1) effective yard of diameter per mph of their speed at the end of each CS once they begin, and the AoE to drift by (mph) yards in the direction they are blowing, as well. Veils remain in place but lose one effective foot off their height per mph of the prevailing wind’s speed, continued exposure to the same wind does NOT cause additional deterioration. IF the wind is strong enough to reduce the effective POT of the Veil to zero (0), the charm is considered broken, as surely as if it had been dispelled.

The dust-based Cloud and Veil are also available to Water-aligned practitioners to create murky water effects similarly difficult to see through, with currents having the same effect as winds on the results.

The conditions and procedures described all assume normal ambient daylight, however. If light levels are less than optimal, Gloom conditions are likely to be imposed on top of the effects of the Cloud or Veil in play (GM’s discretion).

The “Cloud of Obfuscation” skill provides the practitioner with a bridge to the Noble Sphere magick “Conjuration of Multiplication”, the means and background allowing him to research and develop a treatise sufficient for its learning and use through his own efforts.

The effects of this magick may not be resisted.

 

Druid trades/Witches

The Cloud/Veil of Fireflies produces exactly the same effect as the Storm Glamourie above, except that the Cloud usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.

Despite the fact that they have no glow to harness Glare penalties, butterflies or moths, gnats or flies or any other similar insects may be used in a similar manner to Obfuscate vision whether by Cloud of Veil. The Cloud aspect of this usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.

The Cloud of Dancing Embers is available only to the Druid trades and Witches, and may be drawn from any common campfire, forge fire, domestic hearth-fire or even common torch, and inflicts a wound of 1/10th (magickal damage) in POT on everyone within its bounds (provided it is deployed as a Cloud) by accumulated burning at the end of every MT (6 CS’s). The amount of damage inflicted at any one time (NOT cumulatively) indicates the temperatures objects and substances are exposed to, according to the conversion table in The GM’s Toolbox, causing them to flash-over and burn when those thresholds are crossed (as applicable).

This dweomer also allows a “Veil of Fire” to be drawn forth from any open flame, even a simple candle or rushlight, but it may NOT be used to create a “Cloud of Fire”, which magick is represented by a distinctly different skill, due to the difference in the manner in which fire acts in large masses, relative to the effects of the other media addressed here. The “Veil of Fire” has the same effect as any other Veil, Obfuscating the vision of any trying see past it, in the same manner described above.

It represents a greater danger to those objects, creatures or beings coming too close to it and especially to those actually coming into contact with it, as it inflicts a wound of up to (magickal damage) in POT at the beginning of every third CS they remain so after they suffer that damage on the first CS of contact.

Due to the intensity of the heat of the Veil of Fire, the heat and even damage actually precede contact with the visible flames, a heat-shimmer visibly rolling forth from it, the damage suffered from being in proximity being reduced from the full (magickal damage) inflicted on contact by 1 point for every foot by which the subject is separated from the Veil. This heat emanates from both sides and the ends equally.

 

Commune wi’ Animal

Art: Divination

Ruling Planet: Moon, Mercury

Sphere: Common

This dweomer touches the animus of any single animal within sight, opening its heart and spirit and enabling the caster to commune with it, to extend his consciousness to merge with the animal’s consciousness and sift through its experiences in order to gather information OR in order to Tap that beast’s eyesight or sense of smell, in the same manner as the Tap Sense charm, BUT with the restriction that the beast remain at least partially within sight for the DUR. Thus, a beast might be used as something of an advance scout. Loss of visual contact with the beast breaks the magick as surely as if it had been dispelled.

The POT of the dweomer must be equal to or greater than the HRT of the animal in order for the caster to be able to get inside the beast’s spirit. The magick may be exercised upon either mundane or mythical creatures, it matters not.

Once the dweomer has manifested, the caster must settle down in a meditative state. If merging with the beast for the sake of seeking information, the practitioner must remain eye-to-eye with the animal in question and with as few distractions as possible in order to garner the information desired from it. In this way, this aspect of the “Commune” magick is exactly like the “Read” skill.

The caster may glean up to [(POT) + (HRT att. mod.)] pieces of information from the animal, and he has up to (DUR) as allowed by POT if tied-off, normally, to accomplish that, unless the DUR is maintained by the caster at his pleasure. Animals with whom the caster communes have only a bystander’s knowledge of items, people, events, or places they have seen or been themselves, or of which some animal they have encountered has shared with them (strong message of “danger” or “safety” originating from a particular direction) within (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the caster’s benefit.

It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time, with the understanding that a beast can have NO memory of any events transpiring before it was born, hatched, etc.

Of course, any information sought among the animals would have to been recent or striking from their point of view (radical contrast from the normal run of events in their daily struggle to survive) for them to remember it to relate it to the caster, and even more so for them to have passed it along to other animals outside the locale from which the information originates.

Dealing with the consciousness of an animal should be a lot like dealing with a child of about three years of age, with a similar attention span. Avians in particular are more like children aged five years. There are some definite limitations in the complexity of concepts the animal is able to comprehend if the caster is trying to communicate with the beast in addition to simply gathering information from it (GM’s discretion). The animal spirits communed with through the dweomer are always granted Encounter Reaction checks in the same manner as any NPC, which may directly influence the manner in which they deal with the caster. They may lie by omission or give evasive answers, but they must answer truthfully any direct question that can be given a “yes” or “no” (or “neither”) answer. They are ALL bound to interpret any questions posed as literally as possible, BUT due to the fact that the caster is actually communing with the spirit, consciousness to consciousness, true and accurate communication cannot be avoided in the end. The caster always eventually gets to the information he seeks, IF the beast does possesses it.

As the period into the past available for the caster’s perusal in communing with a beast can be quite long (according to POT) and most of the events transpiring during that time very likely holding no interest at all for the caster, he can effectively “scan” through the experiences of the beast with whom he is communing. This may be done in one of two ways; the first allows the caster to dictate a specific date and time from which the beast’s experiences. This may be changed and repeated as desired without restriction or penalty.

The second allows the caster to skip along the emotional high-points of events in the beast’s life, as these are the easiest to find. In this approach, the dweomer focuses only on those events permeated by high emotion, great love, bitter hate, tears of sadness or of joy, verbal and especially physical violence. The actual events replayed may be nothing more than mother and child walking by together, prey watching a predator pass by, or two predators warily passing one another by but the emotion between them be sufficient in tenderness and love or stifling fear or rivalry to make the dweomer stop and take note. The emotions of humanoid folk encountered by any beast are enough to be a matter of note if the emotion is strong enough, as animals are in tune with all life on that level. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

The player must understand that when communing with an animal he is looking at the world through its eyes. However, the visions of the beast’s experiences ARE sufficient to enable the caster to identify encounters with those with whom he is already familiar by sight and especially those he knows through previous personal experience, AND sufficient for the caster to identify a person he has seen through communing with an animal if he should run into him in person and see him with his own eyes later.

In the same vein, the caster can share directly, spirit to spirit, knowledge that he has that might be of interest to a beast, such as the identity and whereabouts of a malefactor who once left the beast in question scarred by some weapon, by fire, or attempted drowning, or who set a trap that necessitated the chewing off of a limb to escape, or the like. In the same vein, the Commune magick may be used to Soothe or Calm a beast that is agitated or in danger of becoming so, in the same manner as the charms of the same name and with POT equal to the Commune charm being used at the time, or to similarly enrage the beast with whom he is communing, even to giving it a particular target at which to be enraged, but with the same limitation based on POT.

The animus in the beast touched by the dweomer is visible only in the beast’s eyes and then only to the caster. The beast stands quietly or settles down in place when the dweomer takes effect, according to its nature/habits and the Encounter Reaction result, and remain there for as long as the caster needs to gather the information he seeks from it, BUT for only as long as the beast feels safe. Should it be startled and/or threatened, it’s “Fight-or-Flight” response be triggered, the dweomer is broken as truly as if dispelled and the beast flees.

The “Commune” magick is directly related to and derived from the “Read” skill, more specifically the “Read Body” skill.

All of the “Commune” magicks (Animal, Elemental Spirit, Plant and Shadow) are different aspects of the same skill. By taking the “Commune” skill, the character has access to all. Each “Commune” skill is tracked separately in SL during play, according to the use it gets, normally.

IF the “Commune” skill is not already in the practitioner’s repertoire, as well, the “Read” skill provides the practitioner with a bridge to it, 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.

This dweomer may not be resisted.

 

Commune wi’ Elemental Spirit

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The “Commune” dweomer awakens a dormant animus, in this case an elemental spirit, specifically the gnome of any stone, a sylph of the whispering breezes, the salamander of any burning flame, or the nymph or undine of any naturally occurring body of water within sight (as the caster desires) so the practitioner may commune with it, extending his consciousness to merge with the substance’s animus-consciousness and sift through its experiences in order to gather what information it may possess that might be of aid to him.

Once the dweomer has manifested, the caster will be required to settle down in a meditative state with the element and spirit in question with as few distractions as possible in order to garner the information desired. In this way, the “Commune” magick is exactly like the “Read” skill. The caster may glean up to [(POT) + (HRT att. mod.)] pieces of information from the plant spirit, and he will have up to (DUR) as allowed by POT if tied-off, normally, to accomplish that, unless the DUR is maintained by the caster at his pleasure.

Elemental spirits have only a bystander’s knowledge of items, people, or events passing through or transpiring within in the vicinity whence they were wakened, within (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the caster’s benefit.

It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time, with the understanding that a salamander’s knowledge only goes back to the point in time when it’s fire was first lit. The rest of the elementals carry no such similar restriction.

A gnome’s knowledge only extends to a radius of [(SPT) + (POT)] yards of the stone from which it was wakened, through the earth in all directions. The same is true of the salamanders and their fires, barring any physical barriers or partitions which might block the view or line-of-sight of events from the site of their fires.

Nymphs and undines have knowledge of the entire extent of the body of water whence they were called, from events on the surface down to the bottom of their murky depths, and [(SPT) + (POT)] yards from their shores, as well.

The sylph’s knowledge of the area in which they dwell effectively extends in a [(SPT) + (POT)] radius in miles, and then only to those areas open to the sky or that can be reached by the breezes that blow.

Each type of spirit has its own general character, part of which may form a danger to the caster communing and thereby participating in the character of the spirit. Gnomes are as unyielding as stone, cold and unemotional, viewing time from a geological scale, a millennium is the blink of an eye to a gnome, therefore nothing that is mortal really matters. Sylphs have short attention spans and need constant prodding and concentration to commune with. Salamanders are languid but always hungry and always try to draw or bargain more fuel into their fires, whatsoever they can find to burn. Nymphs and undines are sensual by nature and carry the sense of stillness of the deepest darkest waters within them. They are cagey and are most loathe to give up the secrets their waters hide, commonly radiating great sadness, often inflicting Accidia and trying to draw the caster into their embrace, to their dooms.

The elemental spirits awakened by the dweomer are granted Encounter Reaction checks in the same manner as any NPC, which may directly influence the manner in which they deal with the caster. They may lie by omission or give evasive answers, but they must answer truthfully any direct question that can be given a “yes” or “no” (or “neither”) answer. They ALL interpret any questions posed as literally as possible, BUT due to the fact that the caster is actually communing with the spirit, consciousness to consciousness, true and accurate communication cannot be avoided in the end. The caster always eventually gets to the information he seeks, IF the elemental indeed possesses it.

Once the information has been gleaned, the dweomer dissipates on its own and the animus awakened in the element chosen is released.

The elemental spirits awakened by this magick do not manifest physically, and therefore cannot be harmed by physical means. Only a suggestion of their form becomes visible in the element that spawned them to onlookers who are trained in the ways of magick, or who have the Sight. All others see nothing of them. Due to the tenuousness of their manifestation, any attack upon the spirit, even magickal or magickally aided, simply breaks the dweomer’s power, dismissing the spirit.

The “Commune” magick is directly related to and derived from the “Read” skill, more specifically the “Read Material” skill.

All of the “Commune” magicks (Animal, Elemental Spirit, Plant and Shadow) are different aspects of the same skill. By taking the “Commune” skill, the character has access to all. Each “Commune” skill is tracked separately in SL during play, according to the use it gets, normally.

IF the “Commune” skill is not already in the practitioner’s repertoire, as well, the “Read” skill provides the practitioner with a bridge to it, 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.

This dweomer may not be resisted.

 

Commune wi’ Plant

Art: Divination

Ruling Planet: Mercury

Sphere: Common

This dweomer awakens the dormant animus or spirit of any single plant within sight and enable the caster to commune with it, extending his consciousness to merge with the plant’s animus-consciousness and sift through its experiences in order to gather information. This magick may be exercised upon either mundane or mythical plant life, it matters not.

Once the dweomer has manifested, the caster is required to settle down in a meditative state with the plant in question with as few distractions as possible in order to garner the information desired. In this way, the “Commune” magick is exactly like the “Read” skill.

The caster may glean up to [(POT) + (HRT att. mod.)] pieces of information from the plant spirit, and he has up to (DUR) as allowed by POT if tied-off, normally, to accomplish that, unless the DUR is maintained by the caster at his pleasure. Once the information has been gleaned, the dweomer dissipates on its own and the animus of the plant is released to return to slumber.

Plant spirits have only a bystander’s knowledge of items, people, events, or places within, or having passed within, their immediate vicinities, defined as [(SPT) + (POT)] yards, and this within (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the caster’s benefit.

It is up to the caster to use enough POT to make the DUR into the past yield a period of time that provides a significant or useful amount of information, with the understanding that a perennial plant can have no memory of any events transpiring before the spring when it first emerged from its seed. Annuals, trees, shrubs, and the like carry no such limitation on their knowledge, only that placed on the dweomer by DUR and the age of the plant itself (GM’s discretion), which can be determined by a quick use of one of the Measuring Tool charms. The player should try to make sure the GM understands the character’s criteria for choosing the plant before casting the magick to ensure he is able to find the information he seeks, provided it is there in the first place.

As the period of the past available for the caster’s perusal can be quite long (depending on POT) and most of the events transpiring during that time very likely holding no interest at all for the caster, he can effectively “scan” through the experiences of the plant with which he is communing. This may be done in one of two ways; the first allows the caster to count back to a specific date and time from which to view the plant’s experiences. This date and time may be changed and repeated as desired without restriction or penalty. The second allows the caster to skip along the high-points of the plant’s experiences, as these are the easiest to find. In this approach the caster may focus in on only those events accented by extreme conditions or events, burning sun and drought, endless rain and lack of sun, perhaps flooding, verbal and especially physical violence, such as being chewed on by some herbivore or being torn up by some Forager, or stomped on by some predator or fleeing prey. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

The player must understand that when communing with a plant he is looking at the world through its “eyes”, so to speak. However, the visions of the plant’s experiences ARE sufficient to enable the caster to identify encounters with those with whom he is already familiar by sight and especially those he knows through previous personal experience, AND sufficient for the caster to identify a person he has seen through communing with a plant if he should run into him again and see him with his own eyes later.

The animus awakened by and responding to this magick does not manifest physically, and therefore cannot be harmed by physical means. Only a suggestion of their form is visible to onlookers who are trained in the ways of magick, or who have the Sight. All others see nothing of the animus. The caster is the only one able to communicate with the wakened spirit, it ignores all others. Due to the tenuousness of their manifestation, any attack upon the spirit, even magickal or magickally aided, simply breaks the dweomer’s power, dismissing the spirit.

The “Commune” magick is directly related to and derived from the “Read” skill, more specifically the “Read Material” skill.

All of the “Commune” magicks (Animal, Elemental Spirit, Plant and Shadow) are different aspects of the same skill. By taking the “Commune” skill, the character has access to all. Each “Commune” skill is tracked separately in SL during play, according to the use it gets, normally.

IF the “Commune” skill is not already in the practitioner’s repertoire, as well, the “Read” skill provides the practitioner with a bridge to it, 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.

This dweomer may not be resisted.

 

Commune wi’ Shadow

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

The dweomer awakens a dormant animus, in this case the distilled spirit essence or animus of Shadow, which hovers between Light and Darkness. Shadows are tied to the objects that cast them, and no distinction is drawn between shadows cast by the light of the sun in the day, night shadows cast by the light of the moon and stars, and shadows cast by artificial light sources. The nature of the light-source is irrelevant, an object, creature or being only has one shadow, even if more than one is showing due to multiple light sources. On the other hand, an object that is surrounded on all sides by light sources of equivalent strengths cannot cast a shadow.

Shadow spirits have only a bystander’s knowledge of items, people, or events passing through or transpiring within a radius of [(SPT) + (POT)] yards of the object that cast them, whichever is greater, within (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the caster’s benefit. It is up to the caster to use enough POT to make the DUR into the past accessed by the dweomer yield a period of time that provide a significant or useful amount of information.

The player should give some thought to the places where shadows lie consistently, to avoid any limitations on the shadow spirit’s knowledge and experiences of events in the past.

The caster may glean up to [(POT) + (HRT att. mod.)] pieces of information from the shadow spirit, and he has up to (DUR) as allowed by POT if tied-off, to accomplish that, unless the DUR is maintained by the caster at his pleasure.

The shadow spirits awakened by the dweomer are granted Encounter Reaction checks in the same manner as any NPC, which may directly influence the manner in which they deal with the caster. Being creatures of Shadow, they lean neither to Virtue or Vice, Light nor Darkness. They are shifty and fluid by nature. They may lie by omission or give evasive answers, but they must answer truthfully any direct question that can be given a “yes” or “no” (or “neither”) answer. They interpret ALL questions posed as literally as possible, BUT due to the fact that the caster is actually communing with the spirit, consciousness to consciousness, true and accurate communication cannot be avoided in the end. The caster always eventually gets to the information he seeks, IF the shadow spirit indeed possesses it.

Once the information has been gleaned, the dweomer dissipates on its own and the animus awakened in the shadow chosen is released.

The shadow spirits awakened by this magick do not manifest physically, and therefore cannot be harmed by physical means. Only the caster is truly be able to see them. Only a suggestion of their form is visible in the shadow that spawned them to onlookers who are trained in the ways of magick, or who have the Sight. All others see nothing of the animus. Due to the tenuousness of their manifestation, any attack upon the spirit, even magickal or magickally aided, simply breaks the dweomer’s power, dismissing the spirit.

The “Commune” magick is directly related to and derived from the “Read” skill, more specifically the “Read Emotion” or “Read Contagion/Resonance” skill, but more accurately of the nature of a “Read Aura” or “Read Spirit Essence” skill (despite the fact that such a skill has only been included by extension of principle in the game, as an additional aspect of the “Read Emotion” aspect of the “Read” skill).

All of the “Commune” magicks (Animal, Elemental Spirit, Plant and Shadow) are different aspects of the same skill. By taking the “Commune” skill, the character will have access to all. Each “Commune” skill will be tracked separately in SL during play, according to the use it gets, normally, BUT the “Commune” skill and its specific sub-skills will NOT require a separate skill slot of their own in the character’s trade memory but will together be considered as part and parcel of the “Read” skill for that purpose.

IF the “Commune” skill is not already in the practitioner’s repertoire, as well, the “Read” skill provides the practitioner with a bridge to it, 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.

This dweomer may not be resisted.

 

Compass Charm

Art: Naming

Ruling Planet: Mercury, Uranus

Sphere: Common

This is the means by which the practitioner may fix or store the “bump” of direction resulting from a casting of the “Charm of Direction” or “Finding” on/in a physical object so it can be of use to others. This creates a compass/guide tied to the location obtained by Divination which may then be followed by any folk, regardless of whether mundane or magickally skilled, so long as they hold the “Compass”, where the “Charm of Direction” is of use only to the caster.

It is commonly cast alongside the “Charm of Direction” in a bundled casting so the results of the Divination go directly into the “Compass” object.

The caster may choose any number of ways to express the Compass dweomer, in setting a sliver of hazelwood, ash, oak (or other wood of magickal tradition), a green leaf, a flower petal, or the like afloat on a cup or bowl of water or other liquid that flows as water does (even milk, wine or beer) so it can swing freely to point out the direction in which the destination lies; he may tie a sewing needle, twig or stick of hazelwood, ash, oak, etc., knitting needle, wand, or any long thin object on a thread, string or cord and hold it suspended so it can swing to point according to the prompting of the dweomer. A conventional compass (GM’s discretion) can also be used, its needle carefully balanced on a pivot on which it sets so very lightly in a weatherproof casing, or even a mechanical apparatus with gimbles to allow the pointer to swing about in every direction in a complete sphere can be constructed so it points in any direction at any angle whatsoever, and either can be activated by the “Compass Charm”.

In the hands of a Druid or Witch, the “Compass” MUST have some bit of Nature plucked fresh and alive specifically for the casting incorporated into it, some green twig or leaf, blade of grass or flower petal, or the like. So long as the magick endures, the object is sustained in its live, fresh state.

Other than these differences, the “Compass Charm” provides the same unfaltering and unerring directional sense tied to the destination to which the Compass Charm was tied on casting, pointing out the direction just like a “Charm of Direction” (Way Finder or Path Finder), showing him when he is facing the exact direction in which the destination he seeks lies, with exactly the same restrictions on its function found within the “Charm of Direction” (Way Finder or Path Finder) magick’s description.

The “bump” of direction from a “Charm of Direction” or “Finding” dweomer, or the like used as the focus for a “Compass Charm”, from which the sense of direction is derived, must be equal to or greater than the POT of the “Compass Charm” in which it is used.

The Compasses created with this Charm last until the bearer reaches his destination, for the DUR as allowed by POT if tied off, normally, or as long as the caster chooses to maintain the dweomer, whichever occurs first, as applicable. It may be picked up and used and put down or put away as desired (as most appropriate to the form it takes) for as long as the dweomer endures.

Should the object on which the “Compass Charm” is fixed be broken, the “Compass” cup or bowl is spilled or the suspending thread or string broken or cut while in use, the Charm is broken and dismissed as surely as if it had been Dispelled. The “bump” of direction used as its focus lost to the caster. Both the original “bump” of direction and the “Compass” in which it was used must be cast anew.

This dweomer may not be resisted.

 

Conjure Guiding Star

Art: Enchantment, Naming

Ruling Planet: Moon

Sphere: Common

The “Guiding Star” can be used in a similar manner to the “Candle”, above, to hover high in the sky among the stars above and shine its rays in the true direction of the location to which it is bound in order to show the way back to home or camp or town, with the same parameters. In this capacity, the “Star” guides those within sight of it its rays only along the true direction, in a straight line to the location it marks as the bird flies, in the manner of a “Charm of Direction”, regardless of terrain or vegetation or any topographical barriers that may lay between the traveller and the site sought. The travellers must find their own path to it, using the “Star” only as a point of reference towards which they must return as often as the topographical obstacles they encounter allow.

Alternately, the “Star” may be used as another means by which the practitioner may transfer the “bump” of direction resulting from a casting of the “Charm of Direction” (Way Finder or Path Finder) or “Finding” or the like, binding the Star so as to hover over that ultimate goal, so that guiding bump of direction may be of use to those who have no magick of their own, in the same manner as a “Compass Charm”. In this use the nature of the path illuminated by the “Star” is determined by the nature of the “bump” of direction the practitioner has achieved, depending on the dweomer from which it is derived (Charm of Direction, Way Finder, Path Finder).

In either expression, the “Guiding Star” appears in the sky as a mighty light, the brightest star in the firmament whose rays mark the way home or the direction to the location borrowed from the caster’s Divination. It may also be conjured in such a manner that it is visible to all, or with a few exceptions stipulated by the caster, or visible only to those stipulated at casting, but he must be sufficiently familiar with the basis for any such stipulations through previous personal experience, and each such element beyond the first to which it is specifically tuned to respond raises the casting DV on a Progressive basis. Otherwise it is visible only to the caster alone.

Like the Candle, the Guiding Star is specifically intended for use at night, and shows in the dark for a distance of [(caster’s MGA) + (POT)] miles.

When the skies are stormy or overcast the Star commands a window open in the clouds to allow its light to shine clear and bright and true. It can be seen in the midst of any storm, for the full distance regardless of whether night or day, though a flash of lightning can wash its light out completely for a few moments, now and then. The light of the “Star” may not be seen under the direct light of day, but at half the full night-time distance under gloomy, heavily overcast conditions or stormy conditions.

The “Conjure Guiding Star” skill provides the practitioner with a bridge to the “Spirit Guide” 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.

 

Conjure Shadows of the Past

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

This dweomer conjures a series of visions, raising physically insubstantial phantoms which re-enact the events of the past having transpired within the AoE within (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the caster’s benefit.

It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time.

The events replayed by the phantoms conjured begin at the limit of the time into the past the dweomer can penetrate and play from there forward to the present, unless the caster dictates otherwise. This has the potential for occupying and even wasting a great deal of time. As the period of the past available for the caster’s perusal can be quite long and most of the events transpiring during that time very likely holding no interest at all for the caster, he will be able to effectively “scan” through the visions and events played out by the phantoms conjured. This may be done in one of two ways; the first allows the caster to dictate a specific date and time from which the events will be replayed. This may be changed and repeated as desired without restriction or penalty; the second allows the caster to skip along the emotional high-points of events in the AoE, as these will be the easiest to find. In this approach the visions will stop to replay only those events permeated by high emotion, great love, bitter hate, tears of sadness or of joy, verbal and especially physical violence. The actual events replayed may be nothing more than one person watching another pass by, but the emotion between them be sufficient in tenderness and love or bitter rivalry and hatred to make the dweomer stop and take note. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

Events viewed are seen from a point of view dependent upon the caster’s own position within the AoE, in relation to the action. To better his vantage point and obtain more complete knowledge of the events viewed, the caster may move about freely within the AoE. These visions are completely intangible and only visual in nature. The caster may interact with them in no way whatsoever except for moving about among them to change his vantage point in order for him to catch details more clearly.

The visions may be scrutinized, replayed or even frozen on a single moment in the caster’s sight in order for him to glean all the pertinent information that he may desire for the magick’s DUR as allowed by POT if tied-off, normally, or for as long as the caster chooses to maintain the dweomer, as applicable. If the caster leaves the confines of the AoE, the dweomer is broken and the visions dismissed.

The visions conjured are visible only to the caster, only flutterings of movement may be peripherally perceived by others, and then only by those who are members of one of the magick-wielding trades, or who have or have been gifted with the Sight.

The caster can hear all sounds, noises and conversations accompanying the Shadows conjured, or such sounds as might enter the AoE from outside it, also heard by the Shadows at the time from which events are being replayed, smell all scents prevalent in the AoE, but the practitioner is limited to memories affecting only these three senses.

This charm is directly related to and derived from the “Read” skill, more specifically the “Read Object” skill.

IF the character has learned the “Read Object” skill and is not trained in this one, he may research the “Conjure Shadows of the Past” skill and develop it on his own from his “Read Object” skill. “Shadows of the Past” is then tracked separately in SL during play, according to the use it gets, normally, BUT does NOT require a skill slot of its own in the character’s trade memory but is considered as part and parcel of the “Read” skill for that purpose.

This dweomer may not be resisted.

 

Copy Charm

Art: Enchantment, Naming

Ruling Planet: Mercury

Sphere: Common

The Copy Charm is used to reproduce the effects of labor on up to (POT) sets or lots of raw materials. In effect, the charm duplicates and multiplies the work of the craftsman without the need of any additional hands, such as would be required to duplicate those labors by means of a “Mimicry Charm”. The Charm allows any step or specific processes to which the original materials so enchanted are subjected to be duplicated upon the materials to which that original is tied. Each such step or process required in the manufacturing of a given substance (yarn) or object (knitted hose) requires a separate casting, multiplying the produce of the labor of just one man. To take wool from shearing through carding, spinning, dying, and weaving or knitting/crochet would take the casting of six charms. While useful for scribes, effectively taking the place of a printing press, this charm can be applied to the work of any manufacturing process or craft.

When the process that is being “Copied” requires the application or use of some material, such as when dying any material substance being prepared for manufacture, such as leather or cloth, the amount of dye needed for ALL the material to be affected must be ready and is consumed by the dweomer as the original material to which the rest are tied is dumped into the dye vat. The same is true of things which are painted, or strokes of the Scrivener’s pen. Each stroke removes from the pot enough to accomplish that stroke on all “Copies” being made, at once.

This property of the dweomer can only be circumvented by bundling the “Copy Charm” with a Noble Sphere “Augment” charm appropriate for the materials and of a POT sufficient for the number of times the “Copy Charm” is replicating the original work.

This charm may be used to bind up to (POT) surfaces or objects together, whether wax tablets, books of blank bound pages, scrolls of parchment, etc. so that what is wrote upon one also appears on the other(s), so long as the magick endures. This allows the users to trade correspondence instantaneously, very useful as a means of long-distance communication between whoever holds the objects so bound together this way. The messages inscribed on the original or master surface or object may appear on all those to which it is bound to “Copy” it to, OR only a limited number of them, or a specific one, but only if the caster himself is doing the writing and as such is directly in control of the results of the magick. The messages scribed upon those surfaces or objects bound to the master will appear only upon the master, unless, again, it is the caster who is doing the writing, in which case he may use any of those which are bound together as he would the original whether they are, in fact, or not. To allow others more flexibility in their use of those surfaces bound by the “Copy Charm”, the caster may specify a particular type or color of ink be used for each surface bound to the original, so that if a particular type of ink is used to write in the master, that message will only appear on a specific surface, rather than being “Copied’ to all.

In an Aztec or Egyptian milieu, great stone tablets erected on temple walls across the land could be bound in this way and used as a means for recording deeds and transmitting them throughout an empire simultaneously.

This aspect of the dweomer may not be resisted.

In the same vein, this dweomer can also be used to replicate the effects of up to (POT) attacks in battle upon up to (POT) foes designated by the caster in addition to the foe he is actually facing with his weapon, for the DUR. This does not multiply the weapons as it does in the case of an “Arrow Storm” or “Blade Storm”, only allows each strike launched at a foe by the wielder of the weapon or by the warrior so ensorceled to also affect up to (POT) other foes designated by the caster, as well, when the original strikes true, minus the normal effects of armor, depending on how each target of the charm is clad, normally.

This aspect may be cast only by Naming magick, either upon a creature or being, being applied equally to any weapon that he may pick up to use, or upon a given weapon so that the dweomer applies only to the attacks made with it.

This aspect of the charm may be resisted normally, but at the outset only.

If the charm takes effect, the victim has no more recourse to M-RES against any damage suffered due to it.

 

Displacement Glamour

Art: Glamour

Ruling Planet: Neptune

Sphere: Common

This charm cloaks the recipient in invisibility while shifting his visible appearance, his apparent location, so he appears to be anywhere within a circle of up to (POT) feet. Despite making the bearer invisible, the charm has no effect on the traces of his passing. It cannot hide footprints in snow or mud, or mud and dirt tracked indoors, handprints, the trail of water if he should get soaked, etc.

To avoid any unnatural appearance to the movements of the displaced image, the proximity of it to the bearer of the charm can be adjusted at will, and the image can be made to move independently of the bearer so long as the bearer remains still and devotes his concentration to controlling the image’s movements.

In a similar manner, applied to an object, the caster can put the object wherever he likes while pinning its appearance, its apparent location, anywhere within (POT) feet. This is commonly used to display treasured items out in plain sight while holding the actual physical object in a secure location, such as a “Wizard’s Closet”.

If it is not already in his repertoire, the “Displacement Glamour” skill provides the practitioner with a bridge to the “Cloak of Confustication” 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.

This charm cannot be resisted unless applied to a living creature or being.

 

Dispel Common Magick

Art: Divination, Sorcery, Enchantment, Glamourie, Naming

Ruling Planet: Uranus, Neptune

Sphere: Common

This is the dweomer to be used when the caster wishes to attempt to dispel any existing work of magick woven by any other wielder of magick, regardless of their trade, when he has no magick in his portfolio that is “opposed” to use. In order to be effective, however, the caster must use the dispelling specific to the Art used to create the target magick – Divination, Sorcery, Enchantment, Glamourie, or Naming.

Once successfully cast, the GM will determine the chances of the Dispelling’s success against the target dweomer according to the procedures in The Grimoire.

The player should be aware that the GM will modify the strength of the character’s Dispelling, or effective POT, according to the magick against which it is cast, according to the respective Sphere of Power, the form (cantrip, prayer/spell, rite/ritual) in which both the Dispelling and its target dweomer were cast. Should the Dispelling’s effective POT be reduced comparatively to a number less than one, it simply will not have a chance of dispelling the target magick.

If a Dispelling succeeds, the target magick is utterly dispelled, its pattern undone, its power dissipated.

 

Dweomer Ægis

Art: Naming

Ruling Planet: Neptune

Sphere: Common

The Dweomer Ægis” is a defense specifically designed to protect the dweomer (any express work of magick) on which it is cast, or with which it is bundled, in such a manner that the POT of the Ægis is added for the DUR to the DV to alter it in any way, Oppose and suppress it, or especially to Attune and take it over or to Dispel it. It can also be applied to shield any object, creature or being from being tampered with or influenced in any way by magickal means.

This charm is commonly used to protect any number of magicks or works of magick and especially enchanted items, creatures or beings so that the magicks that hold sway over them cannot be tampered with or to reduce their vulnerability to being dispelled. It is used in the same manner as a Warding, but for the purposes of simple defense rather than actually reaching out and smiting those trespassing where their meddling is not wanted.

This charm cannot be resisted.

 

Elf Shot

Art: Enchantment, Naming

Ruling Planet: Mars

Sphere: Common

Fashioned after the folklore describing the effects resulting from ranged attacks from Færies disgruntled at mortals, the charm is intended to be applied to a stone or arrow, crossbow bolt, knife or other missile or hurled weapon. The object so enchanted may only be used once if the DUR has been tied off, or up to (POT) times if recovered after use and the DUR is maintained at the caster’s pleasure. The object does NOT have to shed blood in order to take effect, merely hit the target. The Shot causes tremors in the limb of the victim struck, calling for an AGL check for even common mundane movements and actions using the POT as the DV, and adding (POT) to the DV for resolution checks for skills and abilities involving the affected area (GM’s discretion). Hit locations are up to the GM to determine. Shot hitting the Head/Neck or Torso areas affect the entire body.

This charm can be resisted normally.

 

Enchant Elements

 

In the same manner as the “Commune” charms, the dweomer for enchanting all four of the elements are 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.

 

“Enchant Air”

Art : Naming

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.

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).

 

“Enchant Earth”

Art: Enchantment, Naming

Ruling Planet: Saturn

Sphere: Common

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.

Upon reaching the Master LoA, the “Tamp” aspect provides a bridge to power whereby the practitioner may, through his own efforts and research, put together a treatise on the “Fuse Earth” aspect of the Noble Sphere magick “Augment Earth”.

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.

 

“Enchant Fire”

Art: Naming

Ruling Planet: Sun

Sphere: Common

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.

 

“Enchant Water”

Art: Enchantment, Naming

Ruling Planet: Moon

Sphere: Common

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.

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.

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.

 

Enchant Light

Art: Glamourie

Ruling Planet: Sun

Sphere: Common

The “Enchant Light” dweomer is an aspect of the “Enchant Air” aspect of the “Enchant Elements” magick. It enables the caster to increase or decrease the output of light from either up to (POT) specific light sources within the AoE or the level of naturally occurring ambient light entering into and present there. The Enchantment may be used to multiply even dim starlight until bright enough to read by or even as bright as daylight, or divide broad daylight or even bright direct sunlight down into a romantic twilight or light as dim as starlight, or any effect in between. The effects of enhanced light doesn’t simply cease at the edge of the AoE, but bleeds over, declining at a rate of 1 point of POT per yard beyond its limits. In game terms, the Glare penalty of direct sunlight determined by the GM may be increased by up to (POT) by the brightening aspect of the dweomer, OR the Gloom penalty of dim lighting increased by the same amount by the darkening aspect. In the same vein, the darkening aspect may be used to take any Glare penalties down at a rate of 1 per point of (POT) and any remaining POT used to bring the level of light down past the range of comfort to impose Gloom penalties at the same rate, OR the brightening aspect may be used to ease any Gloom penalties at the same rate and any remaining POT used to bring the level of light up past the range of comfort to the point of imposing Glare penalties.

In any event, should the resulting penalty from Gloom or Glare exceed any character’s AWA, or effective AWA in regards to the sense of sight, that character is rendered effectively blind. Blindness due to POT of Glare leaves a character’s eyes residually dazzled once the dweomer has been dismissed or shelter taken from it for [(POT) – (P-RES)] CS’s afterwards, minimum one (1).

If the “Blinding Flash” is not already in the practitioner’s repertoire, as well, the “Enchant Light” skill provides the practitioner with a bridge to it, 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.

 

Enchant Sound

Art: Glamourie

Ruling Planet: Neptune

Sphere: Common

The “Enchant Sound” dweomer is an aspect of the “Enchant Air” aspect of the “Enchant Elements” magick. It will enable the caster to heighten, lessen, or completely mask any sound created by up to (POT) sources within the AoE or the level of natural ambient sound, no matter how loud or faint the sound. The caster may choose whether the effects of the dweomer will apply only to his own ears, only to the ears of up to (POT) others specified at the time of the casting, or to all within the AoE or entering there for the DUR.

Enchanted sounds may either be amplified to the point where they will mask other sounds, providing a DV equal to POT for an AWA/Perceive check which must be successfully rolled on d100 in order to hear other sounds or noises through the din, or muted to the point where the dweomer will again provide a DV against which an AWA/Perceive check must be successfully rolled on d100 in order to hear, OR adjusted to any volume in between.

IF the POT of any sound affected by the magick exceed any character’s AWA, or effective AWA in regards to the sense of hearing, that sound may effectively be silenced completely or deafen the character concerned, as applicable, able to hear nothing else while the sound endures. The deafness will continue for (amount of time subjected to the amplified sound) + [(POT) – (P-RES), minimum one] in CS’s afterwards.

The frequency with which the source generates the sound affected will determine the repetition of the effect in the AoE, as applicable.

The effects the “Sound” dweomer creates will comprise a real and physical force which any characters within the vicinity will feel palpably on their skin, reverberating in their chests if the POT is greater than their (modified) STA. When the POT is greater than [(modified) STA x 2] it will have a physical impact sufficient to cause damage not only to creatures and beings but also to objects, especially those that are fragile, in the same manner as the concussion from a “Thunderclap” of a POT equal to the amount by which it is greater.

The effects of enhanced sounds will not simply cease at the edge of the AoE, but will bleed over, declining at a rate of 1 point of POT per yard each creature or being is located beyond its limits.

 

Ensorcel Movement

Art: Sorcery, Naming

Ruling Planet: Mars (enhance), Saturn (diminish), Moon (swimming)

Sphere: Common

This charm may be used to either increase or decrease the rate of speed the target creature(s) being(s) can achieve under their own power when travelling from point to point by up to (POT) miles per hour OR his Leap distance by up to (POT) feet, his Running Leap by the same amount PLUS the normal effect of the increase or decrease in movement speed for the lead run (according to the allowance described in Character Creation), but Jump height only by (POT) feet, for the DUR.

This affects either the target’s Sprint Speed on the ground (“Fleet Foot” or “Swift–”, or “Dawdling Feet” or “Lameness”), his Swimming Speed if he has the knowledge and ability to swim (“Wavecutter” or “Floundering Charm”), or his flight speed in the air for those who have the power of flight (“Swift Wing” or “Wing Clipper”), OR may be used to affect the target’s Jump, Leap, and Running Leap (“Power Leap” or “Stag’s Leap”, or “Leaden Feet”) alone, or in combination with his ground movement rates. The enhancement of movement gives the recipient a feeling of lightness in movement, while the diminishment makes the target feel like he is moving against an invisible force which is holding him back, his limbs mired, such as might be experienced in a bad dream.

The dweomer affects only the target’s maximum rate of the particular movement rate being affected, allowing the recipient to travel faster for the same amount of Wind normally charged to travel at his swiftest rate. Because the magick only affects the character’s speed in regards to movement from point to point, it does not affect the character’s Initiative in combat, nor his RoA. It will merely increase or decrease the distance he may travel when he gains the Initiative to act in the movement phase of play.

In regards to Flight Speeds, if the charm reduces the air speed the target is able to achieve below his Stall Speed, he will be unable to fly under his own power, although he may still be able to catch a draft and use it to soar, normally (GM’s discretion).

In regards to diminishing the target’s movement rate, this dweomer will have no power to reduce his movement to zero (0) mph, to prevent the target(s) entirely from moving. If the dweomer has the POT to reduce the target’s movement rate to less than 1 mph, that last mph should be broken down further, to yards per minute (28), and any remaining POT subtracted in yards, minimum one (1) yard per minute (6 CS’s). This should be converted to tactical Pulse Move in scale as the game situation requires.

In addition, the “Power Leap” aspect does NOT guarantee the recipient a safe landing any more than any normal leap; the character must make an AGL or Acrobat check on d100 as applicable for any other leap. In the water, the “Power Leap” becomes the “Salmon’s Leap”, granting the ability to swim at speed to the surface and “breach” like a whale, dolphin, shark or other swift marine animal and rise (swimming speed in mph) feet above the surface before falling back into the water.

The benefit to the recipient’s speed when swimming underwater will be only half that granted when the recipient is swimming on the surface. This dweomer has NO power to bestow skill at swimming as described by the Swimmer Petty Skill. IF the character is not already skilled in swimming this dweomer will avail him nothing in the water. In addition, this dweomer will NOT grant the ability to breathe water and will require those choosing to swim in an underwater mode to surface in order to hold their breath, normally.

See also the Swimmer and Diver Petty Skill descriptions, as needed.

Altering the Flight Speed in the air will not affect the Stall Speed in the least. The dweomer will affect one (1) aspect of movement alone with a single casting (leaping & jumping OR foot speed OR swimming speed OR flight speed, etc.). To affect more than one type of movement rate, additional castings must be assayed.

For use in combat, the altered movement rates need to be translated to scale movement, for which the table in Character Creation has been provided.

 

Færie Reel, Totentanz (Dance of Death), Dervish Hex

Art: Naming Aer

Ruling Planet: Venus

Sphere: Common

The “Færie Reel” or “Totentanz (Dance of Death) is an Aer and belongs solely to the Druid trades of the Fili and Bard.

This Aer inspires all sentient beings and/or creatures within hearing of the Fili or Bard’s music to suddenly begin to swing, reel, leap, and stomp about in a dance of wild, fey abandon for the DUR, during which time the Fili or Bard must continue to play. The victims will be forced by the dweomer to dance so hard and with such wild abandon that they will lose (POT) points of Wind every CS ad infinitumuntil the DUR expires or the victim finally passes out from exhaustion, whichever occurs first. While they are caught in his magickal dance, the caster can make his victims turn and leap in any direction up to their full Leap distance, adding to the Wind cost. The caster can direct the feet of his victims through his music, but he may not direct them to any violence, only more or less vigorous dance. He may not direct his victims to kick one another, nor to leap headlong at solid objects such as walls, nor to hurl themselves off of any sort of precipice.

In addition to the normal M-RES check allowed, those who fail and are yet affected are allowed a Contested HRT Roll on d100 vs. [(POT) + (caster’s MGA att. mod.)] to see if they can break through the binding. Each roll in the process of the Contest will be equal to one full action for the victim. Success of the Contested Roll will break the ensorcelment as surely as a dispelling and free the victim. Failure will put the victim wholly and completely under the power of the dweomer with no further recourse except through the magickal intervention of a third-party.

The “Dervish Hex” is a variation of the “Totentanz” in which the victim simply spins unceasingly, whirling like a Sufi dervish. The higher the POT, the faster he spins and the more Wind the activity consumes, up to (POT) points of Wind per CS, to a maximum equal to the victim’s own (modified) STA score. This will be broken down on a per-Pulse basis for tactical situations and contests.

At the beginning of each Action the victim must make a successful AGL/HRT check (plus a bonus based on the victim’s Dancer or Acrobat SL, as applicable) vs. [(POT) + (caster’s MGA att. mod.)] to maintain his equilibrium despite the spinning movement. Success allowing him to spin in place or drift in any direct he desires up to (POT) feet per Pulse.

Failure indicating that he drifts and weaves about like a drunken sailor for (POT) feet each Pulse in a random direction (GM’s discretion) for the duration of an Action (according to RoA). This failure require the victim to make an AWA/P-RES check vs. the same DV.

Failing this check, indicates the victim has been overcome by the force of his revolutions and has lost his lunch, spewing the contents of his stomach on everything and one for a radius of (POT) feet for (POT) Pulses, costing (POT) Wind (to be prorated per Pulse at the GM’s discretion) in addition to that being charged for the spinning movement.

The Hex is restricted to making the victim spin under his own power, by the power of his own legs. When the dweomer is dismissed or the DUR expires, the number of Actions spent under the influence of the Hex will leave a residual “Vertigo Charm” of equal POT to the “Dervish Hex” that will last for an equal number of Actions, and which will include the accompanying nausea, equal to the charm of the same name, which will have the same potential to make the victim lose his lunch.

This dweomer may be resisted normally.

 

Far Flight

OR

Earthbound Missile

Art: Enchantment, Sorcery, Naming

Ruling Planet: Uranus

Sphere: Common

This charm alters the range of any hurled object or missile fired or loosed by either adding [(HRT) + (POT)] feet or [(HRT) x (POT)] yards (Far Flight) or subtracting [(HRT) + (POT)] feet or [(HRT) x (POT)] yards (Earthbound), to or from its normal range. Whether the dweomer’s effect is to be implemented in feet or yards will be determined by the units in which the item’s RNG is normally quoted, according to the details of ranged weapons noted in Appendix D.2.

This dweomer does NOT have any effect whatsoever upon the AV “to hit” the target, merely extends the reach of the (hurled) weapon or missile. This dweomer is focused on the distance covered and in no way affects the speed the object travels (nor thereby the damage inflicted). Alternately, this aspect of the charm may also be used to increase by (POT) the number of times a creature, being, or object with a propensity to bounce (resilient materials and/or ball-like shapes, GM’s discretion) in response to a fall or on landing after being hurled and also add (POT) to the distance it bounces. This directly affects that aspect of a “Bloat” magick (as applicable).

The reverse aspect of the magick, “Earthbound Missile”, reduces the distances that objects, creatures or beings may be hurled or fired, perhaps to be applied to opponents’ missile weapons, effectively reducing their ranges by (HRT x POT) feet or yards. If that range is reduced to zero or less, that object will be pulled to the ground by the dweomer within the first foot or yard (as applicable).

As an Enchantment, in the case of missile weapons (slings, bows, mangonels, catapults, atlatls/sling-staves, etc.) either the missile itself (arrow, shot, quarrel, etc.) may be affected, or the weapon used to fire it, at the caster’s discretion. Applied to a missile or hurled weapon with a DUR that has been tied off, the dweomer will affect the use of the missile the first (POT) times while the dweomer endures. If the dweomer is being maintained at the caster’s pleasure, it will allow the missile/weapon to be so used as often as desired and as many times as desired while it endures.

Strange though such a use might be, this dweomer may be cast as a Sorcery, to affect a living creature or being so it may be fired (from a catapult or ballista, for instance, which would require that the Art of Naming be used for the casting, or hurled by a large and strong compatriot) a much longer distance. Damage from impact on landing becomes a primary concern with this use however. The distance traveled becomes the basis for the DV for making an AGL check to land as desired.

This dweomer may only be resisted when cast upon living creatures and beings.

 

Far Speak, Whisper-tongue,

OR

Eavesdropper’s Charm

Art: Divination, Sorcery, Naming

Ruling Planet: Mercury, Pluto

Sphere: Common

Upon successfully casting the charm, by holding his hand up to his mouth and speaking or whispering a message of no more than (MGA + POT) words into it, the caster can have his words carried instantaneously to up to (POT) designated recipients within RNG. At the caster’s option the capabilities of the dweomer may be tapped intermittently, to speak to a single recipient on and off again as desired up to as many as (POT) times for the DUR.

When more than one recipient is named, all will receive the caster’s words the same. The caster’s messages may not be varied between them. The caster’s words will be totally inaudible to those about him as he speaks them into his hand, and those words will be delivered to the recipient(s) as a soft whispering in each recipient’s ears.

The “Eavesdropper’s Charm” works in exactly the opposite direction as the “Whisper-tongue” above, enabling the caster to focus in on anyone within sight who is speaking, and have that person’s words brought directly to his ears for him alone to hear. Should he wish to “Eavesdrop” on more than one individual, in the event that there is a small group talking whose conversation interests him, or a number of notable figures present whose words are of interest, he may choose to “Eavesdrop” on several, determining the minimum POT for the casting. In this case, when more than one are speaking at the same time, the caster must choose which to concentrate on, for he may NOT listen to more than one at a time.

At the caster’s option the enhanced hearing capabilities of the dweomer may be tapped intermittently and his subject(s) listened to on and off again as desired as many as (POT) times for the DUR.

Cast by means of Divination, this dweomer allows only the caster to listen “Eavesdrop”. Cast by means of the Art of Sorcery or Naming, the dweomer may be applied in the same manner as Divination BUT the caster also has the option of designating whomsoever he desires, up to (POT) in number, to be able to listen in along with him as well.

Cast by means of the Art of Naming, the caster also has the option of investing the dweomer in any object worn on the head (hat, veil, earring, etc., GM’s discretion), so as to enable those donning such objects to “Eavesdrop” along with him as well. These objects may then be passed around as desired, making the manner in which the magick may be shared much more flexible.

Most importantly, the caster must be very clear on who is being “Eavesdropped” on (if more than one) and who will be able to listen in (if more than just himself) upon the casting of the magick, and make sure the GM is clear on or who has the objects conferring the ability to participate in the dweomer’s benefit.

IF the caster also has the Clairaudience Spirit Skill, that SL may be added to the AV for casting this dweomer and also to the POT of the dweomer AFTER it has been cast.

These two aspects are often used in concert among the members of an adventuring party to provide two-way communication on a local basis, often for coordinating covert activities.

Neither aspect of this magick may be resisted.

The dweomer may be tuned to “Eavesdrop” on any location in sight, so long as he can see a door or window or other similar portal marking the location of the space he wishes to “Eavesdrop” on, or any particular location specified with which he is familiar through previous personal experience, regardless of his proximity to it, or any location anywhere at all if he have an artifact or sample of it by way of a bond of Resonance through which to bypass this restriction. If this is in the form of a piece of plant matter, a twig, leaf, flower, blade of grass, it must still have life in it, must still be fresh and green. The dweomer will focus on this single location alone. Who and how many are present and speaking will be irrelevant.

IF the caster wishes to keep auditory tabs on more than one location, he may “Eavesdrop” on up to (1 per LoA), starting with two, so that he may listen in on five locations by the time he reaches WorksMaster LoA (2 – Warden, 3 – Artisan, 4 – Master, 5 – WorksMaster).

IF the caster is listening in on only a specific named location, instead, no SPT check will be necessary for the dweomer to bring the sounds and speech occurring there to the caster’s ears, he will simply hear as if he were standing there in person.

IF the caster is of sufficient skill to designate more than one location to listen in on, and has done so, the caster must choose which to concentrate on in the event that conversations occur in more than one of these at the same time, for he may NOT listen to more than one at a time.

This charm may be resisted normally.

 

Fat the Boar, Wasting Hex

Art: Sorcery, Naming

Ruling Planet: Jupiter (Fat), Saturn (Waste)

Sphere: Common

This charm is only to be included in those games for which the GM is making use of the ENC rules (GM’s discretion), but works most completely and effectively where the CND Action Allowance rules are also used to track the loads carried and character energy levels through each game day (GM’s discretion), or at least those days in which those aspects have an influence that is pertinent to other events or tasks undertaken in a given day.

The “Fat the Boar” aspect plumps up the target in the same manner as a Christmas boar is fattened up for the feast, adding fat to his body to the point where his movements are hindered, until he becomes weighted down by it, so that movement in general impaired, until he is completely immobilized or even to the point where it begins to crush him.

In practice, the charm adds [(HRT) x (POT)] lb’s to the target’s bodyweight, adding to the weight of any load he may already be carrying. This accumulates at a rate of (HRT) lb’s per CS until the limit of the Hex’s POT is reached. The point of the charm is to make the target so fat it kicks the weight carried up to some higher fraction of his ENC Allowance. For every 1/4th carried drops his Sprint speed by 1/4th, reduces the STR and also the AGL he has to bring to bear for other tasks by 1/4th, and increases the rate at which his energy is drained – the rate at which his CND Action Allowance is spent.

Reductions to effective AGL due to being Fattened also reduce the victim’s RoA according to the rules for combat, normally,

IF the load a target is carrying rises due to being Fattened by the magick to a point where his Action Allowance would be taxed at a greater rate, he must pay the higher cost, according to the rules for ENC. If the victim is caught beneath a load that is suddenly beyond his ENC due to the dweomer, it immediately begins to bear him to the ground and pin him there, to suffer a wound of (1 per 10 pounds beyond his maximum) POT at the end of the CS and every [(STR + STA) ÷ 4] CS’s that he remains beneath the load. These are considered cumulative. The POT of the wound inflicted is assessed anew at the end of each CS until it rises to an amount that exceeds the victim’s threshold of wounding, at which point the process starts all over again, continuing in this fashion until the burden is removed, the DUR expires to spare the victim further trauma or the victim dies of his wounds.

The opposite aspect of the “Fat the Boar” Hex is the “Wasting Hex”. The effects are similar but are achieved in totally different manners. In the case of the Wasting Hex, the dweomer begins by shedding all adipose tissue, but then continues past this to consume the body’s healthy tissues

In effect, the Hex subtracts (POT x 5) lb’s from the victim’s bodyweight for the DUR, at a rate of 5lb’s per CS until the limit of the Hex is reached. To reflect this indiscriminate loss in vital healthy tissues all over the victim’s body, the Hex reduces STR and CND by (POT ÷ 2) points each. Loss of CND due to the hex’s effect reduces the victim’s Action Allowance, and loss of STR reduces the POT of blows the victim is able to deliver, commensurately.

IF the load a target is carrying rises due to the Wasting inflicted by the Hex reducing his STR and therefore his ENC Allowance to a point where his Action Allowance would be taxed at a greater rate, he must pay the higher cost, according to the rules for ENC. If the victim is caught beneath a load that is suddenly beyond his ENC due to the loss of STR from the Wasting, it immediately begins to bear him to the ground and pin him there, to suffer a wound of (1 per 10 pounds beyond his maximum) POT at the end of the CS and every [(STR + STA) ÷ 4] CS’s that he remains beneath the load. These are considered cumulative. The POT of the wound inflicted is assessed anew at the end of each CS until it rises to an amount that exceeds the victim’s threshold of wounding, at which point the process starts all over again, continuing in this fashion until the burden is removed, the DUR expires to spare the victim further trauma or the victim dies of his wounds.

Both of these aspects have the potential to reduce a foe to being crushed to death, one way or another, either by the weight of his own fat or by wasting away underneath whatever load he might be carrying. They can ave an even greater impact on a foe when combined with the Beast of Burden and/or Burden Charm.

This charm can be resisted normally.

 

Flame Dart

Art: Naming

Ruling Planet: Mars

Sphere: Common

This charm is available only to practitioners aligned with Fire by birthsign.

The Flame Dart charm brings into being up to (POT) scintillating darts of shimmering white-hot fire that instantly streak forth from the caster’s up-raised hand to strike any target(s) in RNG (sight) with crackling hissing flames, inflicting wounds of up to (magickal damage) in POT.

If the caster is making more than one Dart, the POT of the wound each inflicts is determined by dividing (magickal damage) as evenly as possible between them, but they may each be targeted at a different foe.

If more than one Dart is created, the first to fly requires no roll “to hit”. For every other target at whom the caster wishes to aim a Dart from that same casting, a roll “to hit” must be made using the casting AV and the target’s Dodge in a Contested roll, according to the rules for making strikes in battle, normally.

The (magickal damage) POT of the blow inflicted with each Dart is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the POT are spent in charring through a single layer of normal clothing where touched, the balance inflicting a wound on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of POT or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable). However, these Darts have no power of impact to cause Knock-back in the manner that a common mundane weapon blow does, according to the rules for armed combat.

This Dart travels at the same speed as an arrow, striking any target within 3000ft. by the end of the CS in which it was fired. Up to 6000ft. the target is not hit until the following CS, and so on.

This charm cannot be resisted.

 

Gas Bag, Bloat, Water Baloon

Art: Sorcery, Naming

Ruling Planet: Neptune

Sphere: Common

The Gas Bag charm blows the caster or his target up like a puffer-fish, his skin stretched into a ball full of air, engulfing him spread eagle, his arms to the base of his palms, his legs right down to the tops of his feet, so he is effectively immobilized. The air inside the recipient is normal, not lighter-than-air, so the target’s weight remains constant. He may only be moved by an outside force, creature or being rolling him along. A wind of (body weight ÷ 10) mph is sufficient to get him rolling and gradually accelerate him up to its own speed.

Obviously, the target makes a great target for any who wish to hit him or use him for target practice, but hitting the body inside the ball is MUCH more difficult, and the Gas Bag dweomer itself provides such air pressure pushing outward that more than (POT) points of damage must be done before there is even be a chance of hitting the body, which points are subtracted from any damage actually inflicted should he indeed be struck. Missile weapons such as arrows or darts that do less than (POT) in damage simply stick in the skin.

Hand-held (melée) weapons striking the recipient bounce off, a successful STR check on d100 vs. the amount of damage inflicted with it (to a maximum of POT x 2) must be made by the attacker in order for him to hang onto the weapon afterwards. If successful, the attacker must make a successful AGL check vs. the same DV to maintain his feet or be thrown as if hit, according to the rules for Knock-Back. Unless he has seen the effects of striking the recipient already, Surprise rules definitely come into play and no AGL check allowed.

If more than (POT x 2) points of damage are inflicted with the hand-held weapon and it is determined that the body inside has been hit, the dweomer is broken as surely as if it had been dispelled, the charm reversed and the damage delivered normally, though reduced by (POT x 2).

IF the victim is ever struck enough blows all at once (in the same CS) that their combined POT is greater than (charm POT x 4), enough internal pressure accumulates for the victim to be burst like pricking a ballon, with a resounding POP!!

One of the benefits to this dweomer is that, in the event the victim takes a fall, more than (POT) points of damage must be caused by the fall before any is taken by the recipient, and afterwards he bounces like a ball. The air pressure of the Gas Bag charm actually provides (POT) points of pure rebound that doesn’t even put a dent in the ball the recipient has become, and (POT) points further before he is in any danger of suffering any wounds. He bounces (falling damage) feet high, to a maximum of (POT x 2), and sheds one point of that damage on each bounce, rebounding one foot less on each bounce until he comes to rest safely on the ground.

If the surface he strikes is canted at an angle, he must bounce off it at an equal angle towards the direction in which it is canted (if the surface were tilted 30°, he bounces off it at 120° in the direction it faces). Uneven surfaces can cause bouncing in (effectively) completely random directions. The material on which the recipient falls influences the damage inflicted by the fall, as well, according to the rules governing Falling in the GM’s Toolbox.

If the POT of the blow suffered from the fall exceeds (charm POT x 2), that falling damage affects the recipient normally, inflicting wound(s), though the damage of the blow is reduced by (POT x 2). If it exceeds (charm POT x 4) the recipient must POP!! and instantaneously deflate, the dweomer broken.

At the caster’s discretion, the Gas bag charm may be altered to fill the victim full of lighter-than-air gasses so he rises and floats off on the prevailing winds at a rate of (POT) feet per minute. This should be prorated down to a per-CS basis, or even on a per-Pulse basis if Pulse Move optional rules are in play, especially if the rate of rise is fast enough to warrant it.

The Bloat or Waterballoon version of this charm fills the victim with fluid. This creates much of the same conditions and circumstances as the Gas Bag charm, at least as far as bouncing when falling and things bouncing off when struck. When the skin of the magick is broken (damage exceeding charm POT x 4 in the span of one CS), however, the victim bursts and becomes a big messy splash like a waterballoon, suffering wounds commensurate with any remaining damage. Those of equal or lesser Size (in feet) than the victim who has burst who are located within a radius equal in feet get soaked as the waters burst forth, and those of 1 foot smaller, as well, for every foot removed they are beyond that distance.

The fluid filling the victim anchors him in place, as it adds many cubic feet of water mass for him to carry. A 5ft victim becomes roughly 13 cubic feet of fluid being turned into a waterballoon, at roughly 64lb’s per cubic foot that comes to 832lb’s. It is highly unlikely any victim is able to move under his own volition anchored by that kind of weight, not to mention the total loss of mobility by being so engulfed by his own bloated body. A 10ft victim becomes 522 cubic feet of fluid as he is transformed into a spherical waterballoon of roughly 33,408lb’s. It is highly unlikely he can be moved even with the aid of a team of draught horses, much less by the blowing of the wind like a Gas Bag. If he can be rolled, he without doubt becomes a force to be reckoned with as he gathers momentum, especially rolling down a steep grade. The victim is NOT under the weight of the water, but is suspended in it, so is in no danger of being crushed under his own weight.

As a point of reference:

 

Height/Size of Victim Approx. Volume Approx. Weight
3ft 14 cu. ft. 896 lb’s
4ft 33 cu. ft. 2,144 lb’s
5ft 65 cu. ft. 4,185 lb’s
6ft 113 cu. ft. 7,216 lb’s
7ft 180 cu. ft. 11,488 lb’s
8ft 268 cu. ft. 17,148 lb’s
9ft 382 cu. ft. 24,417 lb’s
10ft 522 cu. ft. 33,408 lb’s

 

This charm can be resisted normally.

Glimmerfoot (-hoof), Hot-Trod, Path Tracer,

Wizard Tail, Thief-Marker

Art: Divination, Sorcery, Enchantment, Naming

Ruling Planet: Mercury

Sphere: Common

OR

Untraceable Path, Traceless Path or Trail Eraser

Art: Divination, Sorcery, Enchantment, Naming

Ruling Planet: Neptune

Sphere: Common

The “Glimmerfoot” charm is directly related to and derived from the ”Read” skill specifically that aspect relating to “Read Contagion, Resonance”. IF the character has learned the “Read” skill and is not trained in this one, he will be able to research the “Glimmerfoot” (etc.) skill and develop it on his own from his “Read” skill once he has raised his “Read” skill to the Artisan LoA. “Glimmerfoot” will be tracked separately in SL during play, according to the use it gets, normally, BUT will NOT require a skill slot of its own in the character’s trade memory but will be considered as part and parcel of the “Read” skill for that purpose.

The “Glimmerfoot” dweomer will cause the hoof-prints, footprints, or hand-prints, every trace of touch of hand, foot or body of the recipient creature(s) or being(s) (as appropriate to its mode of travel or type of contact) to be painted over in a soft, glittering Færie-like glow, phantasmal burning Balefire, or vibrant red like paint or blood (player’s discretion) where ever he touches the world as he goes about his way, every brush, smear and trail showing the vibrational Contagion he spreads to everything with which he comes into contact, enabling the caster to trace his movements. When the subject of this magick is followed by use of the mundane skills of a Tracker who cannot see the trail marked by the magick, the dweomer will actually enhance the physical trail-signs, reducing the DV by (POT).

This aspect of the magick is referred to as a “Hot-Trod” charm, after the right of every citizen and especially those officers charged with keeping the law to pursue any malefactor by the Hue and Cry, especially in the event that the crime was personally witnessed. The “Red-Hand” name is a reference to Forest Law, and the blood of the poached beast marking the hands of the trespasser, while “Thief-Marker” refers to one of the charm’s most common uses. Regional differences in the name by which a charm is known will be very common.

The glittering glow or phantasmal balefire or appearance of bloody smears resulting from the dweomer cast as a work of Divination will be visible only to the caster, while that resulting from works of Sorcery or Enchantment will be visible to all trained in the magickal arts or possessing “The Sight” Spirit Skill. Cast as a work of Naming, the traces uncovered and marked by the dweomer will be visible to all folk, mundane or magickal, regardless of talent or training.

The Færie-like glow or phantom Balefire of the charm can be seen best at night or in dimly lit or dark places, where each hoof, foot, or hand-print will glow with the light of (POT) candles, half that in daylight under overcast skies. In broad daylight it will be visible only by contrast and from roughly (POT) feet away. The effect of the dweomer will last for the DUR as allowed by POT if tied-off, normally, or so long as the caster chooses to maintain it, as applicable.

The “Untraceable Path” dweomer is for hiding what the “Glimmerfoot” is designed to expose. It will smooth over and hide all physical traces of the passage of all creatures or beings to whom this protection is extended, hiding all tufts and threads snagged by building, fencepost, nettle or briar along his path, smoothing over all impressions left in soft earth or even mud, lifting bent and broken grasses, saplings, bushes, branches and the like back into place and make it look to the untrained eye as if none had ever walked that path, from the point in time the dweomer is bestowed for the DUR as allowed by the POT if the dweomer is tied-off, normally, or as long as the caster chooses to maintain it, as applicable. Against the skills of a trained Tracker, the dweomer will provide a DV equal to the [(POT) + (MGA att. mod.)] to discover the traces of those under the magick’s protection.

This dweomer will also offer protection from such magicks as “Glimmerfoot”. A successful d100 check vs. the [(POT) + (MGA att. mod.)] of the “Untraceable Path” dweomer will be required using the [(POT) + (MGA att. mod.)] of the Glimmerfoot” dweomer as a the AV before it will be allowed to pierce the protection on the recipients’ paths and highlight the traces of its quarry.

Being two sides of the same force, these magicks may be used to “oppose” one another.

The charm may be used as a “Trail Eraser”, to erase the recipient’s back-trail in addition to hiding any further traces of his passing and marks made by his presence for the DUR. The dweomer will be able to erase all traces of the recipient’s movements for (DUR) time as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the recipient’s benefit. It will be up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time, and therefore distance in regards to his trail.

This will provide the same protection already described, the [(POT) + (MGA att. mod.)] DV against which a d100 check must be successfully made in order to pierce the effects of the dweomer, but for the traces of the recipients movements already made for the period stated above, as opposed to those he will make for the DUR.

This dweomer may not be resisted.

 

Golden Touch,

OR

Contrary Charm

Art: Sorcery, Enchantment, Naming

Ruling Planet: Jupiter (Golden), Saturn (Contrary)

Sphere: Common

This magick is based on the principle that objects react to the vibrations of those who are dealing with or handling them. At times, it can even appear that objects are willfully uncooperative, despite the fact that they are completely inanimate and lack the consciousness or will to exhibit any such behavior at all. On the flip side of that principle is the fact that sometimes a tool or object or material just seems to fit perfectly in the hand and cooperate well beyond what one would normally expect, making the tasks in which it is involved easier and more speedily and handily completed.

The purpose of the “Golden Touch” aspect of this magick is to make objects more cooperative, whether a tool or material to be worked in a trade, or hurled for whatever purpose, or a weapon in battle. In this capacity, the dweomer will allow the one holding the material or object or wielding the tool or weapon to achieve such a perfect grip and balance in hand that he will work with a degree of finesse that will in game terms raise his AV for the skill under which the act or task falls that he wishes to attempt with the enchanted object or material by (POT), with a maximum bonus of (CRD).

This bonus will be realized by whomsoever shall pick up the object so Enchanted for the DUR, as the dweomer is then specific to the object or material, not the user. Cast as a work of Sorcery, the subject will realize the bonus bestowed by the dweomer with any and all objects, particularly tools or implements he takes in hand, but materials will be manipulated easier, knots easier to tie and more effective, handicrafts such molding clay or throwing pots on a potter’s wheel easier, weaving of any kind, and the like (GM’s discretion).

The purpose of the “Contrariness” aspect of this magick is to increase the inherent perverseness of objects, to make objects or materials so enchanted uncooperative, hindering efforts to use them.

In this capacity, the dweomer will cause them to twist or shift in the grip of whomsoever puts a hand to them. They may bend or even break, and slip from hand, and when they land they will have fallen in the most inconvenient direction and under the largest heaviest object around, or into a deep crack or crevice where they can only just be touched but not drawn forth again by hand.

In wielding a weapon in battle, a blade may strike with the flat instead, or fly out of hand on the back swing. In slipping from hand and especially when they break, the object may cause injury either to the wielder or an innocent bystander.

In game terms, the “Contrary Charm” will raise the DV for the skill under which the act or task falls that he wishes to attempt with the enchanted object or material by (POT).

This penalty will be realized by whomsoever shall pick up the object so enchanted or those crossing the AoE affected to cause what mischief it can on up to (POT) occasions as long as the DUR continues if tied off, or without limit if maintained at the caster’s pleasure.

Cast by the Art of Sorcery, the effects of the dweomer may be cast upon a living creature or being so that the victim coming into contact with an inanimate object, material, tool, or the like, will realize the same reaction from it described here, in the same way. This penalty will be realized on up to (POT) occasions following becoming subject to the dweomer, as long as the DUR continues if tied off, or without limit until the DUR is allowed to expire if maintained at the caster’s pleasure

The bending, breaking, loss, or injury due to the enchantment on the object may result from the failure to successfully complete the act or task attempted with it (d100 check). When one fails to successfully employ such an object or material for the desired purpose, a second d100 check must follow using the casting AV of this charm vs. the AV for the holder to succeed in the attempted task.

IF this check fails, the holder is safe and no accident or injury results.

IF this check succeeds, the dweomer will have caused a mishap. The amount by which the roll is made will determine how bad, starting with the material or object or tool slipping from hand, then slipping and flying off (POT) feet, then slipping and flying off to land under a big heavy piece of furniture (if applicable) or into a hole or crevice, either deep enough that they cannot be retrieved or wedged in tight enough that they must be successfully pried free again (STR check vs. the casting AV).

Accidents and injuries where the user loses his purchase and inflicts a wound on himself or a bystander is struck and injured will only result when the roll indicating the occurrence of the incident is 10% or less of the chance for the event to occur in the first place, as described in the Heroic Effects rules. In these cases, the amount of damage inflicted will be up to the GM to determine, along with the location of the area struck.

 

In these cases, the amount of damage inflicted will be up to (POT, rounded to the nearest multiple of 5), and rolled on the appropriate number of d5’s. The result of the Hit Location for the wound may be fudged by the GM by up to (POT) numbers to make it more severe, as that is the purpose of the dweomer. The nature of the damage, whether it is cutting, piercing, or blunt impact will be determined by the object itself, and if more than one of these is possible, the GM should roll a die or flip a coin with equal chances.

 

In regards to an object like an AoE of a floor, a rug or mat, a street, or bare ground, the “Contrary Charm” may be specifically forged as a “Stumble” or “Trip” magick that suddenly raises a bump on floor, or up-warp a floorboard, lifts a ripple or fold over an edge or corner a floor covering, raise a paver or cobblestone on a road or path, or root or stone from the ground, or fallen wood or other debris sufficient to require one walking across it to make a successful AGL check on d100 vs. the casting AV to get past it without tripping and falling. The speed in miles per hour of those tripped by the magick is added to the DV for their keeping their feet in this case. Those that fail the check fall to the ground, taking damage from the fall appropriate to their rate of speed (as applicable).

The “Contrary Charm” is opposed by the “Golden Touch” aspect of this magick as well as the “Sure Grip” aspect of the “Sure Foot” magick.

When applied to living creatures and beings, this dweomer may be resisted fully, every target allowed a M-RES check, normally.

 

Guardian Charm

Art: Naming

Ruling Planet: Neptune

Sphere: Common

The “Guardian Charm” instills an animus in any construct or manifestation of a “Nature’s Hand” or “Nature’s Saving Graces” charm to enable it to protect itself. Those attempting to muscle through, slash or hack at, or otherwise cause damage to them by means of ANY weapon, or by strength of arm alone, including trying to bull-rush through a Hedge, become immediately subject to a “Bonds of Imprisonment” magick, pulling them into direct contact and immobilizing them at (one of) the point to which it is anchored. This effect is of equal POT to the construct, which reaches out to protect itself from those who would harm it up to (POT) times in this manner, or indefinitely if the optional DUR rules are in play, so long as the caster maintains it.

This is a defense. Because the victims must come to it and threaten it with violence of their own volition first, it cannot be resisted.

 

Healing Hands, Healing Poultice

Art: Naming

Ruling Planet: Sun

Sphere: Common

This charm imbues the caster’s hands with the power to effect healing, to ease the suffering of the one touched. The power of the charm must be brought to bear on the patient before DUR expires, and its power can only be used for the benefit of a single recipient. To benefit another recipient, the charm must be cast anew. By the power of the Hand, the caster may reduce the severity or Level of Wounding in which any wounds suffered are classed.

Each degree of change in a wound’s Level costs the caster one Action from his CND allowance, ie. to heal a Mortal wound to the point where it becomes a Light wound costs 3. The caster may administer up to (POT) such degrees of healing, healing that Mortal wound to the point of a Light wound takes 3 of those points, healing four Mortal wounds to the point of being Grievous takes 4 points of the charm’s POT.

The cost to heal a single wound completely, so that it is erased, is equal to its level, Light costing 1 POT; Serious costing 2 POT; Grievous costing 3 POT and Mortal costing 4 POT.

The Hand also has the properties of a Panacea charm, making the wounded feel better; in game terms, reducing by (POT) the DV for P-RES checks required due to the pain of injuries suffered. This is just a feeling, however. It actually puts the wounded character in a position where he can stress the wounded BP area(s) for additional damage, as explained in the rules on wounds and healing at the end of the chapter on Tactical Play & Combat.

This charm cannot clean or close wounds, however. If not taken care of manually, they heal over in due course of time, but leaving grotesque scarring. All wounds must also be cleaned out normally, however, or the characters wounds are highly likely to fester despite the accelerated healing.

The Hand must be applied directly, flesh to flesh, and contact must be maintained for one (1) full CS per point of POT expended in healing the wound(s). This charm must be applied before (recipient’s CND) hours have passed following the end of the battle or incident in which the wounds being treated were suffered. Once this window of time has closed, there is no further recourse to this charm. Swift Heal must be used to address the healing of those wounds that have been carried longer than this, and it has no power to heal Mortal wounds.

The caster may only heal what the first casting of the charm allows for the injured. Once he has treated them he cannot do so again by means of this charm until they have been wounded anew, and then he may only affect those new wounds, none other. For the same wounded person to glean any benefit towards healing the current crop of wounds immediately by means of this charm, it must be cast by another practitioner.

IF the practitioner has possession of any weapon or weapons by which the wounds were inflicted in the course of the fray/incident, this time limit is waived. He may use this charm for that patient’s benefit as many times as necessary to heal him completely, BUT only those wounds suffered in that fray/incident.

This charm can be resisted normally, success blocking the benefit of the Hand.

 

Druids/Witches

The form of the “Healing Hands” charm performed by Druid and Witch practitioners is known as either the “Healing Poultice” or “Earth Poultice”. The Healing Poultice is cast upon a handful of any common herbage, even simple common grasses and/or leaves found on the spot, and imbues them with a curative power superior to any collection of commonly used curative herbs, exactly as described above.

IF the caster has no access to herbage of any kind, but can lay his hands on a handful of loose earth taken from the site of the fray/incident that has the capability of supporting life and tie it up a kerchief or other scrap of cloth or held for the DUR in his own hands, it may serve for creating an Earth Poultice instead, fulfilling exactly the same function.

In a similar manner to the restriction on the uses of the Hand, above, a Poultice created for one patient is of NO use to any other. It may not simply be lifted off of one patient and applied to another. The dweomer tailors itself to that specific patient, his body chemistry, spirit, state of his aura, etc.

 

Hedge of Lances/Spears

Art: Enchantment, Naming

Ruling Planet: Neptune

Sphere: Common

The Hedge of Lances conjures into being a defensive wall of deadly, razor-sharp spear-like projections clustered tightly together, one atop the other, their angles ranging from parallel to the ground at the base to a 90° angle at the top, perpendicular to the ground. No matter the angle one’s foes approach the Hedge from outside, Spears or Lances are always going to be aimed directly at them.

The Hedge may run up to (MGA + POT) yards in length and stand up to (MGA + POT) feet in height, and the lances or spears themselves project up to [(MGA+ POT) ÷ 4] feet outward from the baseline designated by the caster, along which the Hedge runs.

Cast by Enchantment, the caster must walk the line the Hedge is to defend, as slow or as fast as he is able, the Hedge springing up in the wake of his steps.

The Hedge is clearly created for defensive deployment. No damage can come of it except by a foe coming in contact with it in some way.

The base POT of any wound inflicted by the Hedge is (magickal damage). The greater the POT of the charm, the more tightly clustered the Lances and the more deadly sharp.

IF anyone stumbles or falls into the Hedge, add their (modified STA) to the POT of the blow/wound inflicted.

IF one is tackled and Knocked back into the Hedge, add the amount by which the attacker’s [(STR) + (modified STA)] is greater than the victim to the POT of the blow/wound inflicted. In this case, if the victim takes a wound that is greater in total POT than his (modified) STA, the Hedge pierces the victim through and the attacker gets stabbed as well at the same POT, MINUS the STA of the victim he knocked into it.

The speed of movement in mph’s is added as a bonus to the POT of the blow/wound inflicted also (as applicable).

It is possible, however, that a Hedge be laid out to project from a wall, perhaps as part of a trap that somehow sweeps one’s foes into the Lances to impale them.

Alternately, it can be laid in a patch on the ground, described as a AoE, pointing straight up waiting in a shallow covered trench for a foe to step down upon them like punji stakes, perhaps at the bottom of a Pit charm for a foe to fall upon, the damage of the fall being added to the base POT of the wound inflicted by the Lances.

The Hedge can withstand blows of up to (magickal damage) in POT from common mortal weapons without suffering any harm. Any blow more potent than (magickal damage x 2) brings that threshold down by one (1) point, in the same manner that the DR or armor wears down. The threshold at which damage is suffered and the POT of the blow needed to inflict harm wear down in tandem, point for point. At zero, a one-foot wide swath of the Hedge is destroyed, top to bottom.

Those aligned with Earth by their birthsign can conjure these of wood from earth that is covered with greenery or even woods, but of stone if from the naked earth. Either way, the Earth-aligned aspect of the charm must be cast upon natural ground surfaces consisting primarily of dirt/soil, although grassy swards or low greenery herbage and similar soft ground cover provide no impediment of note, NOT upon any solid man-made surface, such as dressed stone or an upper interior level of a building. In the cases of bricked or cobblestone roads and patios and the like, where the earth lies directly beneath, the dweomer can still manifest from beneath the stones, though in doing so it destroys a portion of the road or flooring, pushing it up and to the sides to make room.

Those aligned with Water or Air by their birthsign can conjure these of gleaming, razor-sharp crystals of ice. The Hedge of Ice Lances is imbued with elemental frost, radiating burning cold inflicting a wound of (magickal damage) in POT.

The damage inflicted is handled in exactly the same manner as described for Ice Darts.

The POT of wounds inflicted due to elemental frostbite is reduced by one (1) point per foot by which those located in the vicinity are removed from contact with the Hedge. The POT of the cold reaches (magickal damage) feet from the Hedge, but the chill it radiates can be felt a number of feet beyond that.

The wood or stone staves of the Hedge are permanent. Time and use may wear them down, break them up, but they do not dematerialize when their DUR expires.

When the DUR of the Hedge of Ice Lances expires the elemental cold they radiate dissipates and they melt away normally, according to the rate normal for the climate and temperature (GM’s discretion).

This charm cannot be resisted.

 

Heroic Appetites; Trencherman, Master of Cups

OR

Finicky Belly

Art: Sorcery, Naming

Ruling Planet: Venus

Sphere: Noble

The “Heroic Appetites” charm is divided into the “Trencherman” and “Master of Cups” on the enhancing side and “Finicky Belly” aspect. The first two aspects increase the recipient’s capacity either for food (“Trencherman”), or for drink (“Master of Cups”), giving him the proverbial “hollow leg”. The “Master of Cups” aspect expanding the recipient’s physical capacity to swallow liquids in specific, and additionally provides protection from the effects of alcohol, shieldign him from metabolizing up to (charm POT) in POT of alcohol.

In effect, the “Trencherman” multiplies the amount of food the recipient can comfortably consume in a single sitting (c. 1/3rd his normal daily requirement as dictated by STA) by the (charm POT). Note that this is not how much he either needs or wants, but merely how much he CAN comfortably consume by virtue of the dweomer.

Once the recipient has consumed these extraordinary amounts, the dweomer acts as a buffer holding the excess food or drink until it is processed. Until all that he has consumed has been processed, the recipient has no need of food or drink (according to which it is he has consumed in such heroic quantities). With a POT of 10, the recipient might consume the equivalent of 30 meals, and not have to eat again for 10 days while he digests it.

As the food/drink consumed is processed, that capacity is freed up for the recipient to indulge again, as often as desired so long as the dweomer endures.

The opposite of this charm, the “Finicky Belly” reduces the amount of food or drink the target can comfortably consume. If the required amount dictated in the Victuals section of the Equipment Roster is taken as the minimum that an individual must consume, the charm will reduce the amount of food per day the target can consume to a mere fraction of that, the target’s maximum capacity being determined by dividing that minimum requirement by the (POT). The target still needs the normal amount of time to process this smaller amount, however, as if he had consumed a full portion as his body normally requires. If this is maintained for a long enough period of time, the body reacts as if fasting, and eventually as if starving (GM’s discretion), according to the rules provided in the GM’s Toolbox.

This charm can be resisted normally.

 

Ice Dart

Art: Naming

Ruling Planet: Mars

Sphere: Common

This charm is available only to practitioners aligned with Air or Water by birthsign.

The Ice Dart charm conjures into being up to (POT) cruelly glittering dart-like shards of razor-sharp ice crystal radiating searing elemental cold that instantly streak forth from the caster’s up-raised hand to imbed themselves in any target(s) in RNG (sight), inflicting wounds totalling up to (magickal damage) in POT.

If the caster is making more than one Dart, the POT of the wound each inflicts is determined by dividing (magickal damage) as evenly as possible between them, but they may each be targeted at a different foe.

If more than one Dart is conjured, the first to fly requires no roll “to hit”. For every other target at whom the caster wishes to aim a Dart from that same casting, a roll “to hit” must be made using the casting AV and the target’s Dodge in a Contested roll, according to the rules for making strikes with missile weapons in battle, normally.

The initial impact of the Dart is two-fold, the first being a purely physical blow the equal of any mundane missile weapon, the POT interacting with armor in the same manner. The Dart(s) is assumed to lodge itself in whatever armor the foe is wearing (as applicable). Secondly, the (magickal damage) POT of the Dart is deducted again directly and only from the DR of any armor worn due the intense power of frostbite the Dart carries, in addition to any damage done by the physical aspect of the blow, and again at the end of every CS until the armor is burned away (as applicable). When the Dart has destroyed the armor, it falls away with the last of the armor’s protection and its power is lost. A new Dart must be cast at the target in order to inflict further harm.

IF no armor is worn, two (2) points of the POT of the initial blow are spent in elemental frost damage burning through each layer of normal clothing in which it is imbedded, the balance inflicting a wound on the target in accordance with the target’s threshold, as defined in the rules for combat. At this point it is considered imbedded in the target and the elemental frost damage it carries continues to strike that target inflicting one additional wound at the end of every CS following. The POT of the wounds it inflicts falls by one (1) point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have melted away.

IF the optional Pierce/Thrust strike rules are in play, all Ice darts are capable of piercing armor in the same manner as a dagger or pogniard. Once imbedded in the target’s armor in this way, the POT of the damage inflicted is divided evenly every CS between destroying the armor’s DR and also inflicting wounds on the wearer (if half is greater than the target’s wound threshold, sufficient to inflict a wound). Again, The POT of the wounds it inflicts falls by one point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have melted away. If the half value affecting the target directly is not sufficient to inflict a wound, it accumulates from CS to CS so long as it remains imbedded until it does inflict a wound, and then it begins to accumulate to inflict another, and so on, so long as it has the power to do so.

Considering that 10 wounds can kill any living being, the threshold at which a wound is suffered being the only real variable, the Dart has a distinctly lethal potential.

These Darts have a powerful physical effect however, in that the POT of the blow is used to measure Knock-back in the same manner as a common mortal missile weapon, according to the rules for armed combat, normally.

If the character is making more than one Dart the base magickal damage must be divided as evenly as possible between them, but they may each be targeted at a different foe.

Only (MGA att. mod. + SL) points of the damage inflicted will be treated as impact for the purposes of interaction with armor. Any additional damage desired by the caster must be purchased individually, for each Dart created. All additional damage purchased in this manner will be deducted directly from the AR of any armor struck.

The caster will need to make a Combat roll “to hit” on D100 for each of his Darts to determine whether each strikes its target, using the casting AV as the Attack AV.

This Dart travels at the same speed as an arrow, striking any target within 3000ft. by the end of the CS in which it was fired. Up to 6000ft. the target is not hit until the following CS, and so on.

This charm cannot be resisted.

 

Lay of Tongues,

OR

Skirling Babble

Art: Divination

Ruling Planet: Mercury

Sphere: Common

This skill is an Aer and belongs solely to the Druid trades of the Fili and Bard. This dweomer will work in exactly the same manner as the “Speak in Tongues” or “Babble Hex” dweomers, with the exception that the Fili or Bard may NOT extend the benefit of understanding to any third parties, as the Wizard may, and the Fili or Bard must continue to play for the entire DUR regardless of whether it has been tied-off or not.

This dweomer may not be resisted.

 

Lay of True Speech

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

This skill is an Aer and belongs solely to the Druid trades of the Fili and Bard. This dweomer will work in exactly the same manner as a “Truthsay” magick. Because it is an Aer, the Fili or Bard may NOT extend the benefit of the dweomer to any third parties, as the Wizard may, and the Fili or Bard must continue to play for the entire DUR regardless of whether it has been tied-off or not.

This dweomer may not be resisted.

 

Lightning Bolt

Art: Naming

Ruling Planet: Uranus

Sphere: Common

The Lightning Bolt charm carves a channel through the air and fills it with electric power in much the same manner as natural lightning, but fixed upon the target only and not to be distracted by any other available grounding object or material between UNLESS it stands directly in the path between the caster and his target. The caster need not make any roll “to hit” the target, however, a barrier of some sort dropped between them in a timely fashion or an adjacent compatriot leaping between them CAN intercept the fury of the Bolt. IF the foes can determine at whom the practitioner is looking while he is casting, they may be able to figure which of them is about to get fried, IF they have observed the practitioner unleashing such a weapon previously, or [have reason to] believe that he might.

The speed of the Bolt is effectively instantaneous. If any are present to set something up or step between the caster and his target, they must do so with an Initiative at least one (1) point higher than the caster’s own in the CS in which the Bolt is loosed. If the Pulse Movement rules are in play, the target’s salvation must be in place no later than the Pulse corresponding to the caster’s Initiative.

The Bolt inflicts a wound of up to (magickal damage) in POT (caster’s discretion), in the same manner as a physical blow, as described in the rules for combat, but disposed of as follows, instead.

The (magickal damage) POT of the blow inflicted is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the Bolt’s damage are spent in charring through a single layer of normal clothing where touched, the balance inflicting wounds on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of POT or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable). The Bolt does have a powerful physical effect however, in that the POT of the blow is used to measure Knock-back in the same manner, according to the rules for armed combat, normally.

Regardless of whether any wound(s) is inflicted by it, the shocking nature of the Lightning Bolt reduces the victim’s effective AWA, AGL and also CRD by whatever (magickal damage) POT is gets through to affect the target (as applicable). This affects all Weapon, Shield and Dodge AV’s, Acrobat, and any and all other skill or ability AV’s with att. mod’s based on the penalized attributes. This penalty declines by one (1) point at the end of evach CS following until the score is completely restored.

In addition to the effects of the Bolt striking a target directly in this way, it leaves in its wake a Thunderclap equal in force and effect to the charm of the same name, of POT equal to the Bolt. The origins of the Thunderclap in this case is equal to the entire line drawn straight from the caster to his target, however, rather than just from the single point of the caster’s joined hands, as is the case in the casting of the Thunderclap alone. The concussion wave and Knock-back effects radiate directly outward purpendicular to that line, diminished by the distance from that line, as explained in the Thunderclap description, normally. Deafness and Stun results are determined and applied in accordance with that description also, and recovery, as well.

IF the practitioner does not already know one or the other, the “Lightning Bolt” charm provides him with the key to unlock the secrets of focusing this dweomer further by his own efforts and research, the means and background providing a bridge to the Common SphereLightning Hand” and also to the Noble SphereChain Lightning” charms, enabling him to develop and put together a treatise on either of these sufficient for him to learn it by virtue of his own studies and practice and thus add it to his repertoire.

This charm cannot be resisted.

 

Lightning Call

Art: Naming

Ruling Planet: Uranus

Sphere: Common

This charm can only be cast in an area that is open to the outdoors, and more specifically open to the sky above – at the very least, any indoors chamber must have a door or doorway or at least a window standing open. At the GM’s discretion, the practitioner might Call the lightning down in an outdoor location that has a somewhat obscured view of the sky, such as a forest clearing or glade. There must also be at least a few clouds in the sky for the charm to pull overhead from which to Call the lightning, in any event.

The Lightning Call summons the clouds overhead and darkens them to storm clouds, charges them and then pulls the lightning down from them.

The caster need not make any roll “to hit” his target. The speed of the Bolt is effectively instantaneous. If any are present to set something up or step between the sky and his target, they must do so with an Initiative at least one (1) point higher than the caster’s own in the CS in which the Bolt is loosed. If the Pulse Movement rules are in play, the target’s salvation must be in place no later than the Pulse corresponding to the caster’s Initiative.

The Bolt inflicts a wound of up to (magickal damage) in POT (caster’s discretion), in the same manner as a physical blow, as described in the rules for combat, but disposed of as follows, instead.

The (magickal damage) POT of the blow inflicted is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the Lightning Hand’s damage are spent in charring through a single layer of normal clothing where touched, the balance inflicting wounds on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of POT or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable). The Bolt does have a powerful physical effect however, in that the POT of the blow is used to measure Knock-back in the same manner, according to the rules for armed combat, normally.

Regardless of whether any wound(s) is inflicted by it, the shocking nature of the Lightning Hand reduces the victim’s effective AWA, AGL and also CRD by whatever (magickal damage) POT is gets through to affect the target (as applicable). This affects all Weapon, Shield and Dodge AV’s, Acrobat, and any and all other skill or ability AV’s with att. mod’s based on the penalized attributes. This penalty declines by one (1) point at the end of evach CS following until the score is completely restored.

In addition to the effects of the Bolt striking a target directly in this way, it leaves in its wake a Thunderclap equal in force and effect to the charm of the same name, of POT equal to the Bolt. The origins of the Thunderclap in this case is equal to the entire line drawn straight from the caster to his target, however, rather than just from the single point of the caster’s joined hands, as is the case in the casting of the Thunderclap alone. The concussion wave and Knock-back effects radiate directly outward purpendicular to that line, diminished by the distance from that line, as explained in the Thunderclap description, normally. Deafness and Stun results are determined and applied in accordance with that description also, and recovery, as well.

IF the practitioner does not already know it, the “Lightning Call” charm provides him with the key to unlock the secrets of focusing this dweomer further by his own efforts and research, the means and background providing a bridge to the Noble SphereForked Lightning” charm, enabling him to develop and put together a treatise on either of these sufficient for him to learn it by virtue of his own studies and practice and thus add it to his repertoire.

The form of Forked Lightning charm this yields is a direct adaptation of the Lightning Call, above,conforming to the same restrictions and requirements on its use due its being called from the sky, rather than being horizontal in nature, a conjuration of Wizardry.

This charm cannot be resisted.

 

Lightning Hand

Art: Enchantment, Sorcery, Naming

Ruling Planet: Uranus

Sphere: Common

The Lightning Hand charm surrounds one of the caster’s hands (Sorcery, Naming) or the object designated (Enchantment) with a pale blue nimbus of crackling static energy which provides him with the power to deliver an electrical jolt accompanied by an loud crackling “POP” to the first creature or being he touches, causing a wound of up to (magickal damage) in POT, in the same manner as a physical blow, as described in the rules for combat, but disposed of as follows, instead.

The (magickal damage) POT of the blow inflicted is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the Lightning Hand’s damage are spent in charring through a single layer of normal clothing where touched, the balance inflicting wounds on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of damage or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable).

Regardless of whether any wound(s) is inflicted by it, the shocking nature of the Lightning Hand reduces the victim’s effective AWA, AGL and also CRD by whatever (magickal damage) POT is gets through to affect the target (as applicable). This affects all Weapon, Shield and Dodge AV’s, Acrobat, and any and all other skill or ability AV’s with att. mod’s based on the penalized attributes. This penalty declines by one (1) point at the end of each CS following until the score is completely restored.

Because its nature as a threat is easily discerned by foes in the vicinity, especially when he reaches out to touch them with it, the bearer of the charm must make a successful Contested CRD check on d100 vs. the target’s chosen defense to determine whether he has succeeded in touching his target, immediately shifting the game into tactical play if it was not already. The charge of the Hand is sufficient to travel through any good conductor (water, metal weapons, etc., GM’s discretion) to affect a victim. In this manner the direct touch limitation can be avoided.

The power of the Hand charm is discharged when the touch with it is landed. IF the optional DUR rules are in play and the charm held “at the caster’s pleasure”, the Hand can retain its power for up to (POT) uses. The restrictions surrounding the use of Touch magicks are discussed in detail under the heading of “Range” in the rules for magick use, “Magick in Play”. As mentioned, the charm can by means of Sorcery be wrapped around an object to discourage anyone from laying hands on it, and also used to treat a weapon, to add the (magickal damage) to the POT of the blows struck with it. Additional POT added to a physical blow by means of this charm is disposed of ONLY in the manner described here, however, NOT in the same manner as a weapon’s POT, which is derived from the application of a physical force.

IF the “Veil of Lightning” skill is not already in the practitioner’s repertoire, as well, the “Lightning Hand” skill provides the practitioner with a bridge to it, 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.

This charm cannot be resisted.

 

Lightning Rod, Deflect Lightning

Art: Enchantment, Sorcery, Naming

Ruling Planet: Uranus, Neptune

Sphere: Common

This is a charm that affects the manner in which electrical charges move in its vicinity, the paths they take. The Lightning Rod aspect diverts from their course all electrical arcs, bolts, and balls carrying up to (magickal damage) of energy (regardless of whether magickal or naturally occurring) passing within (POT) yards as measured from the object, creature or being bearing the charm, and draws them like magnet does iron or steel to strike the bearer of the Rod charm. When the bearer of the charm is targeted by any lightning-based charm of equal of lesser POT to the Rod that also requires a roll “to hit”, the Rod charm eliminates the need for the roll, automatically guaranteeing it strikes true.

The Deflect Lightning aspect bounces all electrical arcs, bolts, and balls of energy up to (magickal damage) in strength, regardless of whether magickal or naturally occurring, directed at or coming into contact by happenstance with the object, creature or being bearing the charm, off of him in a random direction to strike instead any object, creature or being in that direction within up to (POT) yards (GM’s discretion). If nothing lies in that direction it must hit the ground/floor.

The charm’s protection remains until it has come to the bearer’s rescue up to (POT) times or the DUR expires, whichever occurs first. IF the charm is subjected to an electrical charge of greater than (POT), the POT it can draw or bounce away or reflect is affected normally, and the balance continues on its path or hits the bearer, normally. This event also breaks the charm as surely as if it had been dispelled.

IF the optional DUR rules are in play, the charm may endure as long as the dweomer is maintained at the caster’s pleasure.

The “Deflect Lightning” aspect of the charm provides the practitioner with a bridge to the “Reflect Lightning” charm, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice if it is not already in his repertoire.

If directed at or applied to creatures and/or beings, this charm can be resisted normally.

 

Loosen

OR

Tighten, Sartorial Prison

Art: Enchantment, Naming

Ruling Planet: Saturn

Sphere: Common

The purpose of this magick is to either tighten or loosen the tension in an object, to increase or decrease the strength with which it holds two things together, in regards to a line hanging between two points the dweomer it either makes the line more dense or less dense as required in order to either put more stress on it or the loosen it so it droops and hangs more slack, but it may also be applied to the tension between the a jar and its lid, a cask or barrel and its lid, a bottle or flask and its stopper, a peg and the hole into which it has been driven, and so on, thus requiring a successful STR check on d100 vs. the POT of the charm. Alternately, when confronted with a container whose lid he cannot seem to remove, the charm might be used to facilitate the practitioner’s removing it, even if he is dealing with something that is rusted or otherwise corroded shut.

At the caster’s option, under this application, the charm may be invested in the object so that it resets again when the lid or stopper has been replaced, up to (POT) times again every time opened if the DUR is tied off, or without limit if the DUR is maintained at the caster’s pleasure.

The charm may also be used for drawing seams in to be true to the body on which they lie or hang, straightening hems as necessary, altering garments subtlely so they provide a perfect fit. The charm may be used to take an over-sized or under-sized garment and adjust it to fit perfectly if the difference between the STA, Build, STR and CND for which it was originally cut and sewn is not more than (POT) points different than the scores of the one for whom the garment is being altered.

The dweomer can take up as much as (POT) yards of slack, and once stretched taught, any points of POT not disposed towards taking up the slack go towards putting tension into the line, so that it holds as much as [(HRT + MGA) x (remaining points of POT)] pounds of weight in addition the load that it normally is able to bear (according to the material of which it is made – the normal weight limit of the given thickness in the case of rope).

IF hung as tight as possible by the common workman, it will hold as much weight as a STR of 13, maybe 14, but certainly no more than 15 (GM’s discretion), and the dweomer may be used to put additional tension on it.

IF too much tension is put on it, and the ENC of the line is exceeded, it will start to take damage, and if any load is then placed upon it, the damage will increase and accelerate, until the rope fails altogether, according to the rules provided for that event in Chapter 3. of Part II. in the GHB I.

IF such a line is loosened by use of the dweomer, once the 13-15 STR in tension in it has been disposed of, the slack will begin to accumulate according to the remaining POT and the line will begin to visibly sag.

When the “Loosen” aspect is applied to the bonds in which one is imprisoned, it can reduce the effective tightness with which the bonds are holding him until it provides enough slack for him to slip free. Taking the (STR att. mod. + CRD att. mod) of the one who tied the bonds as the base, add any trade SL of the one who tied the bonds has as a Mariner, Huntsman, Fiana, or Woodsman (as applicable). The POT of the dweomer will be subtracted from this sum. Any remainder will provide the DV for a CRD check for the captive to slip free of them. If the number is reduced to zero or lower, the bonds simply fall off.

Clothing that is loosened in this manner will shift and slide about like any other ill-fitting garment to the point where it will interfere with the victim performing any action or activity that requires any fineness of movement or control whatsoever (GM’s discretion), raising the DV for it by (POT).

When the “Tighten” aspect of the magick is applied to the clothing a victim is wearing, it can tighten a hat, belt or sash, or especially a collar if it is already fitted snugly to the neck (as undershirts commonly were) to the point where it will inflict (1 point per 10 points of POT) points of damage every [(victim’s STR) – (POT)] CS’s, the final CS being divided into Pulses, damage never being delivered more often than every Pulse.

Alternately, the entire body’s garments may be tightened into a “Sartorial Prison”, so that they reduce the wearer’s mobility, dividing his effective AGL by (POT), CRD as well if the ensemble includes gloves. This will affect movement rates accordingly. The POT is reduced by 1 for this purpose due to the first point being needed to take up the slack inherent in the clothing first, before it may be tightened enough to bind. If the victim’s clothing reduces his effect AGL to zero, he will be held immobile. At the same time, the squeezing of the Torso by the tightening of the clothing there will inhibit the victim’s breathing, costing him an additional (POT) points of WND every [(victim’s STR) – (POT)] CS’s, the final CS being divided into Pulses, damage never being delivered more often than every Pulse.

When the victim’s AGL is reduced to zero, the victim will also be unable to breathe at all and will begin to suffocate, according to the rules provided for that event in Chapter 3. The Humbler Aspects of the Gameworld of Part III. in the GHB I.

The effects of the charm are permanent and may not be dispelled, although any object or garment so affected may be Restored.

This magick may not be resisted.

 

Magnetic Gaze

OR

Repel Gaze

Art: Sorcery, Naming

Ruling Planet:

 

Victims of the “Magnetic Gaze” aspect of this charm will find themselves completely engrossed, unable to turn away or look elsewhere, unable to perform any action that requires their eyes to be directed elsewhere, for the DUR without first making a successful HRT check on D100 vs. the dweomer’s [(POT) + (caster’s HRT att. mod.)].

If the d100 HRT check is failed, victims may not make another attempt to pull their gaze away for (POT) Pulses.

If the HRT check is successful, once the action is completed for which their gaze was torn away, the victim must make another successful HRT check or have his gaze inexorably drawn back to the subject’s eyes.

Those engaged in other activities when the dweomer manifests will cease in mid-act once they lay eyes on the bearer of the dweomer and follow him with their eyes, attending only to his eyes, unless the HRT check is successful. Player and GM will please note that this dweomer does NOT bemuse the victim’s mind, it merely commands his sight. The character is free to act as the player wishes, but within the constraints of the magick which requires him to look into the eyes of the bearer of the charm, unless by a HRT check or by passing beyond the reach of its influence he is freed of it.

Because of the specific nature of the dweomer’s binding, the magick can only affect those who are a) able to see in the first place, and b) close enough to be able to actually see the bearer’s eyes. For the purposes of the game, that distance will be [(victim’s AWA) + (POT)] yards. Beyond that distance, the dweomer will be able to exercise no power.

Those who are fond of Scrying should be warned, if they look in on any practitioner or subject bearing this dweomer which is tuned to affect all coming within range, they will be similarly unable to pull their gaze away, subject to the dweomer, normally.

The “Repel Gaze” is the reverse of this charm,causing the creatures and/or beings affected to find the recipient’s eyes so absolutely dreadful and perilous that they will not be able to look him in the face, much less meet his gaze, without first making a successful HRT check on D100 vs. the dweomer’s [(POT) + (caster’s HRT att. mod.)].

If the d100 HRT check is failed, victims may not make another attempt to force their gaze to meet the bearer’s own for (POT) Pulses. So long as the victims affected by the dweomer remain subject to it, they will never see the face of the bearer of the charm.

If the HRT check is successful, once the action is completed for which their gaze was forced to find the bearer’s eyes, the victim must make another successful HRT check or have his gaze inexorably pushed back away from the bearer’s face.

Those victims within RNG engaged in dealing with the recipient when the dweomer takes effect will halt in mid-act and make sure that they avert their eyes from the bearer’s face, mumbling excuses and breaking away as graciously as their individual characters will allow, unless the d100 HRT check is successful.

Either aspect of this charm may be cast on the caster himself or bestowed upon another, and may be cast in such a way that only a limited number of individuals designated by the caster are affected by it, following the normal constraints on Sorcery, or in such a way that ALL who come within range of the dweomer’s effect will be equally affected.

Upon reaching the Master LoA, the caster will be able to research through his own efforts the means for subtlely changing the dweomer to achieve the “Beguiling Eyes” aspect. This aspect compels the victim(s) to find the caster’s eyes absolutely irresistible bottomless pools of near-lambent, scintillating pools of shifting color, but carrying within them a distillation of winsome wiles, an intimation of affection and (at high enough POT) even the very promise of heaven. The caster will need to be careful how this aspect of the charm is used, for it may leave in its wake an awakened interest or desire unintended and perhaps even undesirable for the social awkwardness and complications it may cause. A victim subjected to “Beguiling Eyes” is considered open to suggestion, infatuated for the moment by the possibilities in the eyes of the bearer of the dweomer. For the victim to then be Mesmerized, either by the Spirit Skill or the dweomer, the POT of the “Beguiling” he is under will be subtracted from his normal AV to resist.

This dweomer may be resisted normally.

 

Malleable Charm, Supple Charm

OR

Charm of Stiffening

Art: Enchantment, Naming

Ruling Planet: Neptune

Sphere: Common

The “Charm of Stiffening” takes the flexibility out of those substances that are malleable or flexible by nature. It can make clothes or even jointed plate armor more difficult to move in, to the point where they become an immoveable prison, each movement attempted including even the most basic (GM’s discretion) requiring a successful STR check on D100 vs. the POT of the dweomer plus the caster’s HRT att. mod., and will be considered one step in assaying a Contested STR Roll against the dweomer. One roll per action, according to the victim’s RoA, will be allowed until the Contested Roll is completed.

For those characters run under Intermediate or Advanced rules, each roll against the dweomer in resolving the Contested Roll costs the victim (DV) BP’s, regardless of the results of the roll.

Completing the Contested STR Roll successfully will break the charm as surely as if it had been dispelled. Failure at the Contested STR Roll will place the victim at the mercy of the charm, unable to physically contest its effects further for the remainder of the DUR.

The “Malleable Charm”will allow the object so treated to absorb more damage than it would otherwise before breaking, but in doing so it will be deformed according to the nature of the blow that befalls it (GM’s discretion), becoming malleable as moist clay for purposes of interacting with damaging physical forces (GM’s discretion). Any damage inflicted in excess of the protection offered by the dweomer in a single Pulse will interact with the object normally and break the charm as surely as if it had been dispelled. The charm can make stone soft as clay to be sculpted by an Artisan, allowing fineness of detail rivaling even the great sculptors in marble of the Renaissance.

The “Supple Charm” can make up to (POT) layers of thick heavy fabrics flow like sheerest silk*, even enable jointed field plate flex and bend as easily as fabric while never losing its protective value. To apply to armor, the POT must be equal to or greater than its native DR.(* padded armors being composed of 25+ layers of fabric in a sandwich …)

Both aspects of this charm can be resisted normally.

 

March Safe

Art: Enchantment, Naming

Ruling Planet: Neptune (protect), Mars (undermine)

Sphere: Common

This skill is an Aer and belongs solely to the Druid trades of the Fili and Bard. This dweomer works in exactly the same manner as the “WalkSafe” or “Undermine Structure” dweomers, with the exception that the Fili or Bard must continue to play for the entire DUR regardless of whether it has been tied-off or not. Which aspect is to be used must be clearly stated before the Aer is played.

This dweomer may not be resisted.

 

Measuring Tools

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

The Measuring Tools dweomer skill gives the caster the means to measure every thing under the sun, great and small. It results in a dweomer that can be tuned to measure the state of time and the passage of time, weight, speed, geometric alignment

The tool to Measure Time consists of the Armillary Sphere which can be consulted by looking at the heavens when the sky is clear (only) to check, season and month of the year, week and day of month, day of week, time of day or night, phase of the moon, positions of the planets and constellations, and the like, such as commonly affect his efforts to cast magick, as well as marking Candle Hours, which aspect can be used to turn a normal candle into an instrument for measuring time, in the same manner as a normal commercially available candle marked with the hours, or to get down to fine measurements which may be needed in some cases, especially in Alchemy and Wizardry, the caster may turn to the Clock or Hour Glass aspectsto measure the passage of time in mileways or minutes.

The Measure Time tool can also be used to determine how old a creature, being, plant, beast, bottle or keg of wine or beer, a wound or scar, or the like is. Alternately, it can be set to act as a timer, to measure the passage of a certain period of time and notify the caster when the point in time he is awaiting has arrived. This is the same mechanism on which the timer or alarum magicks are based that are cast on objects such as bells or hounds to cause them to ring or bay at certain times.

The aspects of this tool will have no appreciable DUR and the dweomer will pass as soon as the caster has received the measurement in time he was seeking.

The tool to Measure Weight is divided between the Little Beam and the Great Beam which is what the scales in common use in the period of the game were called. The little beam is for lighter weights and will be sensitive to amounts as small as grains, and the great beam will measure amounts up into the tons.

The tool to Measure Speed provides some specialchallenges for roleplaying the results, insofar as the characters in their medieval gameworld have no concept of rates of speed in mph (miles per hour). This makes things awkward for the PC, insofar as those magick he may also have that affect speed are defined in terms of mph’s. The player must understand that usage to be a convention adopted for the ease of use and convenience of the GM only, however. References to speed in mph should not be made in the context of the character’s own speech, and really should be restricted to private conversations between the player and GM, or made in communications via note between them.

If the GM has the inclination and patience to do so, rates of speed as read by this Measuring Tool should be rendered in a rate, so that the caster receives an impression of the distance that can be reached relative to a known location “at this pace we could reach (X location) in (so many) hours or days, and will reach (X location) within the hour”. Another possible way of framing the result of the dweomer is “as fast as a common horse cart” or “half as fast as you can go on your horse” or “three times as fast as the average man can run”, or the like. Alternately, the GM can render the answer in terms of how far he could go in how much time – knowing that for the PC’s frame of reference it is “a week’s journey” from (point X) to (point Y), the GM could say “you would make the journey from (point X) to (point Y) in half that time if you traveled the same rate as (subject being clocked for speed by the dweomer). These answers are more meaningful in terms of the character and his world. On the other hand, in situations such as battle where the speed of a character in mph’s can modify the amount of damage he inflicts especially in Charging and Over-bearing, “mph’s” as such become a necessary evil. Whenever the use of an anachronistic term can be avoided through good roleplaying, it should be.

The tool to Measure Volume of vessels such as tankards, bushels, baskets (“frails”), barrels, and the like,whether empty or full to some degree will extend to such small common measures as a Measuring Cup and a Measuring Spoon, even measuring amounts of liquids in drams or dry ingredients in grams for accurate portioning of dosages of medicines, salves, potions or other magickal preparations whose dosages can be critical to success or determining success in their use, and also for those who are trained as Cooks to measure out ingredients perfectly in the palm of the hand, whether by the teaspoon, tablespoon, cup or portion thereof, or know exactly when he has poured a cup or pint or whathaveyou of any given liquid.

The tool to Measure Distance or Size includes the Surveyor’s Eye for longer distances and a Measuring Stick/Rod for objects small and large, even buildings. The tool to Measure Altitude is another aspect of the Measuring Rod or Stick render the caster’s elevation personally, relative to sea level, or the altitude of the top of a hill or mountain the caster is viewing, also relative to sea level OR relative to the caster’s own elevation, at his discretion. This includes the ability to Measure Depth, underwater or underground, in the same manner as elevation, rendering the depth of the caster’s position/location personally, relative to either sea level OR the nearest surface level (directly above him), or the depth of some underwater or subterranean feature the caster is viewing, also relative to sea level OR the nearest surface level (directly above him) OR relative to the caster’s own position/location. The caster will determine the points of reference that will do him the most good in each instance of the Tool’s use.

The tool to Measure Alignment & Anglesincludes the effects of an Astrolabe/Quadrant/Sextant or a Plumb Bob, Spirit Level or Square, all indispensible to the caster if he be an Astrologer as well, for taking sightings and measuring degrees and angles of celestial bodies for the purposes of drawing up charts for prognostication, or for finding lines of longitude and latitude for navigation, or the Plumb Bob, Spirit Level and Square to an Architect-Builder, Carpenter-Builder, Mason-Builder, Carpenter-Cabinetmaker/Joiner, or the like to determine if his work is truly level or exactly up-right or his work is truly square.

The tool to Measure Temperature carries much the same difficulty as that for measuring speed. The measure of temperature in degrees Fahrenheit didn’t come about until the 18th century. This makes things awkward for the PC, insofar as those magicks he may also have that affect temperature are defined in terms of degrees. The player must understand that usage to be a convention adopted for the ease of use and convenience of the GM only, however. References to temperature in degrees should not be made in the context of the character’s own speech, and really should be restricted to private conversations between the player and GM, or made in communications via note between them. The point of reference “cold enough to freeze water, and then some” might be used by the GM to bridge the difficult gap here, as appropriate. “Hot enough to fry an egg” or “hot enough to roast meat” are good phrases and points of reference, as is “hot enough to burn/char wood”. Other than these, however, the effects of extremes in temperature can be difficult to pin down and describe. Here again, where the temperature in degrees is needed to determine such things as damage, it is a necessary evil. Whenever the use of an anachronistic term can be avoided through good roleplaying, it should be.

The tool for Counting and reviewing Numbers consists basically of the Tally aspect, which will tot up a column of figures or check the answers to a page full of mathematical problems, a page in a ledger, confirm correct answers and highlight to the recipient’s vision where any discrepancies and inaccuracies in the entries lay, and the Render Count aspect, which will count large masses of objects, creatures, beings, apples in a barrel, beads in a dish, coins in a bag, and so on at a glance. This is most often used in cantrip Form to save time.

In spirit, nature, and function, this Tool is rather like a Truthsay dweomer to be applied to the language of numbers. IF the caster has the Truthsay magick as well, this magick will be considered part and parcel of it, another aspect of it when applied to pages of figures.

The finer the measure of time wanted, the greater the POT needed, so that to measure the time down to the minute would require a POT of 11. That would be 1 each for the year, the season, the reigning starsign, the month, the phase of the moon, the day of the month, the day of the week, which bells have rung most recently or are about to ring if that event is closer in time, the hour of the day by mechanical clock, the mileway of the hour, and a POT of 11 to measure the exact minute.

Minutes were really not observed in the period of the game, but this dweomer allows the caster to be as exact as he would like.

For the timer aspect, the scale on which the time is to count will determine the base POT needed, up to 11 if the caster wants to count minutes, plus the number of units the dweomer will count, so the POT needed to create a 10-minute timer would be 21.

Speed can only be measured accurately if the actual speed in mph’s is less than or equal to the POT of the Measuring Tool.

To measure large objects, distances or quantities, the dweomer must be able to encompass the target by POT as if casting the dweomer ON them – a minimum of (Size ÷ 2) in points of POT, and if measuring more than one, the largest in Size plus the number of items. To measure small, fine things, one point of POT will be needed for every step in fineness starting with that in which the substance or material is normally measured.

For example, liquids are commonly measured in gallons, so to measure in drams as is needed for dosing alchemical substances and healers’ herbs would require a POT of 6. That would be 1 each starting with gallons and counting down through quarts, pints, cups, ounces, and then drams.

The POT of these Measuring Tools should be compared to any attempts to disguise the true nature of the subject being measured, as in the case of a Glamour that disguises the true number of objects, or prevents a true sum being achieved, or an accurate measure of quality, weight, quantity/volume, or the like, and also in the case of examining the ledgers of those with the Mathematics skill who have attempted to hide embezzlement of funds.

Against any dweomer (Glamour) set to obscure the information the “Measuring Tools” are designed to quantify and reveal,a successful check on D100 will be required to get an accurate measure or count, using the “Measuring Tool” [(POT) + (MGA att. mod.)] as the AV vs. the [(POT) + (MGA att. mod.) of the deceiving dweomer, or the AV of the skill used to attempt to deceive (in the case of falsified ledgers).

The “Measuring Tool” dweomer will oppose any dweomer (Glamour) set to obscure the information the “Measuring Tools” are designed to quantify and reveal.

Each of the different general types of Measuring Tool (speed, weight, time, distance, alignment, counting, temperature, speed, etc.) represents a separate skill for the purpose of earning SP’s and SL’s through play, but the principles and concept of measurement are shared universally among them, defining their Intent and use, so all are included together under the heading “Measuring Tools” for the purposes of filling the character’s (MGA) number of dweomer skills allowed for the start of play, each aspect of the skill starting out with an equal SL of one (1).

This dweomer may not be resisted.

 

Message Charm

Art: Sorcery, Enchantment, Naming

Ruling Planet: Mercury

Sphere: Common

This magick invests a dweomer in either an object or creature or being which contain a message of up to (MGA + POT) words which remain in waiting until the designated recipient(s) touches it to release it or for the DUR as allowed by the POT if tied-off, normally, or for as long as the caster wishes to maintain it, as applicable.

Upon successfully loosing the dweomer, the caster must immediately speak or even whisper the message, or begin scribing it on the object if it is to be rendered in written form. Once scribed, the message disappears into the dweomer to be revealed again when the recipient lays hands on it so he may read it.

The “Message” may be set to respond to up to (POT) specifically designated individuals, the “Message” only appearing or being spoken for those specific people designated, who must be known to the caster through previous personal experience, unless the caster has some means of creating a vibrational bond that allows him to transcend this limitation (lock of hair, personal belonging, etc.). Alternately, the message could be available to all except those that the caster designates as being blinded or deaf to it, in the same manner as described under the heading “Fine-tuning the Magick”.

At the caster’s option, the “Message” invested in an object, creature or being may be set to respond to the touch of the first (POT) beings to encounter it in succession, whomsoever they might be, or it may be tuned to deliver its message only to members of a particular trade, or race, or sex, or any combination of these factors, i.e., so that a “Message” could be tuned to only become visible to or be spoken to dunlas Courtesans with green eyes in the service of the Queen, or to Tinkers and Smiths of the blood of William Smith of Tewkesbury that are born in the shire of Alfshaime, or to those who are descended from the blood of princes who have reached 7 years of age or more.

IF the “Message should be tuned to respond to more than one recipient, they will all read or hear the same message. It may not be varied for different recipients in the same casting.

A “Message” with multiple recipients must be discharged and delivered to all before the DUR expires, regardless of its parameters, or they will be lost. Alternately, the caster may allow a single recipient to hear the message up to (POT) times, so long as the DUR continues.

IF all uses of the dweomer are exhausted and the DUR is being maintained at the caster’s pleasure, it will dissipate normally, having spent its strength, and the caster notified of that event at that time.

The dweomer will repeat the message stored in the charm, speaking in the caster’s own voice with the same tone and inflection, or that of the one for whom the magick was cast, as applicable. All those within listening range will be able to hear the message as it is repeated, as if the caster himself were present and speaking to the recipient in the same tone of voice.

IF the recipient cannot read, he must hold it for the message to remain visible while another reads it to him.

Bundled with a “Mimic Charm cast by the Art of Glamourie, the voice of the message can be made to sound like the voice of anyone with whom the caster is familiar through previous personal experience.

Cast by Sorcery, the message may be invested in a creature or being, who MUST be capable of speech in order to deliver the “Message”, UNLESS it is bundled with a “Voice of Silence” charm or some similar magick to provide those who cannot speak with the ability to do so.

Cast by Enchantment, the message must be in written form to appear on the surface of an object.

Cast by means of the Art of Naming, the “Message” may either be written on an object OR invested in a living being or creature who MUST have the capacity for speech, UNLESS bundled with a “Voice of Silence” charm or some similar magick to provide beasts and beings who cannot speak with the ability to do so, AND must have a single specific recipient, although it may be made to repeat for that recipient.

When applied to living creatures and beings, this dweomer may be resisted fully, every target allowed a M-RES check, normally.

 

The Milk of Mother Nature

Art: Naming

Ruling Planet: Sun

Sphere: Common

From even a seed or from birth or hatching, The Milk of Mother Nature multiplies the Size/STA of any IMMATURE plant, creature or being by (POT), BUT only up to the maximum potential for its species. Maximum (normal) potential can be found in the description of any species of plant or beast, BUT extraordinary specimens of any given species can occur normally, and just because the size range stated provides indicates the only examples that have been found/captured and verifiably recorded and catalogued does NOT mean they are the largest occurring. These limitations are up to the GM’s discretion to adjudicate.

If any POT remains after the maximum size potential of the plant, creature or being is reached, each remaining point of POT left over effectively adds 1 year of age beyond the normal age of (sexual maturation, beasts) or at which maximum size is normally reached (plants). This is nor merely a change in size but an actual change in the state of maturity. In the case of plants, any added years of maturity beyond full size may bring the species to the point of bearing fruit or being able to pollinate in the case of species that are divided between male and female.

The charm encourages plants, especially trees, to grow as true and straight as measured by a plumb bob as can be considered normal for the species, and as tall and as broad and full (as applicable) as its species is able. Among animals it will guide the creature or being’s growth as fine and straight and true as can be for that species. Even in application to those species whose form or appearance may be considered warped, twisted or otherwise disfigured, the charm will smooth out and refine its features and make them as regular as it may, although it will stop short of eliminating such aspects entirely.

This charm cannot be resisted.

 

Molten Dart

Art: Naming

Ruling Planet: Mars

Sphere: Common

This charm is available only to practitioners aligned with Earth by birthsign.

The Molten Dart charm conjures into being up to (POT) dart-shaped objects of luridly glowing crusty magma that radiate searing elemental heat that instantly streak forth from the caster’s up-raised hand to strike any target(s) in RNG (sight), inflicting wounds totalling up to (magickal damage) in POT.

If the caster is making more than one Dart, the POT of the wound each inflicts is determined by dividing (magickal damage) as evenly as possible between them, but they may each be targeted at a different foe.

If more than one Dart is conjured, the first to fly requires no roll “to hit”. For every other target at whom the caster wishes to aim a Dart from that same casting, a roll “to hit” must be made using the casting AV and the target’s Dodge in a Contested roll, according to the rules for making strikes with missile weapons in battle, normally.

The initial impact of the Dart is two-fold, the first being a purely physical blow the equal of any mundane missile weapon, the POT interacting with armor in the same manner, including striking with a force potentially strong enough to cause Knock-back.

Secondly, the (magickal damage) POT of the Dart is deducted again directly and only from the DR of any armor worn due the intense searing heat of the magma the Dart is made of, in addition to any damage done by the physical aspect of the blow.

Due to their composition and semi-liquid nature, Molten Darts spread across and “stick” to the victim, continuing to burn him, inflicting one additional wound at the end of every CS following. The POT of the wounds it inflicts falls by one (1) point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have cooled, cracked and flaked off.

When armor is destroyed by the Dart (reduced to DR of 0), it crumbles and falls away, the Dart having eaten through it to the wearer. If the armor to which a Dart has struck is stripped away before it is reduced to zero DR, the wearer may escaper further wounds due to burning, but the Dart continues to unleash its fury on the armor until it burns through the armor to burn that on which it lays until it burns itself out or is quenched by some means.

Clearly, if the target struck by the Dart bears no protection, all wounds are suffered directly by the victim.

IF the practitioner does not already have it in his repertoire, the Molten Dart charm provides him with a bridge, the key to unlock the secrets of the Noble Sphere Stream of Molten Death”, 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.

This Dart travels at the same speed as an arrow, striking any target within 3000ft. by the end of the CS in which it was fired. Up to 6000ft. the target is not hit until the following CS, and so on.

This charm cannot be resisted.

 

Mystic Feats

 

The Attack Feats that may be hurled at the enemies of the faith are the “Malediction” and the “Pronouncement of Anathema”, and to deprive the willful and wayward among those dedicated to the faith of the solace of the Light, the “Excommunication”, which may only be retracted by the Mystic who has performed it.

The “Malediction” is a general curse upon the target’s life which affects the DV with which any task at all is assayed. Even common activities like walking down stairs, pouring a cup of wine, making a meal, or taking any tool in hand to perform any skill, including playing an instrument or dancing, running, jumping, any feat of heroics or especially combat, will be made more difficult. In the event of a mishap, the POT of the Malediction is added in whatever way is necessary to make that mishap more dire. It works in the same manner as a “Charm of Incompetence”, “Contrary Charm”, and “Bumblefoot” in combination, and any other applications that can reasonably be extrapolated in the same vein (GM’s discretion).

A pronouncement of “Anathema” places a vibrational stamp upon the target which makes all those of the caster’s faith feel very uneasy in his presence and require them to make a positive Encounter Reaction check before they accept the bearer’s presence and interact with him at all, from which the POT of the Anathema is subtracted, pushing the reaction towards anger and flight as the bearer approaches. If the POT of the Anathema is overcome, another (positive) Encounter check is required before any service, information, goods or other commodity or advantage is provided. In general, the purpose of the Anathema is to cut the one so marked off from all other members of the faith – he is branded Anathema: an enemy of the faith, accursed and consigned to damnation or destruction.

The “Excommunication” is the most extreme in effect, for it consigns the target’s spirit and soul to the Outermost Darkness, extinguishes his inner Light, strikes his name from the Book of Light. To the eyes of all followers of the faith, the target appears as the walking dead, there appears to be no life in him, although he moves. His eyes become flat and dead, no light reflecting from them at all. No member of the faith speak with him willingly, nor have any trade or traffic with him. He is barred from entering any and all grounds, domiciles, temples, etc. dedicated to the faith as if he were Banished from them at a POT equal to the “Excommunication”. Because the consequences of the magick are so dire, the one making such a pronouncement against another must be absolutely sure and sincere in performing it. Only the one who has performed an Excomunication can rescind it, and in rescinding it he accepts a great debt to be repaid in redressing his grievous error. This must be worked off in acts of penance which the Light itself will by signs and portents or perhaps even visitation make known to him.

The only Defense Feat is “Blessed Sanctuary”. This has the same effect as a “Circle of Protection”, and may be created in exactly the same manner, being used to describe an AoE of safety where those of the caster’s allies may take refuge, or may be applied to those allies directly and individually, to protect them from harm.

The only Information Feat is the “Divine Oracle”, which functions in the same manner as described under the heading “Soothsay”.

The General Feats available are the “Absolution”, “Divine Witness”, “Benediction” and “Binding Oath”.

The “Divine Witness” calls the attention of the Light itself down upon any act that the caster wishes to be marked, for better or worse, by the powers of Light. It brings a beam of celestial light lancing down from the sky, through any intervening obstacles, to illuminate the scene or subject to be Witnessed. It can be used to call upon the Light to witness the words one speaks, and in doing so placing the subject under the same restrictions in his words as one who practices magick, so that if he break his word or lie, the power of the Witness will hound and haunt him until he set things right. this will be a lawful haunting equal in POT to the “Witness” cast, not subject to the power of Druid, Witch or Mystic to banish or set aside.

The power of the “Witness” is passive and reactive, and can also be used to bind all those present to witness an event or a certain person’s words to speak only the truth of the events he has witnessed afterwards, the equivalent of a “Compulsion of Truth” of equal POT. Alternately, it can be used to bar the witnesses from ever speaking of those events. Either of these uses can be fought through the use of a Contested HRT Roll, success enabling the target to violate the Compulsion of Truth and speak as he wills, or to speak of the event when banned from doing so, although the target will still be subject to a Compulsion of Truth of the same POT which he will have to defeat in a Contested HRT Roll in order to then speak anything but the truth of the matter afterwards.

The “Witness” differs from the “Binding Oath” in that the power of the Oath is proactive and aggressive. It actually places the target a compulsion which must be defeated by a contest of wills (Contested HRT Roll) before it may be violated, otherwise the power will not allow the subject to perform any act nor utter any words that would do so.

For the particulars on the several ways in which the “Oath” may be used see the description of the “Bonds of Concordance”.

The “Absolution” is used as a means of forgiving past trespasses against the dictates of the Light. This has nothing to do with the laws of the races of Men. This is a divine intervention in a supplicant’s life that MUST be actively sought out and with perfect sincerity. It may be used thus to erase up to (POT) total points of Vice, BUT it depends upon freely accepting a Binding Oath to perform some specific act or acts of penance and redress (GM’s discretion), for which Oath the “Divine Witness” will always be called.

 

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 will destroy 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.

 

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.

 

Nature’s Teeth

Art: Enchantment, Naming

Ruling Planet: Mars

Sphere: Common

The Nature’s Teeth charm lays up to (POT) invisible magickal traps along a path or scattered about a location (clearing, garden grove, etc.) where desired. If more than one trap is created by means of a single casting, all must lie within an area defined by the limits of AoE. The caster must specify where each one lies on a map for the GM’s benefit.

When the hapless victim passes within (SPT + POT) inches of the point at which the trap is anchored, wooden stakes like punji sticks, daggers, spearheads long-buried from battles in ancient days, cracked and broken bones of the earth’s dead, long since reclaimed, or some combination of these things, flash upwards to stab the unwary tripping the trap to inflict a blow of (magickal damage) in POT, interacting with armor normally (as applicable) according to the rules for combat. ­Soft-soled shoes provide only a single point of DR, hard-soled boots or shoes providing the same protection as common cuerbully (30).

IF the Piercing attack optional rules are in play, the blow inflict is a Piercing attack that interacts with armor in the same manner as a dagger or poniard.

Each trap automatically strikes with Surprise, unless the victim can see/feel the presence of magick, allowing no defense. If the chance to Sense Magick is failed, the same occurs, the character getting no warning of his peril until he actually sets foot on Nature’s Teeth, too late, he is already being bitten.

Nature’s Teeth can bite up to (POT) times in succession before the DUR expires. IF the optional DUR rules are in play, the Teeth remain to bite again over and over without limit so long as it is the caster’s pleasure to maintain the charm. The Teeth are sometimes treated with a Venom or Pox charm to ensure that the victim(s) die of the bite delivered.

Flash of Frost and Flash of Fire are aspects of Nature’s Teeth available only to those aligned with Air or Fire by birthsign, respectively.

These are invested in the ground and triggered in exactly the same manner already described, and may bite repeatedly under the same circumstances. They carry no physical impact of concussive force, just a momentary Flash of elemental fire or frostbite to burn the one that triggers it with a wound of (magickal damage) in POT. This extends to burning any in the immediate vicinity also, but the POT is reduced by one (1) point for every foot they by which they are removed from the point to which the trap was tied.

The (magickal damage) POT of the blow inflicted with each Flash is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the POT are spent in charring through a single layer of normal clothing where touched, the balance inflicting a wound on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of POT or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable).

Where the earth has become frozen, regardless if the cause is natural or magickal, the Flash of Frost can be made to explode with shards of ice that act in exactly the same manner as the Furious Bite (as follows), but is able to be repeated as described for first aspect of Nature’s Bite. Should the earth melt before the DR expires, the charm melts away with it.

The Furious Bite is another form of Nature’s Teeth available only to those aligned with Earth by their birthsign. This aspect of the charm is invested in up to (POT) stones lying innocuously on the ground. When the trap invested in them is tripped the stone explode upward, shattered by the charm, shooting shards up at the victim as he flies through the air to strike him with a blow of (POT) in Potence, and all those within a (POT) feet radius just as strongly, also. Every foot removed from the location of the Teeth and its primary victim reduces the POT of the blow inflicted by one (1) point.

IF the optional Piercing blow rules are in play, the victims of the Furious Bite are struck that sort of blow, equivalent in fineness to that a common sword would provide, armor providing such defense as it can, according to its description.

IF the POT of the blow is sufficient to Knock-back the victim, the concussion of the explosion knocks the victim up into the air that distance to land in a random up to the same distance from the trap’s location (GM’s discretion). The concussion wave similarly has the potential to Knock-back those in the vicinity in the direction of the blast (a straight line between them and the point to which the trap was tied), if the POT is great enough relative to the target’s (modified) STA, every foot they are removed from the location of the Bite and its primary victim reduces the POT of the concussion wave and its potential to cause Knock-back by one (1) point.

Unlike Nature’s Teeth, the Furious Bite can only act once.

The Fury of Earth is a directly related aspect of Furious Bite that is invested in any palm-sized rock on the spot, then hurled at one’s foes to explode like a grenade, inflicting the same damage as the Furious Bite, in the same way and with the same effects, but lacking the need for any one to trip by stepping on or beside it. The act of throwing the rock is what arms the magick so it explodes on impact with any object creature or being. The damage inflicted by the charm could be combined with the blow inflicted by the physical impact of the rock itself. If not thrown before DUR expires, the charm dissipates harmlessly. Like the Furious Bite, the Fury of Earth makes of the stone a one-use weapon.

All the aspects of this charm are basically defensive in nature, and the caster is free to restrict the victims to which the traps he lays respond in the same manner as any other defensive magick, as discussed in “Magick Notes” under the heading “Fine-tuning a Magick”.

This charm cannot be resisted.

 

Necromancy, Speak wi’ the Dead, Last Words

Art: Naming

Ruling Planet: Mercury, Pluto

Sphere: Common

Enables the caster to command the presence of any shade or spirit of any being of whom the caster has a personal artifact of some kind (valued personal possession, bone, lock of hair, etc.), provided the being whose spirit is being summoned has not been dead longer than (HRT x POT) years. If the caster is a blood relative, or has a blood relative of the one he wishes to conjure, the shedding of (POT of casting) drops of blood will be sufficient to guarantee the identity of the spirit appearing as surely as any artifact or personal item.

From the shade he summons, the caster may command the spirit to answer up to (POT) questions.

The player is cautioned that spirits summoned are not likely to be too terribly happy over having their rest disturbed, even if they are blood relatives, and are granted Encounter Reaction rolls as any other NPC on first appearing, which may directly influence the manner in which they deal with/answer the caster.

The spirit conjured brings what Lore it has gathered from the rest of the deceased and from what it has seen of events in the mortal world from Spirit which is equivalent to a general Lore SL equal to the (POT + caster’s MGA att. mod.) of the dweomer and caster who conjured it, in game terms. The shade may NOT answer anyone present who knows enough to pose a question except the caster himself – UNLESS it does so as a gesture of amity or good faith. Only answering the questions of the caster fulfills the terms of the magick and puts the spirit closer to freedom and a return to peaceful rest again.

Acts mark the soul, and the dead can see the spirits of the living as easily as the see each other, and so can also Read the aura, the heart and the past of the caster and any who might also be in attendance at their summoning. This includes being able to assess the most recent events the character has been through, his current situation – even to drawing his own conclusions about what it all means and where it may lead.

They may Read the state of their physical bodies also, including lingering illness and injury, pregnancies, disease and poison, acts of great passion such as indulging any Vice or exercising any Virtue in such a way as might have changed the subject’s score in it – as well as, identifying bloodlines, ties of consanguinity between the living standing before them, especially if tied to the deceased.

Time in a linear sense, the way it is experienced by mortals, is not something spirits deal well with. Past present and future may seem all jumbled up to them, along with the possibilities, the ‘might-be’s’ of the future and the ‘might-have-been’s’ of the past. Because of this, the dead can be tapped as another avenue from which to obtain warnings of the future, but these are verbal only, and secondhand from the spirit where the visions resulting from the “Soothsay” dweomer provide the shadows of things that may yet come to pass, but firsthand. The questions the caster asks the spirit of the deceased could just as easily be centered around the future as the present or the past, however.

If the spirit of the deceased does not react well to the summoner, it may well use what information it can gain from reading the living gathered around it to sow mischief or lash out as hurtfully as they may, taunting them with their pasts, their losses, their old failures and wounds.

Spirits of the dead are also free to interpret all questions as literally as possible. Even rhetorical questions may be seized upon and answered to fulfill the binding of the dweomer, if the caster should muse out loud, if it does not react well to being conjured. They may lie by omission, or give evasive answers if that was their nature in life, if a question broaches a subject uncomfortable to them, whose answer is embarrassing or shows a less-than-admirable side of them, so the caster must be careful. They must answer truthfully any direct question that can be given a “yes” or “no” (or “neither” or “both”) answer, however.

Spirits are free to carry on and converse with the caster if they react well to one another (GM’s discretion), even volunteering information it has that may be useful to save the caster from using up his questions as quickly, so long as the DUR continues and questions allowed the caster have not all been discharged. If the spirit is of one who has been deceased for longer than 3 years, it may well have left all worldly concerns behind, and wistfully request a run-down of current affairs out of nostalgia. One thing the dead will NEVER do is speak of the Spirit World and conditions regarding the afterlife. That is for each living creature or being to discover on its own on the event of its mortal demise. On the other hand, in order to coach the caster in using his questions most wisely when a spirit has had a good reaction to the caster, it may quiz the caster about his plans for dealing with his current situation. Being able to read the caster’s past and current situation the spirit may have advice or insights to share. If the spirit is not so cooperative and does not offer any such, the caster may always use the compulsion of the dweomer to frame a request for that advice in the form of a question (“what would YOU have done in such-and-such situation while you were yet living?”, “Would YOU trust such-an-person were you in my shoes?”, etc.) which it is then bound to answer.

IF the POT allows the caster more questions than he has to ask at the time of the casting, he may certainly maintain the DUR at his pleasure and keep the spirit bound until all have been used. As long as the dweomer endures, the shade conjured cannot pass beyond (POT + caster’s GA att. mod.) feet of the artifact or object or place where blood was used to conjure it (as applicable). If the object should be taken away or moved, the spirit must go with it. Once all questions that the dweomer requires the spirit to answer by POT have been dealt with, the dweomer expires and the spirit is returned to the Spirit Sphere.

The spirits responding to this magick do not actually manifest physically except as a misty, ectoplasmic visual image shining with a subtle silvery-blue light, and therefore cannot be harmed. The dead may appear to only the caster or to select individuals or all of the living in attendance as well, BUT the choice is up to the spirit’s own discretion if conjured by means of the Art of Divination. Only the Art of Naming magick may be used to make the dead appear to living on-lookers by the caster’s will.

Due to its insubstantial manifestation, the shade will be unable to touch or harm the living while it remains in the mortal world, though it may fly at or even through one it does not like, or adopt a horrific visage to cause fright or revulsion, in order to express its displeasure. Any magickal or magickally aided attack upon the spirit breaks the dweomer’s power, dismissing the spirit. Of course such an action might give the spirit cause to attempt to return and haunt any individual treating them in this manner (GM’s discretion).

IF the caster also has the Clairaudience Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally would).

This dweomer may not be resisted.

Another aspect of this charm is the “Last Words”. So long as the flesh of the deceased has not rotted away, the practitioner can summon an animus appropriate to any deceased creature or being who had the power of speech in life to read the tale of the body for him and speak his last words for him, to tell the tale of his last days or hours or moments, to explain who he was in life, what he was if that is relevant to the questioner, and how, when and why he died. The deceased can only answer one of these questions at a time, and if at any point the deceased is interrupted in relating the answer, the animus ceases to speak and the remainder of that answer is forfeited. Questions can only be asked regarding the answer to the question immediately finished. Once the questioner has moved on to a new question or topic, he cannot return to it again. This aspect of the charm can only be used once by any given practitioner on any given corpse.

 

Neverbreak

OR

Brittle Charm, Charm of Fragility

Art: Enchantment, Naming

Ruling Planet: Neptune

Sphere: Common

The “Neverbreak” charm protects those objects to which it is applied from being broken. When the object so Enchanted encounters mundane circumstances such as being dropped, subjected to severe shearing force, or being struck in some manner, which would ordinarily inflict sufficient damage to require a roll of the dice to determine whether or not it fractures, snaps, shatters, etc. (according to the nature of the substance of which it is made), the charm enables it to maintain its integrity and survive. When the cause of the damage to the object is specifically magickal, the POT of the “Neverbreak” charm multiplies the DV for the dice roll to determine whether the object breaks, and also multiplies the resulting percentage chance, vastly improving its chances of survival.

If the charm is tied off, it will provide its protection on up to (POT) occasions so long as it endures. If kept at the caster’s pleasure, the charm will continue to protect the object to which it is applied as often as needed for as long as the DUR is maintained.

Due to the distinctly different mechanisms by which they work, the “Neverbreak” is commonly bundled with the “Adamantine Charm”, as well as others. This limits the amount of damage that gets through to affect the object in the first place, decreasing the occasions on which the Neverbreak charm is tried even when magick is the cause.

The “Charm of Fragility” or “Brittle Charm” causes the object so Enchanted to break or shatter (as appropriate) when it encounters mundane circumstances which would ordinarily inflict sufficient damage to require a roll of the dice to determine whether or not it fractures, snaps, shatters, etc. (according to the nature of the substance of which it is made).

When the cause of the damage to the object is specifically magickal, the “Fragility” divides the number of STP’s an object normally possesses (according to the material from which it is made, GM’s discretion) by the POT of the dweomer, and also divides the percentage chance of surviving being bumped, dropped or even being handled too roughly down when the GM deems a dice roll necessary. The greater the POT, the more the substance or object affected, even organic materials, will take on the brittleness and fragility of spun glass, or even spun sugar.

Such a treatment cannot affect the DM for the business end of a weapon, BUT it definitely affects how much damage the weapon can be used to dish out before it breaks. IF the damage the weapon can sustain is more than doubled in a single blow with it, it will actually shatter – no damage being inflicted by the blow at all.

This charm can be resisted normally.

 

Perpetuate Motion

OR

Enforce Rest, Dampen Movement

Art: Enchantment, Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

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.

 

Piteous Plight, Wretched Sight

Art: Glamourie

Ruling Planet: Neptune, Jupiter

Sphere: Common

Under the effects of the glamour, the recipient presents so humble, piteous, vulnerable and even wretched a sight that all who come upon him with violence in their heart or any other form of personal ill-will must make a Contested HRT check vs. the POT of the charm and HRT att.  mod. of the caster or be forced to turn away for shame at the thought of doing ANYTHING to worsen his circumstances, protecting him in a manner very similar to the Mystic’s charm “Sanctuary”.

IF the foe coming upon the bearer of this charm leans to Vice over Virtue, the number of points by which that average exceeds the Virtue average is added to his AV for the Contested HRT roll to defeat the influence of the charm.

IF the bearer of the charm leans to Virtue over Vice, the number of points by which that average exceeds the Vice average is added to his foe’s DV for the Contested HRT roll to defeat the influence of the charm.

This glamour has NO effect whatsoever on un-dead and creatures of Darkness nor automatons possessed only of a simple animus, who are solely animal and not capable of feeling pity, much less showing it, nor any creature or being that lacks a soul (including zombies), necessary to feel compassion of any kind, nor any sentient being with an average Vice score greater than the POT of this charm.

This glamour cannot be directly resisted.

 

Read:

Object, Magick, Substance/Material, or Body

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

To “Read” is to sort through the vibrations of the energy of an object, creature, or being to learn its intimate details, the high-points of its history, all about what it is made of and how it works, from the impressions that the personal energy of the living leave upon their belongings, the echoes of their auras as absorbed by the objects close to them, to the state of health of living bodies or the cause of death of bodies deceased, or magicks current or past. When dealing with living creatures and beings it is commonly called Reading Auras. It is a delicate process whereby the caster ever so gently touches the energy of that which he is Reading, communes with it, and attempts to pull forth information on its condition, composition, and those people and things that have affected it most prominently, learn everything he can about it, but without corrupting its vibration with the caster’s own or tampering with it. In the case of magickal dweomers, to Read all he can of the vibration left behind on it right down to the one who crafted it. This dweomer requires the caster to hold the object in his bare hand(s).

Objects, especially personal belongings can be very informative when read, and objects such as traps & snares if detected before they can be tripped can be “Read” so that their secrets may be known and the danger they pose avoided. If the caster also has the Spirit Skill of Psychometry, that SL may be added to the POT of his “Read” dweomer when he is using it to “Read” objects.

IF the caster also has the Psychometry Spirit Skill, its SL will be added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it will NOT raise the casting DV, as using a greater amount of POT normally would).

In the same vein, much useful information may be gleaned by Reading Substances such as drugs, poisons, or alchemical preparations, whether in their native form or after they have been introduced to a body. In the latter case, the caster will be able to determine the purpose method of use of and proper dosage of alchemical potions and preparations, or switch to Read Magick and discover the exact nature of the dweomers these may contain.

In Reading a body everything having to do with the state of health can be ascertained, noting where a poison is attacking the body, or drugs, or disease, or identifying the extent of injuries, to help save life and limb, as well as Reading the natural habits and origins of both beasts and people. In dead bodies, the cause of death can be Read with certainty, or the cumulative factors where more than one cause was at work. If able to act before too much time has passed, the caster may even Read a vision of the last moment of the deceased’s life, through his own eyes, or with greater skill, the last few moments leading up to his death.

No matter what is to be “Read”, its presence must already have been discovered and established by either the use of a “Reveal” dweomer or some more prosaic skill(s), or “Sense Magick” in the case of dweomers. For example, the caster would have to be able to identify the presence of a drug or poison in Reading the body before him, regardless of whether alive or dead, before he may switch to “Read Substance” to identify that drug or poison or the pathways through which it functions in order to come up with a treatment, or better still, an antidote. Of course, this would assume that the caster is also a member of one of the healer trades, specifically Physicker or Herbal.

The caster may find that Reading magicks can be somewhat hazardous, however, for some dweomers the caster may approach to Read with this magick may be Warded, in the same manner that people, beasts, objects, and places can be Warded against trespassers. Even the gossamer touch of the dweomer used to Read a dweomer’s secrets can trigger a Warding that has been placed on it. Using a “Read Magick” dweomer of SL less than that of the Ward placed on a magick he is trying to Read will do just that, automatically triggering the Warding to strike the prying caster, while a “Read Magick” dweomer greater in SL than the Warding guarding the dweomer he would Read will require a successful check on D100 vs. (Warding SL + MGA att. mod. of the caster) to get past it or to Read the Warding dweomer itself, using the Reading character’s (CHM att. mod. + SL) as the AV.

Enchanted items and more complex magickal artifacts and tools of those who wield magick that bear multiple dweomers will yield knowledge of their properties only if, once the number of magicks in them have been Revealed by that focused casting on the object alone, each dweomer in the object is Read specifically and directly.

The caster may Read only one sort of thing at a time. If in Reading an Object he comes across a Substance he wants more information from, he would have to let the “Read Object” dweomer go and cast a “Read Substance”

Each step the caster progresses in a Reading, each piece of information he gleans, assumes (Size, for objects; for traps use POT), or (modified STA, for bodies of creatures or beings), (POT) for drugs, poisons or alchemical preparations, or (dweomer POT) CS’s, MINUS the Reader’s SL, minimum one (1) CS, in concentration and meditation over it to obtain, as applicable (GM’s discretion), like peeling back the layers of an onion.

IF the level of information the caster is trying to Read is greater than the POT used to cast the “Read” dweomer, a successful (MGA att. mod. + SL) check on D100 is required vs. the cumulative levels of information we is attempting to gather beyond that POT, in a Progressive manner.

For every step of information equal to or less than the POT used by the Reader, no MGA check is required, merely the time and effort as defined above to Read it. The SPT checks will be required to glean any information from a layer greater than the Reader’s SL. In order to have the power to get there, the effective POT of the Read dweomer must be no less than the number marking the degree of information the Reader wishes to be able to reach with his efforts.

For example, if the caster has SL10 and is about to Read an object to find out whether it is a Touchstone, Master Work or a Master’s Tool, as described in the Grimoire, he will need to make successful SPT checks to get from the 10th layer to reach the 14th layer of information, and the effective POT of his dweomer must not be less than 14.

The information that may be gathered and the order in which it may be accumulated are set forth under the two headings “Objects” and “Magick” in numbered paragraphs representing the order of the layers of information through which the caster must work. This is the reason why the paragraphs are numbered.

 

Read Object

Ruling Planet: Mercury, Pluto

1) If the caster is Reading an unfamiliar object, not sure what it is or its purpose, he can Read that information. If it is a tool, he can tell what trade it is associated with, the task for which it is used, and visualize the proper method of its use, feeling it in his hands. If it is in fact an artifact of the body of some beast, the caster can feel what part of the beast it is, but must switch to “Read Substance” to get any further information from it.

IF Reading a trap, the caster can discern the general nature of its mechanism (snare, deadfall, pit).

2) the caster can distinguish the types of materials from which the item is made with which he himself is familiar, or the basic type of material (wood, metal, gem, plant fiber, etc.), and between grades in quality, if he is not familiar with the material by its specific type (tiger oak, antimony, rhodochrosite, papyrus, etc.).

This information may seem obvious, and some of it may be obtainable from a craftsman who produces the same type of goods, but this is especially useful where the surface has been painted (VERY common in the period of the game) or veneered with a decorative wood, metal, or other similar treatment, concealing some or even all of the structural materials. This aspect enables the caster to Read ALL of the materials present in the make-up of the object without having to mar or disassemble it, allowing him to distinguish between bone and ivory, between gemstone and glass, between gilt and solid metal, and the composition of any and all finishes, shellacs, varnishes, paints, waxes, and so on.

IF “Reading” a trap, the caster can discern the general location where its mechanism is located.

IF “Reading” a poison, the composition of the poison, whether the major ingredients of those poisons are animal (venom), vegetable (toxic plant), or mineral (lead, quicksilver, etc.), or a combination of these, may be discerned.

3) the caster receives an impression of whether the object was crafted locally, or the region of origin whence it came by climate and terrain, accompanied by a general sense of distance and direction, a sense of any bodies of water that lie in between, if made elsewhere in the same realm in which the caster is located at the casting of the “Read”, or if it is of foreign make.

IF “Reading” a trap, the caster can discern the exact level of complexity or POT of the trap, if that POT is less than or equal to (Reading POT + SPT att. mod).

IF “Reading” a poison, the exact POT of the poison’s effect, if equal to or less than the POT of the “Read” dweomer, may be discerned.

With the use of the “Measuring Tool” for time, the caster may “Read” to get a sense of the age of the object being Read, up to roughly (DUR as allowed by POT, as if the DUR had been tied-off) stretching back into the past.

4) the caster can perceive whether the materials from which the object was made were grown or mined locally, and/or processed locally if there were any intermediate steps in the making of the object Read, or the region of origin whence they came by climate and terrain, accompanied by a general sense of distance and direction, a sense of any bodies of water that lie in between, if produced or processed elsewhere in the same realm or if they are of foreign make.

5) the caster can Read the presence of any secret compartments or other similar special features in the object’s construction.

IF “Reading” a trap, the caster will be able to find the exact location of the mechanism and discern the manner in which it works, and will reveal the status of the trap as a multi-stage mechanism, or if it feeds directly into the mechanism of another trap.

IF “Reading” a poison, the dweomer shows the caster the type (contact, ingested, insinuative) of the poison, as well as what internal system(s) it acts upon.

6) the caster will receive a picture-perfect vision of the city, village, or immediate area or environs of the workshop where the object was made. This will be sufficient for the casting of a “Finding” dweomer to pin down it’s location, it if desired.

IF “Reading” a poison, the dweomer reveals a picture perfect image of the ingredients from which the poison was concocted (though NOT their proportions), as well as whether they are local or an impression of the region from which they originally came by climate and terrain type if they come from foreign places.

7) the caster may Read exactly and specifically what all the materials are that went into the make-up of the object Read, whether he is familiar with them through previous experience or not, and also the place of origins of each, whether foreign or not, receiving a picture-perfect vision of the city, village, or immediate area where each of the materials was produced, grown, mined, etc.

IF “Reading” a poison, the caster may discern the exact nature (name as known to the owner/user and description, ingredients and proportions) of the poison “Read”. The dweomer will also reveal the presences of multi-part poisons while they are in their component parts, provided the final level of the poison’s effect lies within the scope of the “Read” POT.

The dweomer will also provide a picture-perfect vision of the city, village, or immediate area(s) whence each of the ingredients originated.

8) the general nature of the materials of which anything concealed in any hidden compartment(s) may be made (as applicable), also revealed, assuming that if such a compartment exists it has not already been opened/emptied.

9) the tale of what changes have been wrought in the object’s form within the last (MGA + POT) years of its history may be Read – gems replaced, whether with the same type, different ones, same color but glass, different color glass, gilding or silvering added or worn or scraped away, other embellishments added or taken away, the additions of traps, locks and/or hidden/secret compartments, restorations performed and how accurately, etc., OR if any such changes have been made over time at all.

10) the caster can discern a rough psychic impression of the basic physical descriptions of those among the last (MGA att. mod. + SL) persons (owners) who had possession of the object for [40 – (owner’s CHM & HRT att. mod’s) + (caster’s MGA att. mod.) + (POT)] years or longer – bits and pieces, maybe hair color, maybe eye color, maybe a Distinguishing mark, their sex, general complexion (fair, ruddy, olive, etc.), whether they were beauteous, average-looking, or ugly by common standards, a sense of whether taller or shorter, thinner or fatter than the caster of the Reading.

For these purposes, the maker of the object should be considered the first or original “owner”.

11) the caster is granted a picture-perfect vision of each of the last (SPT att. mod. + SL) persons who had possession (owners) of the object for [40 – (owner’s CHM & HRT att. mod’s) + (caster’s MGA att. mod.) + (POT)] years or longer, from head to toe, including the understanding of how that vision of his appearance reflects his favored mode of dress or the fact that he was not dressed as he would prefer at the time (colors, cut, determination of nationality subject to Foreign Culture skills).

At this point the caster has a sufficient grasp of the bond of Resonance between the object and its owner(s) that he may use it as the basis for casting Charm of Finding, Charm of Direction, and the like.

IF the maker of the object is NOT within the last (SPT att. mod. + SL) owners, the dweomer also provides the caster a rough impression of the physical description of the maker of the object (see paragraph 10).

12) the history of HOW the object passed into the hands of each of the previous owners that have been Read may also be discerned, by common commerce, theft, murder, found/discovered after having been lost, as an inheritance, as a gift, or the like, and what their emotional attachment to it was, if any.

13) the caster can discern a rough psychic impression of the emotional state of the craftsman and his intent and motivation for the fashioning of the object Read, ingrained in its making – whether it was it special to him or just another job, whether it was simply in the course of his earning his daily bread, or if he was pressured into it by another, as a gift for a loved one, a charitable gift, to repay a debt, a special commission to curry social favor, and so on. If it were just another project but the craft a labor of love for the craftsman, the object Read and all others he made would have been of great importance to him.

14) the Reader may also glean an impression of the mental and emotional disposition of the creator during the crafting of the object Read, whether they were tidy or sloppy folk by habit, whether cool-headed, sentimental, hot-headed or otherwise emotional, whether they leaned toward Virtue or Vice during the period in which the object being Read was created.

15) IF not already revealed by step 11, the dweomer gives the Reader a picture-perfect vision of the maker of the object being Read, from head to toe, including the understanding of how that vision of his appearance reflects his favored mode of dress or the fact that he was not dressed as he would prefer at the time (colors, cut, determination of nationality subject to Foreign Culture skills).

16) IF the object being Read is a Touchstone, Master Work or a Master’s Tool, as described in the Grimoire, that fact may also be discerned at this LoA. In either case, the POT of the object may be Read, if less than or equal to the {(POT + SL) + (SPT att. mod.)] of the Reader.

17) the caster may Read the exact location(s) of any special features, catches, tricks, traps and secret thingies, as well as the proper method(s) for opening any secret or concealed compartments and/or triggering and/or deploying any special features.

18) The caster will be able to read the surname or family name to which the craftsman was born, and the knowledge of any cold, flu, or other disease or health problems, lingering difficulties from old injuries, as well as bestowing knowledge of any prominent birthmarks, major scars, disfigurements, and so on, in or on his body whether obviously visible or not, which the caster had at the time the dweomer Read was created.

19) If the item were made by means of a Master’s Tool(s), as described in the Grimoire, that may also be discerned.

 

Read Magick

Ruling Planet: Mercury, Pluto, Uranus

1) First to be learned will be the Sphere of Power (Common, Noble, or Sovereign, or equivalent) of the dweomer being Read.

2) Second will be the form in which the magick being Read was cast, whether High, Common, or Low magick was used.

3) Third will be its POT, if that is less than or equal to (Reading POT + SPT att. mod).

With the use of the “Measuring Tool” for time, the caster availing himself of the “Read Magick” dweomer will be able to determine how long the dweomer he is reading has been in existence, or if already expired, how long it endured and how long ago it expired.

4) next will be yielded the actual type of magick and/or the trade (faerie, infernal spirit of Darkness, worldly spirit, spirit of Light, divine or channeled by a Mystic, Fili, Bard, or any of the Druid trades, Wizard, Witch, Hearth-Witch, Hedge-Wizard, or WiseWoman/CunningMan) by which the dweomer they are Reading was created.

5) the caster will learn with which one of the Five Arts in particular (Divination, Glamourie, Enchantment, Sorcery, or Naming) the dweomer they are Reading was created, and

6) next will be the LoA and specific SL of the caster of the magick being Read, if less than or equal to (Reading SL + SPT att. mod)

7) IF the caster was a Hearth-Witch, Hedge-Wizard, or WiseWoman/ CunningMan practicing one of the folkways or non-traditional forms of Wizardry or Witchcraft as described in the Grimoire (Cabalist, Knot-Weaver, Drug-Trance, etc.), he will also be able to distinguish the nuances of which was used.

8) the caster will be able to discern a rough psychic impression of the emotional state of the caster and his intent at the weaving of the dweomer – whether the magick was created out of simple desire, desperation, love, anger, charity, a favor for another, self-preservation, in pursuit of an enemy, revenge for a wrong done, to defend hearth and home, in a quest for information, to facilitate a quest for fortune and glory, and so on, so the purpose the magick serves will be known.

9) the knowledge of whether the dweomer was tied-off or remains connected to the one who created it may be Read. If still connected, the caster may Read whether the magick has been renewed or actively adjusted or tampered with through that link. A “Reveal Contagion” dweomer will be needed to see that bond fully so that it might be traced, if desired.

10) the dweomer will grant impressions of the appearances of the caster of the magick Read – bits and pieces, maybe hair color, maybe eye color, maybe a Distinguishing mark, their sex, general complexion (fair, ruddy, olive, etc.), whether they were beauteous, average-looking, or ugly by common standards, a sense of whether taller or shorter, thinner or fatter than the caster of the Reveal Magick, and so on.

11), the caster will be able to Read the exact nature of the dweomer being examined, its name as far as the one who cast it had a name for it, and it’s description, the details of the manner in which it works, which natural law(s) or forces it manipulates and in what manner it interferes with it/them, if not evident by the effects of the magick itself.

12) an impression of the original caster’s mental and emotional disposition will be gleaned, whether they are tidy or sloppy folk by habit, whether cool-headed, sentimental, hot-headed or otherwise emotional, whether they leaned toward Virtue or Vice, at the moment the dweomer being Read was cast.

13) the caster may Read the common use-name, the first name and/or any sobriquet, of the caster of the dweomer being Read, and receive a picture-perfect vision of the caster from head to toe, including the understanding of how that vision of his appearance reflects his favored mode of dress or the fact that he was not dressed as he would prefer at the time (colors, cut, determination of nationality subject to foreign Social Graces skills).

14) the caster will be able to Read the surname or family name to which the caster was born, and the knowledge of any cold, flu, or other disease or health problems, lingering difficulties from old injuries, as well as bestowing knowledge of any prominent birthmarks, major scars, disfigurements, and so on, in or on his body whether obviously visible or not, which the caster had at the time the dweomer Read was created.

15) the caster may also Read impressions and scattered visions of the town neighborhood/village/area, climatic conditions, etc., of caster’s origins, to contrast with his own if they differ (if foreign in nature, subject to Foreign Culture skills).

16) the caster will receive a picture-perfect vision of the city, village, or immediate area or environs of the home of the caster of the dweomer being Read, at the time when the dweomer being Read was cast. This will be sufficient for the casting of a “Finding” dweomer to pin down it’s location, it if desired.

 

Reading Bundled Magicks

The fact that a magick that has been Revealed is a bundle can only be discerned by Reading the bundle. To determine how many magicks are in a bundle will have a DV equal to the number of dweomers in the bundle, for each dweomer in it, as follows : 1 for the first; 3 for the second (1 + 2); 6 for the third (1 + 2 + 3); 10 for the fourth (1 + 2 + 3 + 4); 15 for the fifth (1 + 2 + 3 + 4 + 5), and so on. In the case of the bundle above, the DV would be 10 (1 + 2 + 3 + 4 = 10).

The Wizard must Read the magicks in a bundle one at a time, separating them out ever so carefully working from the outside into the core, or from the magick last added to the bundle backwards through the rest, in order, until the core or first dweomer in the bundle is reached. Starting with the outside the last dweomer laid on will be first and easiest to Read. For each dweomer in the bundle Read, the DV for Reading the rest of the magicks further into it will go up.

For example, a bundled casting on a door of a Frost Hand Bane to protect it of POT 15 and SL 5, a Wizard Seal with POT of 10 and SL 16 on a door with an Alarum Enchantment of POT 5 and SL 10, with the magick itself being protected by a Charm of Nausea of POT 20 and SL 10 should any try to tamper with it, would have a DV of 50 to Read, with the glare from so many sources of Power packed so tightly together.

However, the order of enchantment was “Wizard Seal”, “Alarum Enchantment”, “Frost Brand Bane”, and finally “Charm of Nausea”, and the reverse is the order in which they must be “Read” and, if so desired, later dispelled.

The DV for “Reading” the first dweomer, the “Charm of Nausea”, will be 20 (SL20). Progressing past that to the “Frost Brand Bane” the DV rises to 25 (SL20 + SL5); then to 35 for the “Alarum Enchantment” (20 + 5 + 10), and then 51 for the “Wizard Seal” (20 + 5 + 10 + 16). The deeper into the layers of the bundle one Reads, the more difficult it becomes. The core dweomer of a bundle is usually the embodiment of the entire purpose for the existence of the bundle in the first place.

The highest POT of any of the dweomers in the example is 20, so no more than that will be needed to Read that bundle. For every point of POT by which the dweomers in the bundle are greater than the POT of the caster’s Reading, the DV for the SPT checks to get through it will increase by one (1).

Read Substance/Material

Ruling Planet: Mercury, Pluto

Enables the caster to look within the vibration of a single substance to determine its nature, if it is something with which he is unfamiliar or is in a form that precludes his identifying it by mundane examinations of sight, texture or smell. This aspect of the “Read” magick is best used as a starting point when handling/dealing with any object or substance that is not readily identifiable through the mundane knowledge or Lore skills of those who have seen it. The steps in which the information pertaining to materials may be “Read” are enumerated as follows.

 

1) the substance’s origins in Animal, Vegetable, or Mineral nature will be first to be “Read”, if that is not already obvious or known.

2) IF a piece of a plant or the body of an animal, the part of the animal or plant from which the sample being “Read” was derived (claw, tooth, internal organ, root, leaf, stalk or bark, flower or fruit/seed pod, etc.), or a sense of the appearance of the ore derived from, if a mineral and already processed into another form, otherwise the appearance of its processed form can be “Read” from the ore.

3) the beast, plant or mineral’s ruling planet and sign.

4) the region of origin whence the substance being “Read” came by climate and terrain, accompanied by a general sense of distance and direction, a sense of any bodies of water that lie in between, if the beast occurs elsewhere in the same realm in which the caster is located at the casting of the “Read”, or of foreign origins.

IF animal in nature, the levels of information that may be “Read” will be the same from this point forward as those listed under the “Read Body” heading, to follow.

For plants, “Reading” is equivalent to a crash course in the Lore of the Herbal regarding that plant, its nature and use, up to the same number of steps in detail of knowledge as the POT of the “Read” dweomer with no chance of failure.

5) the most common and mundane use for the plant or mineral substance in question, and the specific use to which the sample was intended to be used (for which it was being grown if taken from the field, if any).

6) the part or manner of use of the plant or mineral in those common usages, and the part or manner of use for the purpose it was intended to be put before the sample was taken (as applicable).

7) the caster will receive a picture-perfect vision of the city, village, or immediate area or environs of the location whence the sample being “Read” came. This will be sufficient for the casting of a “Finding” dweomer to pin down it’s location, it if desired.

8) any special properties (especially hallucinogenic or poisonous) for which the plant or mineral might be prized.

The player and GM are directed to follow the progression of steps of information as listed for manufactured objects when the character is “Reading” a concocted poison or an alchemical substance of any kind, even magickal, and consult the details of the “Read Magick” aspect when the character is “Reading” a concocted substance of magickal effect such as may be made through the Art of Alchemy.

9) any magickal associations or usages, or latent powers that may be Awakened for which the plant or mineral might be even more highly prized.

IF the sample “Read” has been through any sort of processing – harvesting, sawing, carving; mining and sculpting; digging, shaping, vitrification and glazing; mining, smelting, casting, hammer forging or surface finishing or repoussé; shearing or harvesting, carding or retting, spinning, weaving, cutting and sewing, or the like for example, the caster will have to Read through each stage, the craftsman responsible and the location where it was done if it was carried or shipped to a different location for any of those steps in processing, before he can get down to the particulars of the nature of the substance or material itself. Unprocessed materials are always best when looking for information about the material itself, easier to “Read”.

IF the material “Read” is part of an item, processed prior to and/or during its construction, i.e., wool raised in one region, carded and spun in another, cloth woven from it in another location, and the fabric cut and assembled into the garment being “Read” in still another, the caster will have to “Read” through the details of every step back through processing to get the particulars on the origins of the substance itself.

It is not until the caster can Read back through all stages of processing and the vibration of the craftsman who accomplished each that the properties of the substance can actually be “Read”, learning that wool retains heat regardless if it gets wet, finding whether the wool was long and strong in fiber or short and weak, the type of animal that grew it and their location. If the substance came from a single beast, the beast’s state of health when the substance was taken from it and the full spectrum of information available from “Reading the Body”.

 

Read Body

Ruling Planet: Mercury, Sun or Pluto

With a beast or being’s body before him, the caster may “Read” a number of details. Most of these details can be “Read” in bodies both living and deceased, and is commonly used on the injured to help to treat their wounds more efficiently. Subjecting a living creature or being to a ”Read Body” dweomer will fall under the same requirements as a work of Sorcery regarding POT and STA.

Having one’s body “Read” in this manner may be resisted normally, if desired. If the initial M-RES fails, every piece of information the caster pushes to “Read” may be resisted further by the subject with a HRT check vs. the (POT) + (HRT att. mod.) of the caster.

Successful HRT checks vs. the “Read” dweomer will block the caster’s attempt to gain the step of information in question, and increase the subject’s percentage chance to resist the next attempt by (HRT ÷ 4) %. If through the series of HRT checks the subject raises his percentage chance to resist to 100% or greater, the caster will have no further chance to “Read” any information from him and the “Read” dweomer will be broken.

Failed HRT checks will allow the caster to glean the piece of information sought and will reduce the subject’s chances of resisting the next attempt by (caster’s HRT ÷ 4) %. If through the series of HRT checks the subject’s chance to resist falls to 0% or lower, the subject will have no further power to rests the caster’s gathering information from him.

Reading the body of one deceased is commonly referred to as “Reading the Corpse’s Tale”.

1) the beast or being’s status as either male or female (or both, or neither, as applicable), if not already known or readily apparent.

2) the beast or being’s status as a cold-blooded or warm-blooded creature, status as fish or fowl, reptile, air-breathing aquatic, land mammal, or the like.

3) the beast or being’s ruling planet and sign, by birth if human, demi-human, or humanoid

4) the caster will be able to determine the state of the beast’s or being’s WND and FTG’s, relative to it’s fully rested state.

5) the caster will be able to determine whether the beast or being is Fertile or barren/sterile.

IF female and fertile, whether she is ripe in season for mating to produce offspring, or near her season – within (caster’s AWA) in days.

6) the general capacities, strengths, and capabilities of the body may be “Read”, granting knowledge of actual physical scores in game terms, if less than the POT of the “Read” dweomer.

7) IF injured, the extent of the beast’s or being’s injuries relative to a whole and healthy state – Light, Serious, Grievous, and/or Mortal, by BP area if more than one area is injured, and whether any bones are broken, whether the wound(s) in question are clean enough for closing, and the presence of infection, as applicable.

In the latter two cases, the caster may use the dweomer as a guide to cleaning out all wounds (with guaranteed success if the number of points of damage of the wounds treated are equal to or less than the POT of the “Read” dweomer) and clean out any infection with equal success provided the POT of the infection is, again, equal to or less than the POT of the “Read” dweomer .

8) IF there is any drug, poison, illness, malady or disease present in the body that is equal to or less than [40 – (SPT + SL)] in POT, a successful (SPT att. mod. + SL) check on D100 vs. [40 – (POT)] will be required to note its presence. IF more than one are at work in the body and all are beneath this threshold, a separate check will be required to identify the presence of each.

IF the caster is unable to identify the presence of these things at work in the body, he will be able to discern the fact that the body systems are out of balance nonetheless, that something is wrong.

IF there is any drug, poison, illness or disease present in the body that is greater than [40 – (SPT + SL)] in POT, no roll will be needed to sense its presence, it will be readily apparent.

9) the region of origin whence the creature or being “Read” came by climate and terrain, accompanied by a general sense of distance and direction, a sense of any bodies of water that lie in between, if the beast occurs elsewhere in the same realm in which the caster is located at the casting of the “Read”, or of foreign origins.

IF “Reading” a poison in the body, the Intent and motivation behind the body’s exposure to the poison – revenge, malicious power play, accident due to carelessness, etc.

10) the nature of the animal in regards to diet (carnivorous, herbivorous, omnivorous), and most favored food, as well as the time of day the species is most active.

11) any unusual or significant details of the beast’s nature, habits, such as mating for life, hunting in packs, unusually high or low number of young, extremely rapid or slow rate of reproduction, and the like.

IF human, demi-human, or humanoid, the caster will be able to discern the subject’s primary skill-set, what he does or did for a living, assuming they are of a nature to have made an impact on the body, i.e. basically physical in nature (GM’s discretion).

12) any unusual or significant details of the beast’s anatomy, such as those features that might pose a danger such as poison fangs or stinger or barbs, especially those that break away on penetration or which can be hurled from the tail, razor sharp tail-crest used as a whip for attack, or the like.

IF human, demi-human, or humanoid, the caster will be able to discern the subject’s secondary skill-set, his secondary trade (as applicable) and any Petty Skills he has or had, again assuming they are of a nature to have made an impact on the body, i.e. basically physical in nature (GM’s discretion).

13) those features of semi– or wholly magickal nature in defenses or weapons, such as spitting venom or acid or acidic venom, fiery or frost breath-weapon, unharmed by common mortal weapons, gaze weapon, and the like.

IF human, demi-human, or humanoid, the caster will be able to read the surname or family name to which the subject was born, and the main subject matter around any education the subject may have had, as well as the general level of his education (in regards to degree if formally educated).

14) the caster may “Read” the fears, failures, regrets, great loves and hates of living humans, demi-humans, or humanoids, any of the high-points of emotion that mark the heart of the subject – especially when there is a mark (inc. birth-), bruise, wound, or actual scar as a reminder to go with it. Each must be “Read” separately, from greatest to least.

IF the caster is reading the body of one deceased, the caster will be able to determine the cause or means of death, if it is not readily apparent, or has been made to appear other than what it was in fact. The length of time the corpse begin examined has been deceased will also be revealed if equal to or less than (DUR as determined by POT).

When a corpse is being “Read”, the body will begin to bleed should the author of its death enter the room during the process.

15) IF the person who has inspired the high emotion described in step 14 or who is the object of the subject’s attention and Intent is also present within the AoE as defined for a “Reveal”, the dweomer will highlight that fact, drawing the bond for the caster to see in shining ghostly balefire.

IF the emotion is returned by the person it is felt for or intent is shared in common, the dweomer will highlight that bond between them, and the fact that it is reciprocal, for the caster to see, as well. The caster will know the difference between the two types of bonds in that the reciprocal bond, an emotion that is felt for someone and returned in kind will be more powerfully linked by twining threads of balefire than one that is felt only by one who does not feel the same in return which will appear as a single strand.

16) the circumstances surrounding the high-points of emotion that mark the heart of the subject may be “Read” – the who, what, when, where, and why of the emotions attached to the marks he bears (as applicable), from greatest to least, the tale of each being “Read” separately, in turn.

 

While much of the information described as being revealed may not be immediately important to the GM and the workings of his campaign or the adventure at hand, and so should not be disappointed when all of the possible information cited above is not immediately supplied. The GM may not have it to give or need a moment to come up with it. On the other hand, this may be a way of getting at the tidbits of information which the GM may be cleverly concealing, that last piece which could cause all of the other elements of an adventure or campaign to fall into place. The player may also find the GM relating facts later in an adventure on the basis that they would have been revealed to the character when he cast such a magick previously.

The use of this skill in reading the magicks of others and seeing how others use the power will also earn SP’s for the caster in general experience towards making progression checks in the general magickal skills (Forms, Arts) or the specific skills if they also are skilled in the magick they are “Reading”, the same is true of those “Reading” manufactured objects who also practice the specific craft (trade) of the manufacture of the object “Read”.

None of the aspects of this dweomer may not be resisted.

 

Replenishing Conjuration, Conjure Anew

Art: Naming

Ruling Planet: Jupiter

Sphere: Common

This conjuration works upon the Resonance of that which once filled the vessel on which it is cast to conjure it back into existence again. Starting with up to (POT) empty plates, bowls, cups, goblets, barrels, or any other type of vessel(s) used to hold other objects or materials, the caster may cause it to be filled anew with that which it most recently previously held, even if it completely empty when enchanted. The charm renews substance(s) and materials derived from the earth (minerals of various sorts) or dead plants or plant matter or products (of wood, root, bark, leaf, seed, nut, flower, etc.) or dead animals, animal matter or products. Food stuffs conjured into existence in this manner have exactly the same nutritive value as that which originally filled the vessel. This charm’s power to Replenish the magickal power of those substances that originally carried a dweomer are limited to no higher in POT than the POT of the of the Replenishing charm. The Replenishing charm is equally limited in reproducing poisons or drugs or those substances tainted with them to no greater in POT than the POT of the Replenishing charm.

The charm replenishes the vessel so enchanted to the limit to which the last substance originally filled it OR up to (POT) in the units in which that substance is most commonly measured, various alcoholic beverages in ounces, spices the same, perfumes and potions, elixirs, unguents, etc. or magickal effect, a poison or poisonous concoction of the herbal’s or alchemist’s arts, in grams or drams, whichever is less.

IF the (POT) in units yields more of the substance than the vessel can carry AND the caster finds this desirable, the charm can be cast in this manner, but the caster must be prepared to catch the overflow that must result.

This charm can also be cast upon a fragment or remnant of any inanimate material or substance so that the original object or body of which it was a part is replenished/restored. If a half-eaten leg of mutton or capon is Replenished, only that part of the meat consumed is restored. If the caster wishes to go deeper and Conjure Anew the beast from which that remnant was taken, the whole carcass may result, but not in a cooked state. However, living creatures and/or beings cannot be Conjured Anew, no matter how recently a piece of them was harvested.

The minimum POT for this charm is based on the total Size of the vessels to be refilled, according to the rules for Enchantment, normally.

 

Druid/Witch

When dealing with a location or object marked by hard exposure to the elements, that element can be conjured anew to that object. A charred object or burn-out building might be rekindled in the same manner as Conjure Element: Fire of equal POT to burn again for the DUR; the water marks on the walls of a building or room or wall might be used to inundate that location (to fill the surrounding AoE) with water again in the same manner as Conjure Element: Water; a wind torn location or an object with a foreign piece of it driven into it by high winds could be used to conjure those horrific winds again in the AoE for the DUR, in the same manner as Conjure Element: Air (Wind).

 

Reveal:

Persons, Beasts, Lycanthropes,

Shape-changers, Plants, Life, the Elements,

Substances/Materials, Objects, Un-dead,

Magick, Danger, Poison, Drugs, Pox,

Traps & Snares, Ambushes, Betrayal, Spirits,

Ghosts, Hauntings, Færies, Spirits of Light

& Darkness, Emotions, Intent

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

Using a similar technique as scanning with the “Seek Hidden”, the caster stands with his arms out-stretched, palms facing outward, as the dweomer gently carries his consciousness outwards on a wave in a perfect sphere, in all directions at once, enabling him to “Reveal” things in the immediate locale. The “Reveal” is more commonly used to reveal the presence of a specific something with which, by type at least, he is already familiar with through previous personal experience when it is either suspected or known to be near and the caster wants to pin down the location(s) relative to where he stands. Like, the “Seeking”, the “Reveal” is an AoE-based magick, subject to the parameters set forth in Part I. of this Grimoire. This dweomer must be cast to search a particular area, the bounds to be set by the caster as the dweomer’s AoE. The size of the AoE determines the base amount of POT required to achieve a POT of one (1) in the manifestation of the dweomer.

The Reveal must be tuned to search for specific things, creatures or beings in particular, including Persons, Beasts, Lycanthropes, Shape-changers, Un-dead, the dweomers of Magick itself, Objects, Plants, Life in general, and the Elements, including pure potable water. The Reveal may be tuned to trace the presence of things much less concrete in nature, such as Danger in general, dangers in particular such as Poison, Drugs, Pox, Traps & Snares, Ambushes, Betrayal, and later, Spirits and Færies, Spirits of Light & Darkness, Ghosts both lawful and unlawful, Hauntings, and then specific Emotions and Intent. This list is well-rounded, but NOT intended to be exhaustive, if the player can come up with other, parameters for searching with the Reveal dweomer, he should consult with the GM about including it, and check with the GM to see if he has broadened the scope of the magick himself for the players’ use.

All other information or impressions of what is in the vicinity other than that which it is tuned to “Reveal” is ignored by the dweomer.

A Person sought by this dweomer must be one with whom the caster is acquainted through previous personal experience, unless he possesses some means of transcending that limitation (bond of Resonance – lock of hair, personal belonging, etc.), or may tune his search to members of a particular race with whom he is acquainted, even distinguishing between male and female, if desired.

For the dweomer to note their presence they must be [40 – (SPT + POT)] in (modified) STA or greater.

In the case of Beasts, the caster is expected to narrow the field to a specific species of beast for the dweomer to Reveal. Those sought by this dweomer must be those species with which the caster is acquainted through previous personal experience (mundane or mythic), unless he possesses some means of transcending that limitation (lock of hair, personal belonging, etc.), and specific beasts those domesticated or kept in the owner’s household with whom he is also familiar.

For the dweomer to note their presence they must be [40 – (SPT + POT)] in (modified) STA or greater.

Through this aspect of the dweomer, the caster can find Lycanthropes whether they are in their beast shapes or humanoid, and those who have otherwise been Shapechanged into beasts or who have the power and knowledge to Shapechange into beasts and have done so at least once, whether they are in beast form or humanoid. The dweomer can discern these easily from among others of the same species when they are in beast shape.

The dweomer may be tuned to reveal (warm-blooded) Life in general, in which case it reveals the presence of any and all life within RNG by sparking each creature’s life fires causing them to burn very brightly in the caster’s sight. By the intensity of the fires seen or felt through the dweomer, the caster will be able to judge whether the creatures and/or beings are more or less physically powerful than himself (greater or less in STA). Injuries cause life force to appear less than it would if the creature or being in question were in good health.

Revealing Un-dead works on the fully physical un-dead (skeletons, zombies, mummies, liches, etc.) and those that are part Spirit alike (vampires, wights, wraiths, etc.), spark the creatures’ attachment to the non-material spheres and causing them to be shadowed by a hazy black aura. For the dweomer to note their presence they must be [40 – (SPT att. mod. + POT + SL)] in (adjusted) STA or POT or greater.

When tuned to the Æther or actual dweomers, works of magick, the Reveal causes all items, places, beings, creatures, and whatsoever, within the stated RNG to which a magickal dweomer of any kind is attached (regardless of the trade or method of its origins) to glow with a soft, pearly luminescence in his sight. It also Reveals the traces of magick on those items, places, beings, creatures, and whatsoever having possessed a dweomer within the past (SPT + POT + SL) hours. By the dimness and state of the aura, the caster may determine whether the dweomer revealed is currently in effect or if the power revealed is only a remnant of a dweomer that has already expired. For the dweomer to note their presence, however, the dweomer must be, or have been, [40 – (SPT att. mod. + POT + SL)] in POT or greater. Items such as Touchstones, Master Works, and Masters’ Tools, while bearing power, do actually qualify as carrying magicks, as dweomers are wrought with intent, and so will not show up when a Reveal is tuned to dweomers, the power in them will only be noted when the caster has tuned his Reveal to the Æther, but these may get lost in the glow of power of the field of mana if they are in the same location, unless the Reveal is tuned to the Æther and directed solely at an object suspected of carrying power. The “Sense Magick” ability works as well, especially if the caster has no fear to lay his hand(s) upon the object(s) in question.

This dweomer Reveals the magickal nature of enchanted items and more complex magickal artifacts and tools of those who wield magick that bear multiple dweomers only if, once the general presence of magick in them is Revealed by a general Reveal, another Reveal is performed solely on the object. Only by doing so can the number of dweomers in the object be Revealed.

Objects sought may be of any kind, but those with which the caster is familiar through previous personal experience by type (unless some means possessed of transcending that limitation), esp. when searching for personal belongings. This aspect is intended for use in finding items when the caster knows roughly what it is he is looking for already. For the dweomer to find them they must be [40 – (SPT att. mod. + POT + SL)] inches or greater in all dimension (height, width, and depth).

In the case of Plants, the caster is expected to narrow the field to a specific plant for the dweomer to Reveal. The caster may focus on any sort of plant from fungi to herbs to trees with whom the caster is acquainted through previous personal experience, unless he possesses some means of transcending that limitation (bond of Resonance – a bit of leaf, bark, a seed, flower petal, etc.). For the dweomer to find them they must be [40 – (SPT + POT)] inches or greater in all dimension (height, width, and depth).

All deposits of air (fresh, and by extension any gas or fume specified by the caster), earth (in any form, any quality of stone, any type of metal, etc., the caster may stipulate the material in its raw form or worked, or a specific item of a specific metal for the dweomer to focus on), fire burning, still or flowing water (including all forms such as ice, snow, etc. and by extension any liquid specified by the caster), that are of [50 – (SPT att. mod. + SL)] inches or greater in all dimension (height, width, and depth) within RNG attract the dweomer’s attention, provided that such a deposit of the element does indeed exist within the stated RNG of the caster.

The Reveal grants the caster a clear mental image of all gatherings or deposits of that which he seeks, their immediate environs, and provide an unfailing directional sense leading to any one of the locations at which he senses that which he Seeks that he concentrates on for the magick’s DUR. By the brightness of the aura outlining them, he may discern whether the subjects for which he searches are located within short (within 1/4 RNG), medium (from 1/4 to 1/2 RNG), or long range 1/2 to full RNG) from the caster, according to the magick’s RNG. By the intensity of the feeling communicated by the dweomer, the caster can judge approximately how large a deposit has been revealed when looking for quantities.

If any subject that would be identified by the dweomer within RNG lies concealed but would otherwise be in plain sight, the caster will be able to “feel” both its presence, direction and location normally.

If any major physical barriers (buildings, etc.) lie between the caster and the waters that his dweomer would reveal, the caster is allowed a check on d100 to determine whether he can indeed “feel” their presence, using (POT + SPT att. mod.) as the AV. If successful, he will also be able to feel the distance at which they lie, normally.

 

The DV for this check will be equal to (40 – water’s largest dimension in feet) + (the density of the intervening material, according to the Shielding Allowance Table in the Grimoire.)

 

This dweomer’s sole purpose is to Reveal the presence of that which the caster seeks, it will not provide more information beyond direction, distance and number. Any further information about the nature of that which the caster is sensing will have to be gained by employing a “Reading” dweomer.

Although the scanning with the “Seek Hidden” or “Revealing” in general of anything will all fall within the bounds of the same dweomer skill, the caster may distinguish the use of this skill for a particular task such as Revealing Enemies, or Revealing Beasts, or the like, if he does so regularly above and beyond the use he gives any other aspect of this magick. The types of things scanned or revealed by dweomer will be marked, along with the SP’s, and the SL’s tracked. The highest of these will always be used to determine the AV for casting it no matter what he seeks, but his sensitivity for the SPT checks will be according to his use for that specific purpose.

For example, the caster may have developed his Reveal skill for Revealing Un-dead above all other uses (SL10) and while that SL10 is used to determine the success for casting, once it is cast, the sensitivity of the dweomer for Revealing other things will have a separate SL, whether Objects, Plants, Beasts, Emotion or Intent, etc., each of these starting at SL1 and having to be improved separately.

The caster may also scan for “danger” in general, to find or warn of things which pose an immediate threat to life and limb if they should be encountered, or the caster can scan for specific things that pose a threat to life and limb, whether Traps & Snares and their trigger mechanisms, pressure plates, tripwires, and the like, Poisons, Drugs, Pox, or Ambush, a weak and unsteady structure or bit of flooring that would give way beneath him or roof that might fall in upon him, or the like. The dweomer will limn any and all of these with a bright luminous aura (visible only to those who wield magick or who have the Sight) those whose POT are equal to or less than the Reveal’s (POT + SPT att. mod. + SL), ambushes set with Stealth AV’s equal to or less than (POT), Traps and snares equal to or less than (POT) in skill and complexity, and so on. Though the dweomer will not Reveal the specific nature of the danger of which it warns, some situations will provide clues to let the characters know how to proceed, i.e., food and/or drink the dweomer highlights as dangerous is likely to bear poison, drug, or pox. If the caster suspects one of these dangers he may scan specifically for that danger alone.

When scanning for a single danger, the caster will be able to Reveal the presence of such elements as are considered dangerous, as mentioned, regardless of whether or not they actually pose a danger to life and/or limb currently. In the case of Ambush, the degree or immediacy of danger will be indicated, how long those in hiding have lain in wait, how alert and how dangerous. Insofar as Traps, he will also be able to tell approximately how old the ones he discovers are and how dangerous and whether or not they are still functioning and dangerous, how old are any poisons or venoms and whether they bear any danger still, in food and drink how long ago they were added to them, in regards to Pox or disease how long ago the corruption was introduced, by the intensity of the aura surrounding them, as long as the POT or AV (as applicable) of the danger falls within the power of the dweomer to detect, as above.

When concentrating on a single danger, the dweomer will also measure the magnitude of the threat, providing an approximate number (within 2 or 3) of living creatures or traps and snares within the area, and whether the largest among threatening creatures/beings is greater in (modified) STA than the caster himself, an approximation of POT or SL’s/AV’s of the danger.

The Reveal may also be tuned to mark the presence of creatures and beings who bear traces of the realm of Spirit, or spirits themselves – whether Spirits including those once mortal and earthbound, Elementals or Færies, and Spirits of Light & Darkness, Ghosts and Hauntings, both lawful and unlawful, the vibrations of certain specific Emotions or Intent. Due to their connection with Spirit, these creatures and beings are attributed various magickal properties and powers, so they are rated in POT like magick itself. For the dweomer to note their presence they must be [40 – (SPT att. mod. + 1 per 4 Reveal SL’s) + (POT)] in POT or greater.

Alternately, it can highlight the auras of those possessed of high Emotion like love, hatred, joy, grief, guilt or remorse or feeling great anger or hatred, or those following a drive for revenge, to make amends, to succeed, to survive, commit treason or murder or theft, betrayal by a companion, etc., according to their Intent, as well, but the caster must specify the particular emotion or intent (as above) or some similar approved by the GM to which to tune the dweomer to Reveal. If concentrating on Betrayal, whether the subject revealed is actively working a plan to achieve the ruin or betrayal of the caster, or simply carries casual enmity/dislike, or enmity in abeyance waiting for an opportunity to be indulged.

These emotions, insofar as they describe how a person feels about another or a pet or other beast, are the basis for bonds of Contagion or Resonance. Where ever an emotion is discovered marking the heart with any power or force, there is a bond between that heart and the object of that emotion. Because of this, the “Reveal” dweomer can also highlight bonds of Resonance.

This includes the bonds between all beings and/or beasts having owned (especially emotional/sentimental bonds) an object (including a beast’s tack/harness), even cast a magick on it at any point, going back through time (as defined earlier), any objects associated by use or proximity (pieces of a ritual supply kit used by a given magicker, but dispersed and sold in the market piece-meal), and the like.

The dweomer can only highlight the emotional tie or bond if the person and the object of his emotion, or object and its fellows (if part of a set) are both within the AoE and within sight, or come within the AoE and within sight while the caster maintains the dweomer. Once found, if the caster wants to find out what are the particulars of any of the bonds he has found, he must cast a “Read” on the bond so he can probe for its exact nature and characteristics with the normal SPT checks using his SL, to try to discern the details. Since the nature of the emotion is already “Revealed”, the dweomer having been tuned to reveal it, getting the particulars requires the use of a “Read” dweomer, but it functions in this case in the same manner as the “Seek News” dweomer.

The dweomer notes those currently feeling the emotion or intent the caster chooses to Reveal, and those bonds drawn by it between creatures/beings and objects he is attached to which are also within the stated RNG of the caster. The caster may choose all who are feeling hatred or enmity, or only those who are feeling hatred for HIM.

He may Reveal the bonds of any emotion Revealed that are attached to him personally, or anyone he chooses to stipulate as long as he is familiar with them through previous personal experience (unless he has some means of eliminating that requirement), whether positively or negatively makes no difference (bonds of hate, love, friendship, enmity, amity, is an object valued and enjoyed for itself or only for it’s sentimental value, etc.)

For the dweomer to note their presence and high emotion at all, however, the subject’s CHM or HRT must be [40 – (SPT att. mod. + POT + SL)] or greater.

The emotion to be Revealed must be actively stirred, actively present if not actually foremost in the heart or thoughts of those Revealed by the dweomer – the subject(s) must know that the reason or recipient of the high emotion Revealed are within their vicinity, they have sighted them or just encountered them, or they are otherwise brought to mind in order for the dweomer to sense them (possibly in conversation), unless their emotion in that regard or the intent which they are following is so great that it totally consumes them (GM’s discretion) in which case they reek of it at all times.

The Reveal tells the caster the locations up to (POT) instances of that for which he has tuned the dweomer to “Reveal”. These are the first (POT) locations arranged in order from greatest to least, and no clues will be given if there are any more to be “Revealed”, if more should be present. The caster may choose to maintain his “Reveal” dweomer to hold those locations marked and then cast again so as to ignore those results to determine if there are any more of that which he seeks to be “Revealed” in the vicinity. This can be very helpful when Revealing creatures or beings by type or species, or plants by species, or elements like water or fire, and the like.

Cast by the Art of Naming, the charm may be tied to the location of the caster so he may “Reveal” what he likes as he likes for the DUR as allowed by the POT if tied-off, normally, or for so long as the caster chooses to maintain the dweomer, as applicable. The AoE travels along with him, “Revealing” whatever it is the dweomer has been tuned to “Reveal”, centered on his own locations in the event that he should move or be moved.

IF the caster uses the “Reveal” to trace a bond of Contagion or Resonance, he may follow it from origins to object or the other way around, as he desires, BUT these gossamer threads lead the caster in the most direct route, a straight line as the bird flies, regardless of impingements due to physical barriers, man-made or topographical, in the same manner as a “Charm of Direction”.

This dweomer may not be resisted.

 

Resonating Note

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

This skill belongs solely to the Druid trades of the Fili and Bard. By plucking or sounding a single resounding note, the druid may create a dweomer that may function either as a “Seek Hidden”, as a “Reveal”, OR as a “Read” magick, in any manner the caster wishes. Which is to be used must be clearly stated before the Aer is played. Each time an SPT check is required, the Fili or Bard will have to pluck or sound the note of the instrument being used for this purpose again to reinforce the vibration and send it deeper to glean more information from the resonance.

This dweomer may not be resisted.

 

Scrivener’s Veil

Art: Glamourie

Ruling Planet: Mercury

Sphere: Common

This charm encompasses all the various expressions of the magicks that restrict the circumstances under which any writing’s made under its auspices may be read. The simplest use of the Veil is to cover those writings that are intended to be read only by a single recipient. Those who are allowed to see the writings under the Veil can be tuned as discussed under the heading “Fine-Tuning the Magick”, screening those who may read or those who may not, as the caster desires, but the result raising the DV for the casting in a Progressive manner. Another variety of restriction to place on the writings made under the Scivener’s Veil are those that dictate the sort of light by which they can be read, whether starlight alone, moonlight, or real sunlight, by light magickally conjured (sometimes called “Werelight”) or by Balefire, or by Spirit Fire (sometimes also called “Wizard Fire”). Some can only be read by firelight, some by candle light in specific, or torchlight, or rushlight.

When the Veil is keyed to the moon or sun, it is always to a specific phase of the moon, sometimes also to a particular month, even a particular day, for the sun it can be the time of day and even the season, and down to the month and even day. Whatever the particulars of the timing chosen, that is when the message must have been written under the Veil. That is why they can only be read when that time recurs. The specific day the message is written under the Veil can be chosen regardless of the moon and according to the sun only in general terms, such as tying the Veil to one of the equinoxes or one of the solstices.

Some Veils are keyed to a command word or phrase (no more than POT words), or a gesture, or a combination of both.

There are Blood Runes, which can only be seen when blood has touched the surface where they are written. Some Blood Runes are keyed to a specific bloodline, and cannot be seen except after that specific family’s blood has touched the surface.

For some it is the touch of water or wine, perhaps even from some particular source or location, the produce of a specific winery, a particular river, lake, artesian spring, etc.

Further, the lighting or other conditions like blood, command words, and the tuning only to respond to certain individuals can all be combined in whatever ways the caster desires and can devise, just so long as any physical keys like blood, water or wine are all present at the casting and the command word(s) is spoke and any gesture performed at that time of the casting (as applicable). This applies even to a cantrip form casting when those conditions are also to be set into the dweomer.

One notable and almost universal use of the Scrivener’s Veil is known as the “Wizard Mark”. This aspect of the charm enables the caster to scribe upon any surface (AoE), creature, object or being up to [(MGA att. mod.) x (POT)] characters, runes or glyphs. Alternately it can be restricted to a simple thumb, finger, or hand print, these being the most convenient when the High form is used to cast it. The Veil allows the Mark to be seen either by only those trained in the Arts, only members of a particular magick-wielding trade, or those simply gifted with the Sight. If the caster permits, this Wizard Mark Veil commonly allows the writings or marks made under it to become visible under the light of any magickally conjured light to any also standing within the Light’s area of effect, whether mundane or schooled in the Arts, regardless. This magick represents a bond of Resonance, easily traced with a “Charm of Direction”.

The presence of writings under a Scrivener’s Veil can be revealed to the sight of those bearing the “Truesight” or “Wizardsight” magicks of greater POT than the Veil, BUT not what the message or mark(s) under it actually are unless they are cast directly in Opposition.

 

Scrying Enchantment

Art: Naming

Ruling Planet: Mercury, Uranus

Sphere: Common

This is the means by which a practitioner may fix or store the results of a “Second Sight” dweomer, “Walk in His Shoes”, or any other dweomer that bestows a similar type of ‘remote viewing’ visions (such as a “Finding” of sufficient LoA, or a “Conjure Shadows of the Past”, or “Walk in his Shoes”, or “Read Memories”, visions of the future from a “Soothsay” charm, etc.) on/in a physical object so they can be viewed by others, where they would otherwise commonly be of use only to the caster. This creates an object – a magickal mirror, crystal ball, large-ish bright clear cut gem or natural crystal, basin of water, cup of wine, cast upon them so the vision it grants appears in the object used, but they all have one thing in common, and that is a perfectly smooth surface that can reflect images perfectly in them, or a perfectly clear matrix in which an image can coalesce and clearly be seen (GM’s discretion).

It is commonly cast alongside the “Second Sight” in a bundled casting so the results of the Divination go directly into the “Scrying” object.

Once cast upon the object chosen to receive the vision(s), the reflection in the glass or the clear heart of the crystal ball will cloud up, or a mist or cloud will similarly roll across the surface of the cup, bowl or basin of liquid used for this purpose, before the mist clears again to allow the image to coalesce and be seen.

The image provided by the dweomer will remain as long as desired, for the DUR as allowed by the POT if tied-off, normally, or for so long as the caster chooses to maintain the dweomer, as applicable. At the caster’s option the visions may be viewed intermittently. The “Scrying” object may be picked up and used and put down or put away, on and off again as desired as many as (POT) times throughout the DUR if tied off, or without limit if the DUR is being maintained at the caster’s pleasure. Regardless of the parameters of DUR, the caster will only be able to view up to (POT) different subjects while the dweomer lasts, in the same manner as the “Second Sight” charm itself.

IF the “Scrying” cup, bowl or basin is spilled or chipped, or the mirror, crystal or gem become chipped, cracked or dented (if metal), or otherwise damaged while in use (GM’s discretion), the Charm will be broken. When no visions are being perused and the object is dormant, it will appear a the common object it originally was, though it will exhibit a telltale signs of the dweomer it bears to the senses of those trained in magick, normally.

When the results of a “Conjure Shadows of the Past” or “Walk in His Shoes” or “Read Memories” is conserved in a “Scrying” object, the full range of past visions or of the subject’s memories, as far back as the original dweomer would penetrate into the past may be stored, accessible for his perusal at his leisure, or only those parts he desires (player’s discretion). In addition, the caster retains the ability to manipulate visions yielded in exactly the same manner described in the text of the applicable Divination magick from which it was originally derived.

By its nature, the item bearing the “Scrying Charm” is always considered attuned to the one who created it. It does not respond to any one else, unless another magicker should take and attune it and thereby steal it away from its maker. Such objects most definitely do NOT respond to the touch of any who lack training in the magickal Arts.

This dweomer may not be resisted.

 

Second Sight

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The “Second Sight” enables the caster to view objects, creatures, and/or beings remotely, wheresoever they may be located, in exactly the same manner as the Spirit Skill of the same name. Where the skill may fail to work, if the dweomer is successfully cast, there is no chance of the magick failing, however.

IF the caster also has the Second Sight Spirit Skill, its SL is added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it does NOT raise the casting DV, as using a greater amount of POT normally does).

The specific location or the distance the caster may be from that which he wishes to view through the use of the “Second Sight” is irrelevant. This dweomer is commonly used as a means to check on the status of one’s loved-ones, or business partners, to check on the activities of those who may bear watching due to a lack of trust, or those who pose a known or suspected threat or out-right danger, but the base requirement is that they must be known to the caster through previous personal experience, unless the caster has a bond of Resonance (handkerchief or favorite piece of jewelry that has seen daily wear on the subject’s body, fingernail parings, a lock of hair, etc.), to enable him to transcend this limitation.

The dweomer manifests a clear vision or image of the subject of the “Scrying”, and of his immediate environs. The subject’s immediate environs extend to viewing the area within roughly (SPT) or (POT) feet (GM’s discretion), whichever is greater, beyond which distance the vision dissolves into a misty haze. The caster’s point of view in the vision may be rotated and swung about 360° around the subject of the “Scrying”, in a complete sphere around it if there are no physical obstacles in the way, so long as the subject is maintained at roughly the center of the vision.

The caster may view up to (POT) different subjects/locations/objects/creatures/beings while the dweomer lasts, regardless of the parameters of DUR. The image provided by the dweomer remains as long as desired up to (DUR) as allowed by the POT if tied-off, normally, or for so long as the caster chooses to maintain the dweomer, if the optional DUR rules are in play. At the caster’s option the visions may be viewed in snatches, intermittently. The “Second Sight” may be tapped on and off again as desired as many as (POT) times throughout the DUR if tied off, or without limit if the DUR is being maintained at the caster’s pleasure.

The “Second Sight” charm does NOT provide the sense of direction that a “Finding” does, although it CAN be used to anchor a “Finding”, which can be used in turn to anchor a “Charm of Direction” or any similar dweomer whose duty it is to show the path to the image provided by the “Second Sight” for which the “Finding” has discovered the location.

Although the “Second Sight” is not sufficient for providing a direction for physical travel, it is more than sufficient to fulfill the caster’s RNG requirement of being “within sight” for the purposes of targeting the subject he is “Seeing” with the magick.

This dweomer may not be resisted.

 

Seek Hidden

Art: Divination

Ruling Planet: Mercury, Pluto

Sphere: Common

Once cast, the caster holds his open hand before him, palm outwards, and project’s his consciousness through it to search out and “feel” for hidden items, whether buried in the earth, hidden in drawers, cupboards, presses, or armoires, to “feel” the presence of alcoves hidden behind curtains or tapestries, or secret compartments in walls or furniture, to detect hidden doors, secret chambers, passages or staircases, and then to “feel” or determine if there is anything in those spaces, and the general nature of what such items might be – whether paper or parchment in flat pages, rolled scrolls, or a bag of soft supple velvet or leather, or hard and smooth glittering jewels or glass, cool to the touch, or ceramic/terracotta jug, metal dish, flask or small bottle, according to its feel, its texture. This works in much the same manner as a metal detector, sweeping the ground looking for things lost, buried treasure, a bag of keepsakes hidden in the hollow of a long dead tree.

 

In the case of such buried items, the number of feet of depth underground by which they are hidden in the earth provides a Progressive DV for a d100 check against the caster’s SPT att. mod. + (POT).

 

The effective RNG for this ability once the dweomer is cast, or depth to which the scan will extend through things like walls and furnishings, hidden doors and the like, will be (SPT + POT) feet.

The power of the “Seek Hidden” automatically reveals anything hidden by use of the Hide/Cache/Conceal/Palm skill by one with an AV equal to or less than the caster’s (SPT) or (POT), whichever is greater. This will not reveal the exact nature of what is hidden, however, except by feel, as above.

This dweomer’s sole purpose is to reveal the presence of that which is hidden, it will not provide more information beyond direction, distance and number. Any further information about the nature of that which the caster has sensed will have to be gained by employing a “Reading” dweomer, and the DV to do so will be increased by the intervening material behind which it is hidden (GM’s discretion).

The dweomer in NO way reveals to the caster the manner in which hidden doors in walls or compartments in furnishings or the like must be opened, how their catches are triggered, or even where those catches might be located. The caster must use another dweomer to read the door or object in order to make it yield such secrets.

 

Each step, first feeling the hidden space, then what is in it, will require a separate SPT check on D100 vs. the density of the intervening material, using the Shielding Allowances in the Grimoire to determine the DV.

The greater the Size of the hidden compartment or space, the lower the DV for the SPT check – 1 per inch if the space is (SPT) inches or less in its greatest dimension, or 1 per foot if equal to or greater than (SPT ÷ 4) feet in its largest dimension.

If there are objects inside, the greater the number of them, the harder it will be to discern just how many there are, but the easier it will be to determine that they are there. For both checks the original DV to discover the compartment will be added

If one or more of the objects inside are containers holding something else, a SPT check will be required to try to determine the contents of each, and the original DV to discover the compartment and the DV to determine how many objects are in it will both be added.

Actually touching an object or surface to read what is under behind or beneath it will reduce the DV for the SPT check by (RNG in inches) eliminated by that contact, though doings so may put the caster at risk of tripping some trap or protective or retaliatory magick.

If a container of some sort (box, bag, etc.) that lies in a hidden space which has been discovered by means of this magick, the GM will be more vague about the nature of the container’s contents. If the character is sensing through a thick wooden panel or stone wall that there is a small recess, in which there is a jug and a velvet bag, he might reveal to the character that the jug is contains some liquid, but not its nature or the degree to which the jug is filled, and that the bag has something metallic in it, but not that it is a bag of coins or jewelry or how full it is, and so on.

The caster can cast the “Seek Hidden” to specifically scan the pages of an open book or any document lying about just by running his open hand over it, thus gaining a sense of its general content and subject matter, intent and meaning, the gist of the information it contains. This aspect can be used as an accelerated means for absorbing the SP’s represented by any How-To books and/or treatises on the matters and techniques or Lore with which any of the various crafts and trades are concerned. In effect, the time required to read a work to glean the SP’s it contains are cut to one-tenth normal. Once the information has been absorbed the charm passes, spent. In the same vein, the “Seek Hidden” can be used to scan the contents of a book while it lies closed or a scroll while it is completely rolled up, from holding the closed book or just laying a hand on the cover or touching the outside of the rolled scroll. In effect, the time required to read a work to glean the SP’s it contains are cut to one-fifth normal. Once the information has been absorbed the charm passes, spent.

The written work in question must be composed in a language in which the caster is sufficiently fluent (GM’s discretion), in order for the charm to be used in this manner. This restriction can be circumvented to allow the caster to access works written in foreign languages through the use of a Tongues magick as a translator, either immediately after the Scanning magick has been cast, or bundled in its casting.

The “Seeking” is an AoE-based magick. This dweomer must be cast with the Intent to Search within a particular area, the bounds to be set by the caster as the dweomer’s AoE, whether a whole room, a single wall, a corner, an alcove, staircase landing, or other part or feature of a room.

The size of the AoE determines the base amount of POT required to achieve a POT of one (1) in the manifestation of the dweomer. Once it has been successfully manifested, the caster must be located within the AoE of the “Seeking” in order to take advantage of its power, and may move freely about within the AoE extending his senses in all directions as he moves, up to the (SPT + POT) feet limit quoted above.

Unlike a Reveal or Finding dweomer, a “Seeking” is used to discover the unknown, what the caster does NOT know is there. Although it is an AoE-based magick, the caster must focus and sweep in a limited area as he concentrates. He cannot spread his consciousness out through the entire AoE at once. The AoE defines the limits of the area he may search with a given casting. The other dweomers mentioned are used to either “Reveal” the presence of things with which the caster is familiar, at least by type, or to find specific items, creatures, beings, or materials, as in the case of a “Finding”.

The use of the “Seeking” power must commence immediately and be continuous until the Search is completed in the AoE to the caster’s satisfaction. The power of the dweomer will endure beyond this point only if the caster has sensed something hidden and wishes to retain a means of marking the location through the use of the magick. Regardless of the dweomer remaining in effect to mark a hidden object found, he cannot continue the search with that same dweomer if the “Seeking” is interrupted. The caster will have to cast the charm anew if he wishes to “Seek” again.

IF the caster should be interrupted in such a way as to preclude finishing the intended Search and in such a way as the break the caster’s concentration (GM’s discretion), the dweomer’s power will be broken, also, and a new casting will be required if the Search is to be continued.

The dweomer will also be broken if the caster passes beyond the bounds of the AoE, regardless if it is being used to “Seek” or to magickally mark the presence of something for the caster’s benefit.

Cast by the Art of Naming, the “Seeking” can be cast so as to be tied to the location of the caster. The AoE travels along with him, centered on his own location in the event that he should move or be moved. He is allowed to “Seek Hidden” where ever he may go for DUR.

This does NOT change the fact that the use of the “Seeking” must commence immediately and be continuous until the Search is completed to the caster’s satisfaction. Regardless of the fact that the dweomer will accompany him in his movements, once he stops “Seeking” through its power, the dweomer it expires. After that point, he may keep the dweomer alive only to mark the presence of something he has found.

This dweomer may not be resisted.

 

Seek News

Art: Divination

Ruling Planet: Mercury

Sphere: Common

Embodies a combination of the Spirit Skills of “Clairvoyance” and “Clairaudience” and a Reading of the matters which mark the hearts of the people and stir their emotions to gather general news or rumors in the same manner as a Courtesan/Courtier using Presence to gather intelligence, what is on the peoples’ minds, their main concerns, such as weather and crop yields, the antics of the royal family, the sheriff’s greed and avarice, the alderman’s mistress getting above herself, the guild master’s daughter flaunting the finest most risqué fashions at Mass the previous Sunday having scandalized the priest, taxes being collected next month, the disagreement between the mayor of the town and the Lord who issued their charter, the poor job market and its causes, the causes for the dwindling market and money coming into the area, etc., as applicable. This is the fastest means for gathering all the background information on a particular locale that the GM wants the characters to find, whether village, town, or even specific neighborhood if cast in a busy neighborhood tavern or local chapel during services.

The dweomer must be cast over a crowd, such as in a crowded inn or tavern, or over the crowd at the market place, and it renders the news of what matters the crowd is most concerned with (aside with shopping for daily needs in the case of a marketplace crowd, or food and drink at an inn), followed by the minor matters on their minds as well, but nothing that is specific to a single individual. The matters or news presented by the magick must be on the minds of many for the magick to pick it up at all.

Thus, this is an AoE-based magick. It must be cast to search a particular area, the bounds to be set by the caster as the dweomer’s AoE. The size of the AoE determines the base amount of POT required to achieve a POT of one (1) in the manifestation of the dweomer.

Alternately, the caster may tune the charm to Seek news regarding the residents’ and/or crowd’s knowledge of a specific person, place, thing, or event within the AoE. The more specific and uncommon the subject of the search, the more important the location in which the charm is cast becomes to the outcome.

In still another application, the caster can actually ignore the crowd or the residents with the AoE concentrate the charm and his attention on a specific person within RNG to Seek information of a personal nature, to see what his news or story is, what current events in his life are currently troubling his heart, for better or worse, if anything.

The dweomer can only render up to (POT) items of news on its own, which may or may not be related to one another, and they will be received in order from greatest importance TO THE PEOPLE to those of least importance TO THEM. Each piece of news beyond the first and most obvious will assume three [9 – (AWA ÷ 4)] CS’s in concentration and meditation to obtain, to a minimum of 1 CS, like peeling back the layers of an onion.

The player and GM must understand that is dweomer is NOT like reading a newspaper. The caster will receive only the basic pertinent facts, as to what the matter is and who the primary players are in it. If there are related events or bits of news that are pertinent, the caster may seek those out too, and concentrate further and try to ferret those out at as well until he has the full story. The caster will have to quiz the GM for information piece by piece. Up to the “Seek” dweomer’s POT, no SPT check will be required to obtain the information, merely time and effort in concentration.

The dweomer renders the matters foremost on the peoples’ minds like pearls on a string in order of importance to them. It will ferret out for the caster up to (POT) such matters from their minds collectively. Beyond these the caster may “Seek” further, but a successful (SPT att. mod. + SL) check will be required vs. the cumulative levels of information already gathered, the number of layers already peeled back, so the DV for the first check will be 1, 3 for the second (1 + 2); 6 for the third (1 + 2 + 3); 10 for the fourth (1 + 2 + 3 + 4); and so on.

IF the caster is seeking further information on one of the “pearls” of information already rendered, it’s position on the strong will dictate how many further pieces of information the caster can glean before a SPT check (as above) will be required.

For example, the caster’s Seeking has a POT of 10 and the GM determines that the weather has been terrible and the rural community the caster is located in is primarily concerned with crop yields. This would be the first pearl on the strong, the local sheriff’s greed and avarice would be the 2nd and directly related to the concern for the crop yields as they will not have the money he will try to squeeze them for, the alderman’s mistress getting above herself would be the 3rd, seen as symptomatic of the ruling class in town, the guildmaster’s daughter flaunting the finest most risqué fashions at Mass the previous Sunday having scandalized the priest being the 4th and also similarly related, taxes being collected next month with a poor crop expected being 5th, the disagreement between the mayor of the town and the Lord who issued their charter over the alderman and his daughter being 6th, the poor job market with the poor weather and lack of prospects being 7th, the causes for the dwindling market and money coming into the area being related and 8th, and the latest antics of the Crown Prince and his amorous conquests being 9th and much farther removed, but taken as an insult by the people who think he should behave more circumspectly, and so on.

IF the caster wants a more complete picture of the situation with the alderman and his mistress, he is starting with the 3rd in line, which means the POT of the dweomer will find the answers to 7 more questions regarding the details of that situation without requiring any SPT check. Once that has been reached, if the caster wants still more details, the DV for the first check will be 1, 3 for the second (1 + 2); 6 for the third (1 + 2 + 3); 10 for the fourth (1 + 2 + 3 + 4); 15 for the fifth; and so on.

The player and GM will please note that there will be no separating rumor from conjecture from fact in this, however, unless the caster has the skill to add a Truthsay magick to it, but this still will not identify truth from falsehoods absolutely, only what the source(s) BELIEVE to be true while discarding the efforts of those who would create confusion with fabrications.

The caster must stand still in the AoE and concentrate to absorb the bits of news he is trying to obtain. If he leaves the AoE as established at the casting of the dweomer, the magick is broken.

This dweomer may not be resisted.

 

Sharp Sense, Eagle Eye, Bloodhound, Far Hear,

Gourmand’s Palate, Tender Touch

OR

Dull Sense, Hex Senseless

Art: Divination, Sorcery, Naming

Ruling Planet: Mercury

Represents a collection of tightly related skills for the sharpening of all five of the caster’s and/or recipient’s basic physical senses for the purposes of gathering information. In accordance with the Law of Polarity, it also encompasses the skill for dulling those same senses down, ostensibly for the purposes of making sure that hidden things and knowledge remain hidden, as they ought.

For each casting the player must make clear whether he is using the dweomer to enhance or dull down (1 per LoA) of the target’s 5 senses (sight. hearing. taste. smell. OR touch). If the caster wishes to affect all five, he may have to do so with multiple castings – one at a time to get all five at Journeyman LoA.

The recipient’s sense(s) may be “Sharpened” by the dweomer to such a high degree that the recipient will effectively be endowed with abilities equal to or surpassing certain specific skills for the DUR as allowed by the POT if the dweomer is tied-off, normally, or as long as the caster chooses to maintain it, as applicable.

The degree to which the sense(s) will be either “Sharpened” or “Dulled” will be measured by POT. If more than one sense is to be affected with a single casting, the caster will have to decide how the POT will be divided between them.

For the purposes of general effects of such things as a recipient’s AWA/Perception skills (all), the recipient’s AV will either be “Sharpened” or Dulled” by (1 per 5 points of total POT).

When applied specifically to enhancing his sense of sight, as an Eagle Eye charm, the dweomer will multiply the recipient’s normal range of sight described in the GHB I (as dictated by AWA) by the POT of the dweomer, so he will be able to see rather small objects and details at rather far distances. A POT of 1 will increase the normal distance by half-again (x 1.5).

The “Dulling” aspect of this charm when applied to vision will reduce normal Sighting & Recognition distances, dividing them by (POT), so objects and details will have to be rather close before they can be seen and recognized. A POT of 1 will reduce these by 1/4th (x 0.75).

In lighting conditions equal to the tenuous light of starlight, the dweomer will grant normal vision up to a distance of (AWA + POT) feet, only incurring an AV penalty of 1 point per foot to all skills and/or abilities that require the character’s sharpest vision.

In lighting conditions equal to the pale light shed by up to a 1/4-moon (waxing or waning, regardless), the dweomer will grant normal vision up to s distance of (AWA + POT) yards, only incurring an AV penalty of 1 point per yard to all skills and/or abilities that require the character’s sharpest vision.

In lighting conditions equal to the pale light shed by up to a moon from 1/4 to full (waxing or waning, regardless), the dweomer will grant normal vision to the recipient up to a distance of (AWA + POT) rods, only incurring an AV penalty of 1 point per rod to all skills and/or abilities that require the character’s sharpest vision.

The distances the recipient will be able to see in areas lit by man-made light (fire or magick) will be extended beyond that allowed most of the other races by [(caster’s MGA) + (POT)] feet.

The “Dulling” aspect of this charm when applied to vision subtracts (POT) from normal range of vision for these lighting conditions (if any) and/or increase any Gloom penalties by (POT), at the GM’s discretion, and under man-made lights will reduce the normal range of vision by (POT) feet so Gloom penalties will be more severe.

The “Sharpening” aspect of this magick will also give the recipient the equivalent of a constant visual Searcher Perception skill of (POT) in SL for the spotting objects or people hidden or changed through the Palm/Hide or Conceal or Masquer skills who would otherwise be only partially hidden or standing in plain sight but still go unnoticed. The “Dulling” aspect of this charm in regards to sight will reduce the subject’s AV for seeing through such skills and displays by (POT).

The effects of the Eagle Eye aspect of this charm will, unfortunately, make the recipient more susceptible to the effects of such magicks as “Blinding Flash”, to whose POT the POT of the “Eagle Eye” aspect of this charm will be added if the former is encountered while under the effects of the latter. In the same vein, the “Dulling” aspect in regards to sight will actually provide (POT) in protection vs. the POT of such a magick, adding to the subject’s AV to resist the magick’s effects and reducing the impact of any effect it might have by (POT) though it hinder the subject’s sight otherwise.

When applied specifically to the recipient’s sense of hearing, as a Far Hear charm, the dweomer will enhance the acuity of the recipient’s sense of hearing so as to enhance the normal range of hearing as described in the GHB I (as dictated by AWA), multiplying it by the POT of the dweomer. It will also enhance the recipient’s general sensitivity to sound to the point where he will gain the effects of the Perceive skill (Sentry), BUT only in regards to sound, at an effective SL equal to the dweomer’s POT, or the POT of the “Far Hear” dweomer will be added to his own Sentry skill SL, should he already possess it. This will of course make it much easier to eavesdrop on those within (enhanced AWA) feet of him, in a conventional manner, and make his Perception checks more effective where his enhanced sense of hearing is involved (GM’s discretion).

The “Dulling” aspect of this dweomer in regards to sound will, of course, subtract the POT from the recipient’s skill or effective AWA in regards to sounds for the purposes of making Perception/AWA checks, and will actually require the subject to make a successful d100 check vs. the POT in order to hear sounds and speech within (AWA – POT) feet of him when the POT is equal to or greater than the subject’s AWA score.

In addition, the dweomer will be so sensitive that the recipient will be able to easily identify any sound his extraordinary hearing has detected (if familiar by previous personal experience) and identify the original sound from its echoes when acoustic conditions would otherwise be too confusing, and in either case determine the direction from which a sound has come, in the same manner as a “Charm of Direction”.

The effects of this charm will, unfortunately, make the recipient more susceptible to the effects of loud noises, especially those that are loud enough to have physical effects, such as a “Thunderclap”, to whose POT the POT of the “Far Hear” aspect of this charm will be added if the former is encountered while under the effects of the latter. In the same vein, the “Dulling” aspect in regards to hearing will actually provide (POT) in protection vs. the POT of any such loud magick, though it hinder the subject’s hearing otherwise.

When applied specifically to the recipient’s sense of taste, as a Gourmand’s Palate charm, the dweomer will enhance the recipient’s sensitivity of taste to the point that the recipient will gain the effects of the Connoisseur skill in regards to flavors of foodstuffs (and beverages), or add his own Connoisseur SL to the effective POT of the dweomer should he already possess it, and enable him to easily identify any flavor so detected (if familiar by previous personal experience).

This will effectively oppose the effects of the “Flavor” magick.

This will also provide the recipient with a (POT + SPT att. mod.) check on d100 to detect the presence of any foreign substances in what he is tasting, such as poison.

 

IF the recipient of the Gourmand’s Palate tastes some foodstuff to which poison has been added, the DV for the d100 check to discern it will be equal to (40 – POT), plus the POT of any “Flavor” magick used to mask its presence.

The “Dulling” aspect of this dweomer in regards to flavors of foodstuffs reduces any Connoisseur skill in food or drink the subject may have by (POT), and requires the subject to make a successful d100 check vs. the (POT + caster’s MGA att. mod.) if the POT is equal to or greater than the subject’s AWA score in order to taste anything.

When applied specifically to the recipient’s sense of smell, as a Bloodhound or Hound’s Nose charm, the dweomer will increase the recipient’s sensitivity to scents and odors to the point that the caster will gain the effects of the Perceive skill (Sentry), BUT only in regards to sound, at an effective SL equal to the dweomer’s POT, or the POT of the “Hound’s Nose” dweomer will be added to his own Sentry skill SL, should he already possess it.

The dweomer enables the recipient to easily identify any scent or odor so detected (if familiar by previous personal experience) and note the direction of its source if carried on the wind, or follow it back to its source by following the direction in which it seems strongest, upon making a successful AWA check (+ POT).

Through the enhanced sense provided by the dweomer the recipient can distinguish between different individuals and/or creatures by their scent, once the scent has been identified (GM’s discretion), enabling the recipient to use the dweomer to emulate the effects of the Track skill of equal SL if the caster can gain a sample of the scent of the quarry, in the same manner as a bloodhound, or to add the POT to his own Track SL if he already possess’ that skill.

The “Dulling” aspect of this dweomer in regards to scent subtracts the POT from the recipient’s Perception skill or effective AWA in regards to sounds for the purposes of making Perception/AWA checks, and will actually require the subject to make a successful d100 check vs. the POT when the POT is equal to or greater than the subject’s AWA score in order to smell anything.

When applied specifically to the recipient’s sense of touch, as a Tender Touch charm, the dweomer gives the recipient the equivalent of a constant tactile Search skill of SL equal to POT for the discerning of secret panels, Priest-holes, and other hidden ways, weapons and other objects hidden upon peoples’ bodies, and any other such things that might be revealed to the recipient through an enhanced sense of touch (GM’s discretion). If the recipient already possess’ the Search skill, the dweomer adds its POT to his own Track SL.

The “Dulling” aspect of this dweomer in regards to scents and odors subtract the POT from the recipient’s skill or effective AWA in regards to scents for the purposes of making Perception/AWA checks, and actually requires the subject to make a successful d100 check vs. the POT when the POT is equal to or greater than the subject’s AWA score in order to smell anything.

The effects of the Tender Touch aspect of this charm, unfortunately, make the recipient more susceptible to the effects of pain suffered regardless of whether a result of accidental injury or wounds received in battle, adding the POT of the dweomer to the DV for P-RES checks vs. stunning or unconsciousness due to injury. In the same vein, the “Dulling” aspect in regards the aspect of touch will protect the recipient in such cases, adding (POT) to the AV for successfully making such d100 checks to avoid those effects.

Cast as a Divination, the caster can only affect himself.

Cast as Sorcery, the caster may affect any living creatures or beings.

Cast by the Art of Naming, the caster may affect creatures or beings according the rules for Sorcery, normally, or invest in one or more objects so to affect a living creature or being when it is (they are) worn or carried (as appropriate to the nature of the object).

This dweomer may be resisted fully, every target allowed a M-RES check, normally.

 

Shining Presence

Art: Sorcery, Naming

Ruling Planet: Sun, Neptune

Sphere: Common

The Presence Charm is a subtle magick and a versatile dweomer bestowing on the bearer an effective SL equal to the POT of the magick in any one of the Presence skills; Small Talk, Silver Tongue, Orator’s Voice, Player, Rhetoric & Bombast, Beguiling, Charming, Persuading, Flirting, Seduction, Parleying, Haggling, Interview/Interrogate, Intimidate, and Command/Leadership.

IF the recipient should already have skill in the aspect of Presence enhanced by the magick, the POT of the dweomer is simply added to his SL for the DUR.

In a similar but opposing vein, this charm can be used to penalize any of the same uses of the Presence skills by the same amount (POT). Whether the target has the skill penalized or not makes no difference because all the aspects of Presence stem from CHM as Open Skills and can be attempted with or without skill. This aspect merely penalizes the target’s chances in any event.

The “Presence Charm” magick can sometimes oppose the effects of the Savvy and Sentry aspects of the “Perception Charm”, depending how each is used (GM’s discretion).

 

Slick Charm

OR

Stick Charm

Art: Naming

Ruling Planet: Uranus

Sphere: Common

This charm causes the surface of the AoE or object(s, Enchantment, Naming), whether rough or polished, or creature(s) or being(s, Sorcery, Naming) to become slippery and treacherous to tread upon or difficult at best to grasp. To cross any surface to which the charm has been applied requires a successful Contested Acrobat or AGL Roll vs. the POT of the charm for every [AGL + (1 per 4 Acrobat SL’s, as applicable)] – (POT) feet. To handle a Charmed item without dropping it will require a successful Contested CRD roll vs. the charm’s POT, every [CRD + (1 per 4 Juggler SL’s, as applicable)] – (POT) CS’s.

Should a victim fall upon the AoE or any object bearing the dweomer be dropped due to the dweomer’s influence, he or it skitters off in roughly the direction moved prior to falling for (POT) yards, or to the edge of the AoE before stopping (as applicable), whichever distance is shorter, unless secured in some manner preventing this. A fallen character must come to a halt before he may attempt to regain his feet by successfully making an AGL check vs. the POT of the dweomer.

Any attempt to get ahold of an object creature or being so treated, especially for the purposes of gaining a strong grip for the purposes of manipulating them in the manner of Grappling and Wrestling, requires a successful Contested AGL or CRD Roll on d100 adding the POT of the charm to the bearer’s defense. If the attacker fails, the bearer of the charm slips free. If successful, the bearer of the charm is caught BUT he is allowed to try to get free again the first time he gains the Initiative to act to do so.

The DV to hold onto the bearer of the charm or to maintain footing or traction on the surface affected is equal to (POT). AGL/CRD checks to hold onto objects, creatures or beings Slicked, and checks to maintain footing or traction on Slicked floors or steps or other surfaces must also be made at the end of every CS.

The dweomer in no way changes the appearance of the object, creature or being or AoE affected, so the victim has no warning unless he observes the difficulty of another, which may very well bring Surprise into play.

The opposing aspect of this charm, the “Stick Charm” or “Charm of Adherence”, causes the surface (AoE), object(s), creature(s) or being(s) designated by the caster to become so tacky and sticky that it adheres to the first thing that comes into contact with it, holding for the DUR. Contact with the dweomer includes the brief clash of colliding objects such as weapons on armor, though in the case of weapons this does not diminish the POT of the blow, merely requires the foe to use an action to pry his weapon free of the magicked surface before he may strike with it again.

Any character attempting to break the Charm’s grip must make a successful Contested STR roll on D100 vs. the charm’s POT. The Charm in no way changes the appearance of the surface to which it is applied, and endure for the DUR, or until (POT) objects, creatures or beings have come into contact with the dweomer and been freed, whichever period is shorter.

IF the practitioner does not already have it in his repertoire, the Stick Charm aspect of this charm provides him with the key to unlock the secrets of focusing this dweomer further by his own efforts and research, the means and background providing a bridge to the Charm of Mending, enabling him to develop and put together a treatise on it sufficient for him to learn it and add it to his repertoire.

The “Slick Charm” opposes such magicks as “Surefoot”, “Walksafe” or “Marchsafe”, as well as its opposite, the “Stick Charm”.

Either aspect of this charm can be resisted normally when applied directly to a living creature or being.

 

Druid/Witch

The versions of this dweomer available to the members of these trades can vary quite a bit in appearance, from Slickstone and Oil Slick to Water Slide and Mud Slick. Slickstone and Oil Slick are reserved for those aligned with Earth by birth; Water Slide is reserved to those born to water signs; Mudslick is equally accessible to earth signs and water signs.

In their particulars they function exactly as described in the Wizards’ versions above, they merely have a different appearance when they manifest. Slickstone can be used to treat any metal, stone, or earthen surface, rough or polished (inc. grassy ground) object or surface. Grasses in an AoE affected by the Slick all lay down as if tamped down by the passage of some large creature, or as if some great weight had lain over the area of effect, regardless of the height to which they stood beforehand.Otherwise this manifestation does not change the appearance of the recipient of the charm at all. Water Slide makes things look wet, on the other hand, and Mud Slick looks dirty to the point of being goopy with mud, while Oil Slick leaves a scummy- or wet-looking film that looks slightly iridescent when light plays over it.

In addition, the Oil Slick can be used to coat a heavier liquid such as water with a slick of oil, but whether used to treat object, creature or being, the result IS flammable. The POT of the charm indicates also how potent it is as a combustible, as described in the Combustibles skill description in Appendix C.

 

Smooth Path

OR

Footbind

Art: Naming

Ruling Planet: Mars

Sphere: Common

The “Smooth Path” charm subtlely directs the placement of the recipient’s feet when travelling, especially when he is moving across uneven or even broken ground, aiding him in finding the safest and most easily traversed parts of the path and smoothing and reconfiguring the rest of the path for the character as he moves along it, so it is broad flat and fair, for the DUR. The charm reduces any AV penalties assessed for being located on or travelling across such ground, by up to (POT).

In any circumstance under which the character would have to make an AGL check for travelling across rough ground of any kind to avoid mishap or injury, the DV is reduced by (POT). If this reduces the DV to zero NOT accounting for penalties due to speed, the need for the check is eliminated, the character will be able to travel safely without any such AGL check.

The “Footbind” aspect of this charm seeks to guide the victim’s feet in exactly the opposite manner, to the most treacherous footing for the DUR, raising ridges and deepening ruts, making rocks sharper and more prominent, in effect raising the DV’s for the consequent AGL checks that are required, by (POT).

However, in the use of either aspect, if the recipient travels faster than (POT) mph while under the influence of the charm, the dweomer is considered broken as surely as it had been dispelled. This dweomer may be applied to the course of a given path, from point A to point B as designated by the caster or to a vehicle to ease the way or make harder any track or path down which it is taken (Enchantment, Naming), or may be applied to any creature (especially beast of burden) or being (Sorcery, Naming) to ease the way or make harder any track or path down which it travels.

Only the “Footbind” aspect of this dweomer may be resisted, normally.

 

Snow Ball, Ball of Winter, Slush Ball

Art: Naming

Ruling Planet: Mars

Sphere: Common

This charm is available only to practitioners aligned with Air or Water by birthsign.

This charm brings into being up to (POT) sparkling balls of ice and snow compacted and held together with elemental frost rime instantly fired from the caster’s up-raised hand like cannonballs to strike any target(s) in RNG (sight), inflicting wounds of up to (magickal damage) in POT as they explode against their targets, dissipating on impact.

If the caster is making more than one Ball, the POT of the wound each inflicts is determined by dividing (magickal damage) as evenly as possible between them, but they may each be targeted at a different foe.

If more than one Ball is created, the first to fly requires no roll “to hit”. For every other target at whom the caster wishes to aim a Ball from that same casting, a roll “to hit” must be made using the casting AV and the target’s Dodge in a Contested roll, according to the rules for making strikes in battle, normally.

The impact of the Ball is two-fold, the first being a purely physical blow the equal of any mundane missile weapon, the POT interacting with armor in the same manner, including striking with a force potentially strong enough to cause Knock-back. Secondly, the (magickal damage) POT of the Ball is deducted again directly and only from the DR of any armor worn due the intense burning power of elemental frost the Ball carries.

Two (2) points of the POT of the initial blow are spent in elemental frost damage burning through each layer of normal clothing where touched (as applicable), the balance inflicting a wound on the target in accordance with the target’s threshold, as defined in the rules for combat. The target takes no wound unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable).

The Slush Ball aspect of the charm conjures into being up to (POT) loose and wet balls of ice and snow dripping with the power of elemental frost instantly fired from the caster’s up-raised hand like cannonballs to strike any target(s) in RNG (sight), inflicting wounds of up to (magickal damage) in POT.

The initial impact of each Slush Ball is two-fold, the first being a purely physical blow the equal of any mundane missile weapon, the POT interacting with armor in the same manner, including striking with a force potentially strong enough to cause Knock-back.

Secondly, the (magickal damage) POT is deducted again directly and only from the DR of any armor worn due the intense searing the elemental frost rime the Ball carries, in addition to any damage done by the physical aspect of the blow.

Due to their composition and semi-liquid nature, Slush Balls spread across and “stick” to the victim, continuing to bite him, inflicting one additional wound due to frostbite at the end of every CS following. The POT of the wounds it inflicts falls by one (1) point every CS after the first until it is exhausted, has reached zero, at which point it is considered to have warmed up and melted enough to crack up and slide off.

When armor is destroyed by a Ball (reduced to DR of 0), it crumbles and falls away, the Ball having eaten through it to the wearer. If the armor to which a Ball has struck is stripped away before it is reduced to zero DR, the wearer may escaper further wounds due to frostbite, but the Ball continues to unleash its fury on the armor until it bites through the armor to freeze that on which it lays until it exhausts itself or is warmed up by some means.

Clearly, if the target struck by the Dart bears no protection, all wounds are suffered directly by the victim.

These balls travel at the same speed as an arrow, striking any target within 3000ft. by the end of the CS in which it was fired. Up to 6000ft. the target is not hit until the following CS, and so on.

This charm cannot be resisted.

 

Soft Touch

Art: Enchantment, Naming

Ruling Planet: Venus

Sphere: Common

This charm in effect softens objects and materials that are stiff and hard by nature even to the point of making hard, sharp objects too soft to inflict damage. In effect, up to (POT) points of damage that would otherwise be inflicted on contact with the object or material so treated are absorbed for the DUR by its soft and cushiony new structure, courtesy of the dweomer. Any DM normally applicable to the object’s use is lowered by (0.1 per point of POT) for the DUR. Applied to a surface, whether jagged rocks or paved courtyard, the same reduction in damage suffered by falling upon them would be achieved.

The charm can also make hard surfaces comfortable for sleeping so normal recovery can be achieved in sleep, provided the material or surface has been softened by POT equal to (modified STA ÷ 2) or more. It can similarly be applied to an object, especially if made of glass, ceramic or other fragile material, to protect it from impact due to falls or being struck.

This charm can also be used after the fashion of a “Shock Absorber” for carts and wagons. This allows the conveyance to travel at a rate of up to (POT) mph regardless of road conditions, for the DUR, without any damage being inflicted on wheels, hubs, axles, mountings or bindings.

This magick may not be resisted.

 

Soothsay, Prophesy

Art: Divination

Ruling Planet: Mercury, Uranus

Sphere: Common

Soothsaying, or “Seeking News of the Future”, is directly related to the “Seek News” skill and bundled with it for the purposes of accounting for slots filled by magick skills, though it will be tracked separately in SL during play, according to the use it gets.

IF the caster also has the Prescience or Prophesy and Augury Spirit Skill, its SL will be added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it will NOT raise the casting DV, as using a greater amount of POT normally would). Whatever the basis that was chosen for the character’s Spirit Skill in this regard, (Aeromancy, Geomancy, Pyromancy, Hydromancy, Carrtomancy, Rune Mal, etc., as detailed in the description), will be the basis of the casting of this magick when it is performed as Low Magick.

The Soothsay dweomer enables the caster to open himself up to an number of snatches of vision and the babble of voices of the future to try to discern the direction in which events as they stand at the moment of the casting are headed. The caster will be able to discern up to (POT) visions of the future, most of which will most likely be related directly to those matters that might be revealed by “Seeking News” in the area, if not all, or be completely unrelated. They may concern the caster himself, his acquaintances, friends, or loved ones, or may or may not concern anything that he particularly wishes to see, but the visions will VERY important, perhaps even vital, to one or more objects, creatures, or beings who are important to Fate within (SPT + POT) miles.

For the GM’s sanity, the future will NOT be graven in stone but will be considered mutable from one moment to the next according to the actions of ALL involved, from the great to the small. The visions viewed may all center about the same topic/subject, or be a string of unrelated, disjointed images, or be any combination thereof. Visions may be strictly visual, or include sound and/or sensation, even seeming wholly real to the caster, or consist solely of some other sensory input. This will most likely be used by most GM’s as a vehicle for conveying information missed by the character(s) or for which no other vehicle exists in the context of the game for the character(s) to obtain in order to move adventure(s), related or even unrelated sub-plots, or greater campaign story-arcs forward.

Visions received will describe the possible, and commonly the most probable, future for the individual(s) that they concern, given the subject’s prevailing circumstances. The visions may show two possible results of the events depending on how they go, one good, one perhaps not so much. If the characters manage to change those circumstances or even directly intervene in some way, the outcome may be changed, or the circumstances under which it is achieved, or the entire event prophesied be avoided or eliminated.

The visions granted by the dweomer may occur in broken snatches over the course of the entire DUR as allowed by the POT if tied-off, normally, or for as long as the caster wishes to maintain it (as applicable), or all at once – For the time he is being subjected to the visions, the caster will be completely engulfed and immersed in them and unable to communicate with others, all physical senses shut down. These episodes will last for approximately one or two CS’s each when occurring sporadically, or roughly (POT) CS’s if suffered all at once. Once the visions have all been received, the caster will retain crystal clear memory of them sufficient to review them in mind and comb them through to glean all possible details for an additional (DUR) period of time.

The visions gained from the dweomer will be sufficiently strong and clear that they may be invested in a “Scrying” device so they may be shown and shared with others. Once the DUR has passed, all visions will fade away like the memories of dreams, eventually forgotten.

Many magick-wielders who possess this skill keep a special diary for the sole purpose of recording their visions.

This dweomer may not be resisted.

 

Speak in Tongues,

OR

Babble Hex

Art: Divination, Sorcery, Enchantment, Naming

Ruling Planet: Mercury

Sphere: Common

The “Speak in Tongues” charm magickally enhances the caster’s or recipient’s speech and language skills so as to break down all barriers and differences of language and understanding, eliminate differences in idioms due to class and educational differences, smooth over jargon associated with various trades or backgrounds so the caster or recipient(s) of the charm may understand one another perfectly. In game terms, in effect, the dweomer can be used to add (POT) to the character’s language skills (any and all, up to POT in number). But this is a rather limited use of the dweomer.

When faced with a language with which the bearer of the charm has no skill, the dweomer can also translate it into the language in which the caster has the greatest SL, and translate the words of the bearer of the charm into the same language for the benefit of any and all present who speak that tongue as their primary language (highest SL). Whomsoever addresses him in that language while the dweomer endures he will be able to understand and converse with fully, so they understand him, as well.

In a very international setting where those attempting to communicate are all speaking different languages, the dweomer can translate for the caster and those participating in the charm with him all languages encountered, and in turn translate the words of the bearer(s) of the charm so that they are equally understood by those within ear-shot.

There is much more to the dweomer than just the application to the spoken word, however. The dweomer will bestow the ability to convey ideas without mishap, to the point of bestowing the ability to teach as well as any member of the Magister trade, as long as the magick is maintained, with an effective SL equal to the magick POT, with att. mod’s as called for according to that trade description.

IF the bearer of the charm also possess’ the Magister trade, the POT of the dweomer will be added to the effective SL for its use if he keeps the magick in effect for the full time required to teach the skill or subject in question.

The “Tongues” dweomer will last for the DUR as allowed by the POT if tied-off, normally, or for as long as the caster wishes to maintain it, as applicable.

Cast as a work of Divination, Enchantment, or Naming, the caster may “Transliterate” or “Read in Tongues” any written works, in up to (1 per LoA) different languages, regardless of form, whether scroll or book, carven monument or temple wall, so long as they are all written in the language(s) of the example(s) he has chosen to anchor the magick.

Cast as a work of SorceryEnchantment, or Naming, the caster may designate up to (POT) others who may also participate with him in the benefit of the dweomer.

The charm can be cast with an AoE effect, instead. In this manner, it can simultaneously translate with native fluency for all the languages of all people entering the AoE for the benefit of the caster and those participating in the charm. Listeners outside the AoE can hear all those within it as if they were speaking the languages with which they are most highly skilled, but the speech of only those within the AoE can be understood by all.

If the caster or any of the bearer’s of the charm passes beyond the boundary of the AoE, the charm is broken as surely as if it had been dispelled, its benefit lost.

Alternately, cast by the Art of Naming, the charm may be cast in such a manner that the AoE becomes fixed up the caster, centered upon him should he move or be moved.

The charm can also be turned to focus on an ancient and/or dead language, translating the spoken language and dialect and changing idioms, or transliterating written works such as carven pictograms or hieroglyphs, that have been out of use up to (DUR) time, counting back into the past. It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time. The charm may only translate one such ancient/dead language with any given casting.

This skill also encompasses the opposing dweomer, referred to as the “Babble Hex” in application to verbal communication. This aspect will require those so afflicted to make a successful Linguist skill check on d100 vs. the dweomer’s [(POT) + (MGA att. mod.)] in order to convey ANY idea or piece of information successfully, even between those who are speaking the same language, regardless of whether it is the victim’s ‘milk-tongue’ learned at his mothers’ knee.

The “Indecipherable Text/Image” dweomer will be the opposite of the “Transliterate” or “Read in Tongues” aspect of this dweomer, providing the DV against which the text or images, symbols, even paintings, to which it is applied may actually be identified.

The “Speak in Tongues” magick will oppose the “Babble Hex”.

The “Transliterate” or “Read in Tongues” aspect will oppose the “Indecipherable Text” or “Indecipherable Image” aspect of this dweomer.

The “Speak in Tongues” aspect and “Indecipherable Text/Image” aspect of this magick may not be resisted.

The “Babble Hex” aspect of this magick may be resisted fully, every target allowed a M-RES check, normally.

 

SpitFire

Art: Sorcery, Naming

Ruling Planet: Sun, Mars

Sphere: Common

Spitfire” fills the mouth of the bearer of the charm with a seething potion of burning fluid to be spat forth at foes, to soak them down and inflict a blow of (magickal damage) in POT upon them, on contact. Upon being spat forth, the Spittle bursts into flames. When it strikes a foe, it sticks and continues to burn, like Greek Fire, inflicting additional blows at the end of every CS following, always half the POT of that inflicted the CS before, until it is exhausted. Clothing burns away at the rate of one point per layer. Armor provides protection normally, according to its DR.

The flames of the spittle radiate the heat the damage inflicted indicate (as per the GM’s Toolbox), and can burn those in the immediate vicinity as well, for every full CS that any remain within ((POT of damage) feet of the victim. The POT of wounds inflicted on bystanders is automatically reduced by the number of feet separating them from those burning with the charm.

The Spittle may be held in the mouth for up to DUR (if tied off, normally), or the dweomer replenishes the burning fluid to allow the bearer to spit his fury out upon his foes (POT) times, if it is held at the caster’s pleasure. The bearer may spit the Fire at any one foe within RNG, arcing overhead in the same manner as an arrow, with the same speed and accuracy. The first use (if maintained at pleasure) or the only use is allowed the bearer of the charm with no need to roll “to hit”. For any subsequent uses, rolls “to hit” are required.

IF the bearer of the charm’s mouth can be sealed and he forced to swallow the Spittle, he must suffer the damage it contains himself, from the inside.

The Flames of this charm cannot be doused by water, only by magick or by milk, after the fashion of any magickal flame.

This charm cannot be resisted.

 

Spitting Naja

Art: Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

Spitting Naja” fills the mouth of the bearer of the charm with a seething potion of virulent venom to be spat forth at foes, to soak them down, drip in eyes and insinuate itself into the mouth, the ears, soak through clothing and bandages into any wounds.

The venom strikes one (1) point per minute, but does not inflict blows with POT to inflict wounds, rather, it is primarily a neurotoxin of the same nature as the snake bears after which the charm is named.

Even keeping his eyes tightly shut, the venom soaking the victim eventually insinuates itself into them, unless some means can be found of washing the venom off. Wiping it off, regardless of the means used, is NOT sufficient. The insinuation of the venom takes [(CND) + (STR att. mod.)] – (POT) CS’s. Once the venom gets in the eyes (which it must by the time the venom finally affects him), the victim is blinded, accompanied by an excruciating burning pain that requires a successful P-RES check vs. the Venom POT in order to maintain consciousness.

IF consciousness is maintained, a HRT check vs. the Venom POT must be successfully made in order for the victim to be able to act, otherwise he is considered Stunned, and must make a new check the following minute to maintain consciousness again.

The venom hits the victim’s CND score one (1) point at a time. If or when the victim’s AGL score is reduced to zero, he is paralyzed down to even his autonomic systems, and starts to suffocate.

Not even magickal help can save the victim unless the venom is first cleared from the body, or at least diminished to a point where at least one (1) point of CND remains.

IF the bearer of the charm’s mouth can be sealed and he forced to swallow the Spittle, he must suffer the damage it contains himself, from the inside.

IF a practitioner has both the “Caustic Spittle” and “Spitting Naja” charms in his portfolio of skills, the attributes of both can be combined to create a “Caustic Venom” dweomer. This inflicts blows of (magickal damage) in POT as well as inflicting harm to the CND score, the latter aspect manifesting as soon as the first wound is taken from is acid aspect.

This charm cannot be resisted, but a successful P-RES check can reduce the effective POT of the venom by (CND att. mod.).

 

Stay Harm

Art: Naming

Ruling Planet: Neptune

Sphere: Common

The Stay Harm charm suspends the action of any pox, poison, venom, drug, alcohol or other similar substance that has been introduced to the body of a living target creature or being, or at least suspend the action of up to (POT) in points of POT of it, for the DUR. This charm does nothing to actually combat the substance, only buy time, perhaps enough to allow some sort of cure to be found.

This charm can be resisted normally.

 

Stealth Charm

Art: Sorcery, Naming

Ruling Planet: Neptune

Sphere: Common

The Stealth Charm is a subtle magick and a versatile dweomer providing the caster with the means to bestow on the bearer an effective SL equal to the POT of the magick in any one of the Stealth skills; Padfoot, Skulker, and Stalker. If the recipient should already have skill in the aspect of Stealth enhanced by the magick, the POT of the dweomer is simply added to his SL for the DUR.

In a similar but opposing vein, this charm can be used to penalize any of the same uses of the Stealth skills by the same amount (POT). Whether the target has the skill penalized or not makes no difference because all the aspects of Stealth stem from AGL as Open Skills and can be attempted with or without skill. This aspect merely penalizes the target’s chances in any event.

The “Stealth Charm” magick can sometimes oppose the effects of the Sentry aspect of the “Perception Charm”, depending how each is used (GM’s discretion).

 

Stinging Nettle Charm,

Ball of Nettles, Bed –, Field –

Art: Enchantment, Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

The Nettles conjured for this dweomer inflict a stinging, burning pain accounted for at the end of every CS following contact, weak at first (pain check vs. a DV of 1), then 2 at the end of the second CS, then 3 at the end of the third, and 4 in the fourth, and so on, until it has reached (victim’s CND), where the Nettles actually begin to raise welts and blisters. This continues to mount every CS until the maximum of (magickal damage) is reached, but ultimately the POT of the wound inflicted is only 1/10th of the (magickal damage) suffered in perceived pain. This continues to hound the victim every CS until the DUR passes. after which the stinging, searing pain of the Nettles declines again, fading at the same rate of 1 point per CS, until it reaches zero, at which point the dweomer is completely spent.

The value of the pain inflicted as a distraction to the victim is far more the point of the charm than the actual physical damage inflicted. It is similar in effect to a “Touch of Agony”, but not quite so intense. The quality of the pain is more superficial and a hot searing burning pain in particular, where that inflicted by the “Agony” charm goes deeper and is more pervasive and covers the whole spectrum of qualities in pain.

The “Stinging Nettle Charm” can be applied by Enchantment to wrap around and protect any object(s) from the unwonted touch of strangers, or may be wielded as a Sorcery to give the caster’s touch the same property.

The “Ball of Stinging Nettles” actually allows the caster to create up to (POT) Balls, as desired, of which only the first hurled carries the full (magickal damage) in effect, subsequent Balls being diminished by 1 point, 2 points, 3 points, 4 points, in succession until their number has been exhausted. These Balls must strike bare flesh in order to have immediate effect. If one strikes clothing, it takes [(1 CS per layer of clothing) – (POT)] for the Nettles irritating hairs to work their way through the weave, minimum 1 CS. It can have no effect if it hits any sort of plate armor, and passes through chain to permeate cloth padded armors, but taking a number of CS’s to do so equal to the padding’s DR.

These Balls may be held in hand for the full DUR to be used as desired, as the occasion arises, but any that are laid down without being used will dissipate as surely as if they had been dispelled, unless stored in a “Dweomer Cache”.

Each Ball thrown after the first requires 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.

IF the caster hurls ALL of the Balls conjured at the same target at once, no roll “to hit” is required at all.

IF the caster has an appropriate Hurled ranged weapon skill (GM’s discretion), the player may add that SL to his AV to increase his chances of hitting his target.

The “Bed of Stinging Nettles” causes the same effect described above, and is designed for treating or coating the surface of any object, such a chair, bed, cushions, the handle of a tool or other implement or object, like any other Enchantment, the Size of the area to be treated determining the minimum POT for the casting. This use leaves a thin coating of the stinging hairs of the Nettles all over the surface so affected, which may be discerned by a careful observer who approaches with caution and looks closely before grabbing sitting or jumping in, by a successful Perception/AWA check.

The “Field of Stinging Nettles” applies the effects of the dweomer to the entire AoE described by the caster, and when applied to a field of foliage or especially in a forest setting, the victims encountering it may well be affected from feet to hips and hands to shoulders, head and neck, if not the entire body, as the plant life surrounding them is thick, tall and/or lush enough to touch upon or brush against them (GM’s discretion).

Every aspect of this charm that inflicts damage can be resisted, normally.

 

Straysong

Art: Aer

Ruling Planet: Neptune

Sphere: Common

This skill is an Aer and belongs solely to the Druid trades of the Fili and Bard. This dweomer will work in exactly the same manner as the “Wander Charm” dweomer, with the exception that the Fili or Bard must continue to play for the entire DUR regardless of whether it has been tied-off or not.

This dweomer may be resisted, normally.

 

Summoning

Art: Sorcery, Naming

Ruling Planet: Moon, Mercury

Sphere: Common

This charm summons beings or beasts, providing an unfailing sense of direction and instilling an unnamable need and drive to travel to the caster. He may Summon any sort of humanoids or beasts familiar through previous personal experience, or he may choose to send out a general request to the Universe that yields random types of creatures and/or beings of representing the various races and species present in whatever corner or the GM’s world he occupies at the time of casting – random species from avian, rodent, herbivore, scavenger, predator or prey by nature, OR up to the same number of specific humanoids or beasts or of a particular single race of humanoids or species of beast with which the caster is already familiar through previous personal experience, unless he possesses some means of transcending that limitation (lock of hair, personal belonging, nail paring, tooth, bone, horn, or other artifact, etc.). The charm yields as many creatures and/or beasts as he likes in response, to a maximum (Summoning POT).

Each being or beast responding to the summons can vary up to roughly (POT) in (modified) STA score (if possible for the species or race specified), no larger than that if the caster has specified the race/species to appear, and may be magickal or mundane in nature, it matters not, just so long as it is located in or lives in the area or is native to the location and environs where it is summoned and familiar to the caster. This Summoning may be tuned to bring to the caster any type of creature or being desired, including those of fantastical races such as satyrs and centaurs, and those that commonly cross the line between beast and Man such as lycanthropes, and those who commonly cross back and forth between the Mortal and Spirit worlds such as Færies, and those that dwell between the worlds such as un-dead. In each of these cases, however, the same restriction on familiarity by type or with an individual applies, as does the allowances granted by the use of Resonance.

The proximity of the creature(s) and/or being(s) to the caster Summoning it has direct impact on the amount of time it takes for it to arrive and present itself to the caster. The farther away its native land is, the longer the caster must be prepared to wait for its arrival. The magick is considered held until the Summoned one(s) arrive in the same manner that the DUR of a magick is maintained at the caster’s pleasure, according to the optional rules.

The race or species responding to a general “Summoning” is commonly chosen from among those that are the most numerous in the area (GM’s discretion). These may range from squirrel, mouse, rabbit, raccoon, ferret, dog, cat, gopher, opossum, rat, to cows, horses, sheep, goats, pigs, chickens, or other common farm animals, etc., regardless whether it is a rural village setting or a town or city (up to roughly 25-50,000 in population), as animals are required for domestic life everywhere, even in a town or city in the agrarian society of the game – if they can be afforded (GM’s discretion), as long as the creatures/beasts responding meets the STA requirements by POT. Birds are ubiquitous, as well, a few species found just about everywhere (swift, wren, robin, crow, blue jay, mocking bird, various birds of prey, etc.).

Those born under the reign of the element of Air are granted a bonus to their casting AV in summoning birds equal to (SPT ÷ 4).

When more than one being or beast is called for with a general Summoning, all responding can be stipulated to be of the same race or species, or they may be mixed (player’s discretion). If mixed, the resulting mix is determined at the GM’s discretion.

The beings or beasts responding to a general “Summons” arrive at the site of the casting in an amount of time that varies with the distance they must travel, and when there are more than one responding they may not all arrive together, but this is determined by the GM. It could take a few minutes in a populous area or a couple hours for the beings or beast(s) in question to arrive out in the wilds, depending on who/what they are and how far they are.

 

The GM should roll a number of dice approximating the POT of the dweomer (the maximum number of miles from the caster the beast(s) are drawn from) + the number of creatures, beasts or beings Summoned beyond the first.

IF the result in miles is one (1), they may be closer than 1 mile, so the GM should roll a (d10 – 2) to determine how many furlongs. Once this is determined, the GM should take the beasts’ “zero” movement rate (according to the Bestiary in the GHB II) plus (1 per 4 points of POT) in mph and determine roughly how long it takes them to cover that distance at that rate.

IF in a populous area, the GM may well decide the distance rather than rolling, and in a town or city it is likely to be a matter of (d10) blocks they must travel (at c. 90ft. each), which could be crossed in a matter of minutes.

 

In some instances, particularly in summoning those beasts that are common to farms, those beasts responding are drawn from the neighboring district(s) and may actually arrive at the site of the casting with their owners in hot pursuit. If summoned at night while their owners are asleep, no doubt they are going to be pursued at first light when their absence is discovered. Only in true wilderness settings is this not an issue in regards to summoning common farm animals.

When summoning a specific beast, it travels at a speed in accordance with the relationship he has with the summoner as long as he is physically free to do so, shrugging off any and all burdens of the moment if able, (as applicable). It breaks away at the first opportunity to respond to the summoning if it is restrained, and the same again if detained or restrained at any point along its way.

On arriving, the Summoned creatures/beings approach as close as they may and do their best to remain there, as close as they can physically get and remain without injuring the Summoner and each other, until the caster makes his intent clear and the Encounter Reaction has been determined. The “Summoning” does NOT bind the being(s) or beast(s) to the caster either in friendship or as a “Thrall”, however. Those responding to the Summoning are allowed an Encounter Reaction check to the caster and any who might be in his company when they arrive (as applicable), according to normal procedure. Virtue and Vice scores and the uses of certain kinds of mortal mana can have a direct effect on the Reaction. For the sake of simplicity, especially if those Summoned are all essentially “dumb animals”, the Reaction Check might be disposed of with a single roll. If those Summoned are of “higher order” (humanoid) intelligence the GM should consider making individual checks but, again, it may depend on the number Summoned whether such a thing is practical or is too likely to bog down the flow of the game/story.

If the creatures/beings react well to the caster, they continue to crowd around him until they have some other business to attend to.

If the practitioner is a Druid or Witch that also has the “Commune” charm in his repertoire, he may choose to establish a line of communication with the beast(s) and offer it/them terms to fulfill some function or task, or simply beg a favor, for which an additional Reaction check must be made, adjusted according to the terms offered, or in order to question the beast(s) to find out the price for cooperating with the caster in performing or fulfilling the act or function desired.

If there is nothing to hold their interest, no reason for them to remain, especially if there is no food for them, they must drift away within (POT) hours, counted from the point in time at which they arrived.

IF any of the creatures/beings responding to the summons be shown any violence, especially direct physical violence, but including even shouted angry words – regardless of the reason or justification –  those so attacked immediately turn and flee as quickly as they may, returning whence they came. Those among them that are also within melée range are most likely to lash out in anger/fear/self preservation before turning and fleeing.

Alternately, if the caster has a ready a pen or cage into which they follow him, or they have a “Binding” or “Prison” magick in a form that can be loosed without allowing the beast(s) a chance to react, neither to run nor attack, the caster can change the basis of the dynamic for bargaining for services from the beast, or subject the beast to some sort of “Behest”, as either “Guide”, “Messenger”, “Domestic”, “Mount”, “Beast of Burden”, or the like, according to his knowledge and talents. These tactics also negate and eliminate the lingering effects of the summoning. Those that cannot be ensorceled or imprisoned do their best to escape best they can.

By means of a Druid’s Behest, a flock or swarm of birds, bats, flying insects (moths, butterflies, gnats, etc.), etc. might be deployed as a Veil or even a whole Cloud to Obfuscate visibility of that which lies within or on the other side of it, in the same manner as the Cloud of Veil charms of the same name and with equal POT. This might take the form of a harrowing flock of birds, a swarm of bats to dive at and beleaguer foes, ruining their timing, obscuring their vision.

In the same vein, A flock of birds or swarm of small critters might be sent off to attack a foe, especially a passle of mice, chipmunks, rats, squirrels, or other gnawing rodents sent simply to ruin a foe’s goods and supplies, chew up books, clothing and other woven goods, leather harness and goods for dressing mounts and packbeasts, carry off grain and befoul anything they leave behind with their droppings. A flock of larger, stronger birds might be asked to grab onto the Summoner and carry him away, as the ravens did for the huntsman in the 2005 movie “The Brothers Grimm”, especially if he has come to be trapped in a place where they can get to him to effect his escape. After the fashion Disney® depicted for Snow White, a mixed bag of small creatures might be set to taking care of any number of domestic household tasks, or aiding the Summoner in completing his work, taking care of small steps to speed his progress, cutting the Time Requirement to complete the work by adding (POT x POT) to his AV for the purposes of determining it.

Alternately, the caster may stipulate that his summoning is to target an entire body of animals that by their own nature are typically found in herds or flocks, whether by nature or by husbandry, especially common farm animals such as cows, pigs, sheep, geese, ducks, or in packs or hordes, or even swarms of insects like bees, commonly kept for their honey.

The STA of the beasts Summoned still determines the minimum POT, but the number of beasts responding may be up to (POT) x [(CHM att. mod.) + (MGA att. mod.)] in this case. The POT of the Summoning dictates the POT of any swarm or mass of STA 1 or smaller animals, (magickal damage) for that POT dictating the number of wounds the group could absorb and the manner in which wounds can be inflicted on them, as per the notes on combat with such foes provided in The Bestiary.

The Compulsion for the behavior of the beasts so Summoned might be bundled with the Summoning so they get to work fulfilling the purpose the caster has in mind for them as soon as they arrive, or the caster may wait until they arrive to attempt to bind them with a Behest to fulfill his purpose.

Should any magick be assayed against the creatures or beings arriving in response to the summons and it fail or only a portion of the creatures/beings be affected by it, ALL those having appeared in response to the summons that brought that beast immediately turn and flee as quickly as they may, returning whence they came. Those within melée range of the practitioner under these circumstances are most likely to lash out in anger/fear/self preservation before turning and fleeing, however.

In regards to summoning humanoids, this dweomer may be resisted fully, every target allowed a M-RES check, normally.

Beasts may not resist this dweomer, except for those members of mythical species that have the equivalent of humanoid intelligence (GM’s discretion).

 

Summon Spirit Hound, – Screaming Skull

Art: Naming

Ruling Planet: Moon

Sphere: Common

This charm calls to the caster a Spirit Hound to stand guard on his behalf over the AoE he designates or some object, specific doorway or other portal – mundane or magickal – tireless and sleepless for the DUR. It may even be set to simply to watch the caster’s back, to warn of those who would sneak up behind him, whether with malicious intent or not, as he deems fit. The spirit is bound to serve for the DUR or until it has marked and/or pursued those who have violated the bounds of the charm, OR until it has done so (POT) times, if the optional DUR rules are in play and the caster maintains the dweomer at his pleasure.

Like any other warding, the Hound can be instructed to respond only to the approach of certain specific creatures and/or beings, familiar through previous personal experience, etc., or respond to all except certain specified creatures and/or beings, or certain creatures or beings by species or race, or by trade, or by race and trade, etc. in the same manner described under the heading “Fine-Tuning the Magick”, at the head of the Compendium.

Except under the auspices of the charm’s function/purpose, the Hound summoned is visible only to the caster and those also trained in the Arts (except for alchemists, otherwise regardless of trade) or those bearing the Sight naturally or laboring under the effects of a True Sight or Wizard Sight charm, until it is triggered and howling along fulfilling its purpose. Under those circumstances it appears as a massive bullmastiff composed of silver-blue light wreathed in flickering silver flames, to have a huge emotional impact, to scare mundane folk out of their wits, especially thieves.

Even before they violate the perimeter or touch that over which the Hound has been set Sentry, the Hound materializes for those against which the charm is set to guard to see, to pace back and forth at the edge of the AoE or between them and the object it guards, growling and snarling, menacing them – its inability to touch them or be touched by them notwithstanding.

The Hound may be set to stand Sentry duty, baying at the approach of strangers/foes, running to their location and continuing to bay at them to mark their location, using the caster’s own AWA and SPT as the basis of a Sentry SL equal to the charm’s POT for Perception checks against the Stealth skills of those who would sneak up on them before those interlopers cross the perimeter of the AoE or touch that which is forbidden. If the Hound reacts to a trespasser before this, it is because it has made a successful Perception check (as above), but the caster can hear the menacing growl.

When the bounds of the charm are violated, whether the perimeter of the AoE designated by the caster or the sanctity of some some container or object disturbed, the Hound begins to bay, letting loose a ghostly howl loud enough to raise the dead, loud enough to be heard by ANY within (POT) furlongs, regardless of whether they are common mundane mortals.

If any cross the bounds of the charm, triggering the baying of the hounds, and then turn and flee, the Spirit Hound faithfully follows to reveal the trail, or location if they should try to hide, baying all the while.

The distance it may pursue one who violates the AoE, baying the while, is essentially unlimited, except for the limits on the distance that can be travelled before DUR expires. In accordance with the name, the Hound is a spirit and can travel across ANY physical surface and pass any physical barrier without impediment or penalty, except pure running water. The caster also has the option to “call the hound off” at any time, at which point the spirit returns home again to the AoE or that which is its charge and takes its post up again.

The caster may also sic the Hound on any foe or other person of interest within sight or with whom he has sufficient knowledge through previous personal experience, for it to track and stalk at up to (POT) mph, tirelessly. The restrictions of the CND Action Allowance are irrelevant where those rules are in play. The Hound can travel at any speed up to this at any time without need to accelerate in stages like a living creature, but can take off from a standstill and move at full speed instantaneously. Only after it has followed the quarry out of the caster’s sight does the Hound bay to alert the caster so he can follow along.

IF the quarry outpaces the Hound, it has an AV to Track equal to (POT) with an att. mod. based on the caster’s AWA and SPT. Once the original check to Track is made and the quarry scented, there are NO circumstances under which the trail can be lost, as there is a spiritual aspect to it also. The charm under which the Hound was summoned Opposes any and all magicks the quarry might use to conceal their path.

As a spirit, the Hound has no means for interacting physically with any creature or being, his best assets are his powers of observation and his loud bark and baying.

The Screaming Skull is related to and of much the same nature as the Hound, but it must be cast upon an actual skull, it invokes and binds the spirit to the skull to act as a Sentry. Put in a box or otherwise carried away from its proper location, the place in which it was originally enchanted, the Skull translates away to its proper location as soon as none are looking, back to where it belongs. If it belongs on a leather thong at the waist of the caster, there it returns as soon as it is provided the opportunity (i.e., when none are looking).

Unlike the Hound, the Skull cannot be set to Track or Tail a foe or other person of interest.It also differs from a Hound in that there is no limit on the speed that it can travel in pursuit of those that have violated the bounds of the charm under which it labors. It doesn’t actually move, in fact, but simply translocates as soon as noone is looking, right to the location of those violating the terms of the charm and binding, marking them by its unholy howling and screaming. Lke the Houng, though, when triggered and howling along fulfilling its purpose, the Skull becomes suffused with silver-blue light and is wreathed in flickering silver flames, fully intended to have a huge emotional impact, to scare mundane folk out of their wits, especially thieves.

Only when the interloper(s) against which the Skull guards is defeated and captured and/or that which was disturbed or taken is restored does the Skull cease its screaming, UNLESS the caster bids it be silent AND releases it from the binding of the charm.

When the skull of an ancestor is used for this dweomer and the place being guarded is part of the original patrimony, generally the one from which the family takes its name, it is automatically attuned to guard against all enemies of the family and those that carry animosity or hostility in their hearts for even a single family member, in addition to those/that against which the caster would set it to guard. In this case, there is also no limit to DUR, it effects are permanent without having to be carried by the caster. Under these circumstances, in order to be rid of the Skull’s service, or to change that against which it is tuned to guard, the caster would have to dispel the charm and summon a completely different Guardian Spirit to bind in it.

Other variations of this charm exist providing other beasts with similarly loud cries to serve the same function, even to the spirit of a huntsman carrying a horn he winds when the enemy he gaurds against has crossed the AoE or touched that which is forbidden. The skull of such a huntsman, or that of a favored hound, etc. can be used to dictate the specific spirit that responds to the charm to fulfill its purpose.

This charm provides the practitioner with a bridge to the Noble Sphere magick “Guardian Hound, Guardian Skull”, 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.

This charm cannot be resisted in any way.

 

Sun Burn

Art: Naming

Ruling Planet: Sun

Sphere: Common

This charm concentrates and intensifies the sun’s rays around the target so that he takes a wound equal to (magickal damage) in POT at the end of each CS. In the case of spirits of Darkness, undead and other creatures of Darkness that are vulnerable to the rays of the sun, this charm adds (charm POT) to the POT of wounds inflicted by the sun’s rays so long as they are subjected to them.

Those standing adjacent to any affected by this charm may well be burned as well, for the heat rolls off the target up to (magickal damage) feet. The number of feet away from the target indicates how great is the POT of any heat wounds inflicted on others. The POT of the wound inflicted is indicative of the intensity of the heat and may cause flash-over in combustible materials, according to the point-to-temperature conversion table and the flash-over temperatures presented for the GM’s use in the GM’s Tool Box.

As mentioned, this charm merely intensifies the existent light of the sun, thus the sun is required to already be present in some manner first. Whether or not it applies to the reflected light of the sun is up to the GM to determine for himself – perhaps it can only take effect when reflected by a noble metal such as silver of gold (GM’s discretion).

Once the target of this charm moves out of the sun’s light, the charm is broken, as surely as if it had been dispelled. The target can then move back into the light again and suffer no further ill effects from the charm.

This charm can be resisted normally.

 

Swift Heal

Art: Sorcery, Naming

Ruling Planet: Sun

Sphere: Common

The “Swift Heal”magick accelerates the rate at which the recipient heals and recovers once wounded. For the DUR, the power of the dweomer divides the rate at which the recipient would normally heal a wound by (POT), round to the nearest half-day. At a POT of 1, the recipient heals in three-fourths the time he would normally.

For example,a character who would normally heal a Light level wound in 6 days would heal it in a half a day after receiving a Swift Heal of POT 10 (6 days = 144 hours; 144 ÷ 10 = 14.4, or 14 hours, closer to 12 hours than 24, or one-half a day).

This charm cannot clean or close wounds, however. If not taken care of manually, they heal over in due course of time, but leaving grotesque scarring. All wounds must also be cleaned out normally, however, or the characters wounds are highly likely to fester despite the accelerated healing.

The “Swift Heal” magick has the power to Oppose the accelerated bleeding aspects of such magicks as “Swift Blood”, “Touch of Wounding”, and “Witchwound”. The dweomer can only staunch resulting from these magicks if it can fully mask their presence (equal or greater in POT), otherwise the wounds must be staunched and closed by hand before the benefit of the magick can take effect. Only in opposing these magicks can the Swift Heal close the recipient’s open wounds.

Unlike many other healing magicks, there is no limit on the time frame within which the Swift Heal charm may be applied. It may be used for the recipient’s benefit at any point in the healing process.

This charm can be fully resisted, normally.

 

Sword of Damocles

Art: Naming

Ruling Planet: Neptune

Sphere: Common

The Sword of Damocles charm is a special sort of warding that guards the bearer from the effects of any and all magicks directed at him for the DUR. The Sword charm can hold at bay up to (POT) charms of up to (POT) in Potence in this way, and keep them there for up to DUR. IF the optional DUR rules are in play, the DUR for which any magicks held at bay remain so held by the Sword charm can NOT be maintained at pleasure, only the DUR for which the Sword charm can ward the bearer. The Sword charm can hold no magick longer than the DUR for a simple, common tied casting, or the base DUR of the Sword charm, whichever expires first.

This charm ONLY buys the practitioner time. It does NOTHING to dispel or divert the charms held at bay to any other target. In giving him time, however, the practitioner is freed to Read each charm so held and determine if there is anything in his portfolio he can use to dispel or divert each by his own hand, and then put it to use in his defense, if he can. So long as the Sword charm endures, each charm the practitioner eliminates by his Arts from the queue being held frees the Sword to intercept and hold one more magick, but always observing the (POT) limit. Should even one more charm be cast at the bearer of the Sword charm than it has POT to intercept, the charm must break as surely as if it had been dispelled, and all magicks being held by it fall upon the caster at once.

IF any charm greater than the POT of the Sword is cast at the bearer before it has intercepted its maximum, the Sword charm must again break in the same manner, as surely as if it had been dispelled and again, all dweomers being held back by it be loosed at once to fall upon the bearer.

IF cast upon any who does not practice the Arts, the one who cast it must be on hand to deal with the magicks it catches on the bearer’s behalf, lest it ultimately be overwhelmed.

This charm can be resisted normally.

 

Tar Puddle

Art: Enchantment, Sorcery, Naming

Ruling Planet: Jupiter (Multiply), Saturn (Decimate)

Sphere: Common

A “Tar Puddle” is cast to cover an AoE, and acts in the same manner as a “Stick Charm” or “Charm of Adherence”. Every victim that treads on the Puddle has their feet bound, stuck fast to the surface (to start with), and every other limb or body/bodypart that comes into contact with it, with the exception that, once the victim pulls free of it, the limb(s) that had been stuck then become stuck to the next object, creature or being it/they come into contact with, from which they must then pull themselves free. To pry free of the grip of the charm requires a successful STR checks vs. the POT.

The “Tarring Charm” is the aspect used to envelope living creatures and/or beings, covering each victim in a layer of tar that makes him adhere to any object, creature or being it comes into contact with, starting with the ground on which it is standing.

The STR of the charm’s grip is maintained unabated it has been broken (POT) times. Each time the victim pries a given part of itself free after that requirement has been met, the effective POT of the Tar coating/STR of its grip that remains drops by one (1). This goes on over and over for (POT) times, until it reaches zero and only an ugly black smear remains, any residual tackiness easily overcome.

IF the optional rules for DUR are in play and the charm is being maintained at the caster’s pleasure, the STR of the charm’s grip is maintained unabated no matter how many times it is broken. It cannot wear down and away until the caster has relinquished the power of the charm.

The Tarring Charm aspect of this charm can be fully resisted, normally.

 

Tell-Tale, Plume of Dust, Signal Flare, (Foe) Marker

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The dweomer attaches a marker of sorts to the bearer or recipient (object, creature and/or being) that is visible even to mundane eyes. This can take on a number of different manifestations, depending on the caster’s needs and the element with which he is affiliated by birth. For those practitioners born under air signs, the charm creates a small dark cloud to hang directly overhead of the target or recipient, similar in appearance to a rain cloud but rather small and flickering with occasional flashes of lightning within, or even a glittering rainbow of jewel-toned color arcing through the sky which can then be followed as a guide by the caster from his position to that where the object, creature or being so marked is located.

Those born under earth signs can mark the target or recipient so that whenever he sets foot outside a building the charm kicks up a plume of grit, dust and debris multiplied by the dweomer so it soars up into the sky and provides a dun-colored Plume of Dust that acts as a visual marker so the recipient may be tracked or so as to mark his position or warn of his approach. The Plume only rises up when the recipient is outdoors and moving, regardless of the rate of speed and, once the recipient’s stops moving or enters any shelter, it dissipates on the wind at a rate of 1 point of effective POT per minute.

Those born under fire signs can conjure a Signal Flare, a fiery streak arcing upward from the bearer of the charm high into the sky to explode in a splash of coruscating brilliant fire like a signal flare or a firework display that does not dissipate but hovers continuously showering its sparkling brilliance from overhead.

These may be used to follow the movements of an object, creature or being, or to mark a location to which the caster wishes to be able to find his way back, or even to signal his own location to others who may be searching for him.

The Marker may be seen from up to [(observer’s AWA) + (POT)] miles due to its elevation. It can be used as a guide only in the manner described for the directional “bump” produced by the “Charm of Direction”. While showing true direction as the bird flies, it does not warn nor otherwise take into account the difficulties of any obstacles that may lie between the object, creature, being or location sought and the caster himself.

This dweomer is commonly found in Wardings and bundled with Alarum charms as a visual means of alerting those concerned when their defenses have been tested or breached.

This dweomer can be resisted normally when cast upon any living creature and/or being.

 

Temperate Charm

Art: Naming

Ruling Planet: Mars (heat), Pluto (cold)

Sphere: Common

Enables the caster to either raise or lower the natural temperature of any object, creature or being (itself, internally, through-and-through), or immediately surrounding any object, creature or being (from the skin/surface out a couple fingers’ widths), or the ambient temperature prevailing within the AoE he designates, but only to the point just shy of that at which even one (1) point of elemental fire or frost damage is inflicted. Below or above that one-point threshold, the caster can dictate the temperature exactly as he likes, to warm/heat an object or dish of food to a comfortable temperature for holding or consuming, or the ambient temperature in a chamber, hall, tent or pavilion for comfort in cold weather, to protect one with a fever from catching a chill. Alternately, it can cool/chill an object or dish to a refreshing temperature or the ambient temperature to provide relief from hot weather. This is usually referred to as the “Temperate Charm”.”

The “Temperate Charm” is of the greatest utility (outside of combat) in its ability to enable the characters to avoid the dangers of desert heat or biting winter cold, to adventure all year ’round in all climates. To take a number of garments, robes, veils, sleeping furs, etc. and treat them with the “Warm” aspect of the dweomer, one might then don or crawl under them in layers and thus compound the effects of the dweomers they carry. Thus a robe treated to “Cool” by 25° could be wrapped in a cloak that also cools 25° to keep the wearer a comfortable 70° in the harsh 120° desert heat. In minus 20° winter cold a couple of sleeping furs that warm the wearer 35° each would bring the temp up to 50° before determining the effect of the clothing worn.

IF the temperature prevailing in the AoE or around the target creature or being is not sufficient to actually inflict elemental frost or fire damage directly and immediately, all creatures and/or beings remaining within the AoE are subject to all side effects and consequences of such a change in temperature normally (hypothermia, heat prostration/stroke) according to the parameters for exposure, depending upon how long they remain exposed and the extremity of the change in temperature, for so long as they remain in the AoE.

The charm does not merely bring the target area, object, creature or being to a given temperature and allow it to begin to cool off or warm again to match the surrounding ambient temperature again, but maintains the temperature at the level set by the caster for the DUR. Thus, any attempts to thaw out or cool down the bearer of the charm by common mundane means must meet with failure.

The “Temperate Charm” skill provides the practitioner with a bridge to the “Caloric Charm” magick, giving him the means and background to research it and develop a treatise on it sufficient to learn it by virtue of his own studies and practice.

 

Thorn Warding

Art: Enchantment, Sorcery, Naming

Ruling Planet: Neptune

Sphere: Common

The “Thorn Warding” buries a warding in object(s) made of organic materials, specifically of plants (living or dead) that break out in thorns and spines dealing a wound of (magickal damage) in POT. Living creatures or beings, or their hides, pelts, bones and other physical artifacts, can also be similarly protected, breaking out in quills and spines that are just as dangerous. The effect of the Warding remains invisible until it is about to be touched by one against whom it is tuned to guard.

The caster may designate creatures or beings of his choice to handle the Charmed object(s), safe from the magick’s effect, in the same manner as any other defensive magick, as discussed under the heading “Fine-Tuning the Magick”. When the power of the Warding is NOT tuned but is to react generally to all, the thorns, spines and quills resulting may be made to always manifest, at the caster’s option, as a visual warning.

Because the dweomer puts forth its thorns and spines from the object, creature or being itself, and then only when it is about to be touched/grasped by those it has been charmed to guard against, only a successful Contested Perceive/AWA Roll on D100 vs. [50 – (casting AV)] reveals the danger inherent in the magick’s effect, enabling the victim to be stabbed by Surprise. So long as the Thorn Charmed object is held, the thorns bite the victim again and deeper for another wound of (magickal damage) in POT every CS.

The thorns disappear back into the magicked object, creature or being immediately when contact with the object is broken.

When cast upon any one of the aspects of the “Nature’s Hand” or “Nature’s Saving Graces” it transforms the constituent plants of which the construct is made, so that cruelly-thorned vines and briars, more woody vines like rose canes, blackberry and raspberry, breaking out all over in thorns and spines, like thistles and nettles and burrs, with stiff, sharp-edged serrated leaves are incorporated into it. In the spring the thorns may manifest covered in beautiful, blooms like the rose of Damascus (the famous Tudor rose) or any other of the caster’s liking, scented or not, at the caster’s discretion, if desired.

In effect, the caster may choose use as much or as little of the “Thorns” as he likes to protect any of the surfaces or their parts, as desired. In the case of the “Bridge” he may choose to cover the entire surface so to make of it a trial rather than a safe and easy means of passage, or a “Cell” be dressed in thorns inside and out to keep would-be rescuers and the prisoner himself from trying to tamper with it.

Any plant dressed in these “Thorns” has a way of twisting about when touched by living creatures to prick and slash for [(magickal damage) – (CRD)] if touched by conscious effort, to a minimum of one (1) point. If some unlucky person were to be slammed up against the “Thorns”, either by being hurled bodily or knocked back by an opponent, a blow/wound of (magickal damage) in POT is inflicted.

All damage is inflicted in cutting and slashing against the DR of any armor worn, if the optional strike types rules are in play.

 

Thunderclap

Art: Naming

Ruling Planet: Mars

Sphere: Common

Causes an ear-shattering clap of roaring thunder to explode forth from the caster as he claps his hands together at the conclusion of the casting, not only deafening those in the vicinity but creating a concussion shock-wave of sound that inflicts a wound of (magickal damage) in POT on all those in the vicinity of the caster. The POT of the wound inflicted by the concussion damage drops by one (1) point for every foot by which the victims are separated from caster on the dweomer’s loosing.

Knock-back rules apply normally to the POT of wounds inflicted by the concussion wave, if the POT is greater than the modified STA of any victim hit by it. The direction in which victims are thrown back by it can be determined by drawing a straight line between the caster and his victims.

All those within (POT) yards of the caster at the time the Thunderclap is loosed are rendered completely deaf for (POT) CS’s. Once this period of time has passed, the victims suffer a penalty equal to (POT) to all hearing-based Perception/AWA checks that declines by one (1) point every minute (MT) as their hearing begins to return, until the penalty reaches zero and their hearing is completely restored.

Those within (POT) yards beyond the initial (POT) yards in which deafness is inflicted are subject only to a penalty equal to (POT) to all hearing-based Perception/AWA checks that declines by one (1) point every minute (MT) as their hearing begins to return, until the penalty reaches zero and their hearing is completely restored.

All those within (POT x 2) yards of the caster at the loosing of the charm must also make a successful HRT check on d100 vs. the POT of the Thunderclap or be Stunned by it for (magickal damage ÷ 10) CS’s, unless roused by some means before that time has passed. The DV to rouse the victim is Progressive and based on the number of CS’s of unconscioiusness otherwise still remaining.

IF the POT of the wound inflicted by the Thunderclap exceeds a victim’s AWA score, he is considered to have suffered a wound for every 10 points by which the POT exceeds it. This represents damage that must be healed normally, according to the rules for wound recovery. Each wound healed reduces the hearing-based AWA penalty by one (1) point. The common rate of recovery from the penalty quoted above does not commence until the last of the effective wounds taken to the victim’s AWA has been healed.

IF the POT of the wound inflicted by the concussive force of the charm is greater than a victim’s AWA, a successful HRT check must be made on d100 vs. (wound POT) or the victim is knocked unconscious for [(wound POT) – (AWA)] CS’s, unless roused by some means before that time has passed. The DV to rouse the victim is Progressive and based on the number of CS’s of unconsciousness otherwise still remaining.

The vibrational power and physical force of the concussion wave of the “Thunderclap” is strong enough to break or shatter objects with STP’s less than the POT of the wound inflicted by the shock-wave, especially on objects made of fragile materials such as glass, ceramics, and the like. STP checks on D100 vs. the damage inflicted by the dweomer to determine whether they remain intact are conducted by the GM. The worse the check is failed, the more pieces an object is rendered into (GM’s discretion). The POT of those objects that carry intrinsic dweomers (amulets, talismans, Touchstones, Master Works, Masters’ Tools, etc.) is to be added to the object’s STP’s for making this check to increase its chances of survival.

The “Thunderclap” is just that, and as such it is exceptionally loud. Beyond the effects of the magick itself, the peal of the thunder and its rumblings can carry across the land (or sea) to be heard by all those within a (POT) mile radius, unless somehow diverted by topography, contained/physically restrained.

This dweomer may not be resisted.

 

Veil of Lightning

Art: Naming

Ruling Planet: Uranus

Sphere: Common

This charm conjures a barrier that appears as a pale blue nimbus of crackling static energy that has the power to deliver an electrical jolt accompanied by an loud crackling “POP” to the first creature or being coming into contact with it, causing a wound of up to (magickal damage) in POT, in the same manner as a physical blow, as described in the rules for combat, but disposed of as follows, instead.

The (magickal damage) POT of the blow inflicted is deducted directly and only from the DR of any armor worn by the victim until it is burned away (as applicable), before any wounds can be delivered. Two (2) points of the Lightning Hand’s damage are spent in charring through a single layer of normal clothing where touched, the balance inflicting wounds on the target in accordance with the target’s threshold, as defined in the rules for combat. Coming into contact with paper or cloth with 5 points of damage or more causes those items to flash-over into open flame, creating another set of concerns entirely.

The target takes no damage unless the DR of his armor is exhausted and there is yet POT left from the blow to dispose of (as applicable).

Regardless of whether any wound(s) is inflicted by it, the shocking nature of the Lightning Hand reduces the victim’s effective AWA, AGL and also CRD by whatever (magickal damage) POT is gets through to affect the target (as applicable). This affects all Weapon, Shield and Dodge AV’s, Acrobat, and any and all other skill or ability AV’s with att. mod’s based on the penalized attributes. This penalty declines by one (1) point at the end of evach CS following until the score is completely restored.

The Veil may run in any configuration the caster desires. It can be wrapped into a circle of (length ÷ 3) in radius. Either the length or height of the Veil provide the Size that sets the minimum POT for the casting (whichever is greater). At the caster’s option, the Veil maybe laid down vertically or at any angle desired to lie upon any surface or even to hover in mid-air, but in this case it is governed by the normal rules for AoE, which dictate the minimum POT for its casting in that manner.

The power of the Veil persists for the DUR or until its power has been discharged up to (POT) times, whichever occurs/expires first.

IF the optional DUR rules are in play and the charm held “at the caster’s pleasure”, the Veil can discharge its power repeatedly, without limit, so long as the charm is maintained.

In addition to the shocking effects of the Veil striking down one having come into contact with it, EACH discharge of the Veil’s power it leaves in its wake a Thunderclap equal in force and effect to the charm of the same name, of POT equal to the Veil. The origins of the Thunderclap in this case is equal to the entire line drawn straight from the caster to his target, however, rather than just from the single point of the caster’s joined hands, as is the case in the casting of the Thunderclap alone. The concussion wave and Knock-back effects radiate directly outward purpendicular to that line, diminished by the distance from that line, as explained in the Thunderclap description, normally. Deafness and Stun results are determined and applied in accordance with that description also, and recovery, as well.

IF the “Lightning Hand” skill is not already in the practitioner’s repertoire, as well, the “Veil of Lightning” skill provides the practitioner with a bridge to it, 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.

This charm cannot be resisted.

 

Walk in Another’s Shoes

Art: Divination

Ruling Planet: Mercury

Sphere: Common

The “Walk in His Shoes” magick is directly related to and derived from the “Read” skill, more specifically the “Read Body” skill, and is bound by the same rules regarding minimum POT required as a work of Sorcery.

IF the character has learned the “Read” skill and is not trained in this one, he may research it and develop it on his own from his “Read Body” skill. The “Walk in His Shoes” skill is tracked separately in SL during play, according to the use it gets, normally, BUT does NOT require a skill slot of its own in the character’s trade memory but is considered as part and parcel of the “Read” skill for that purpose.

This charm conjures a continuous series of visions, raising physically insubstantial phantoms to re-enact the events experienced directly by the subject of the charm and within his immediate environs within (DUR), as allowed by POT, but counted back through time into the past from the point in time of the dweomer’s casting, for the practitioner’s benefit. It is up to the caster to use enough POT to make the DUR into the past yield a significant or useful period of time.

The subject of the charm must be living, or have been deceased for no longer than (caster’s HRT) + (POT) or + (trade SL) minutes, whichever is less. “Corpse Tale” must be used to read the past of those dead longer than this. If the subject is deceased, the caster must complete the casting by laying his hand upon the body, regardless of the form in which the charm is cast. Otherwise he must be within RNG or familiar to the caster through previous personal experience, or the caster must have an artifact to use as a Bond of Resonance to transcend that limitation.

For the purposes of the visions, the practitioner must pick a location at which he knows the subject of the charm visited. If it is a location the subject visits or visited frequently, the charm will latch upon the most recent visit, or the visit the caster is most concerned with, if he have a day and date in mind. This becomes the point at which the charm guides the caster’s steps into those of the subject, and from which the steps of the subject of the charm are followed backwards through time.

While walking in the subject’s shoes by dint of this charm, the caster is subject to all of the sensory input experienced by him, seeing, hearing, smelling, tasting, and feeling (inside the body and on the skin/surface) all of the things the subject experienced for the DUR.

The caster has the option of stopping the progress of the visions at any point to enable him to turn and look about to study the environs and its features and occupants more closely, BUT the caster is constrained to walk ONLY in the subjects footsteps, following his exact path, making every motion and gesture, saying every word, performing every act that the subject did as the visions progress. He must take every step and follow his path in every way. If the subject gets injured, the caster suffers that pain (up to a limit in physical POT equal to the POT of the Walk charm), subject to P-RES checks, Stun and unconsciousness as if he suffered the injury himself, as applicable (GM’s discretion).

The immediate environs of the subject in whose shoes the caster Walks extends roughly (SPT) or (POT) feet in 360°, whichever is greater. Beyond this, the phantom visions conjured dissolve in a misty haze. While the caster is free at any time to deviate from this path and the reenactment he must perform through it, BUT doing so breaks the Walking Divination as surely as if the charm had been dispelled. The caster cannot stray from the subject’s path to examine any part of the surrounding scene without breaking the charm, although he is free to pause and examine the surroundings and its features and occupants from the subject’s own point of view as he likes – likely a great deal more than the subject himself did at the time being reenacted.

The vagaries and tricks of the mind and/or memory do NOT affect the visions the caster views in any way; the Divination always reveals to the caster those things that actually happened, viewing the vibrations impressed on the body of the subject by people, events, and places experienced. IF the subject in whose shoes the practitioner is walking encountered any Glamouries along the way, they will be perceived in the same manner in which the subject received them. The caster has the power to stop the vision when he suspects Glamourie, or knows it is in play due to previous personal experience where familiar locations are involved, and look aside from the specific point of view of the subject to see the setting as it currently is in contrast to that revealed by the charm.

The phantoms conjured by the Divination can be commanded to replay events commencing with those of the point in the subject’s path they have found and leading forward through time from there, if the DUR provides a long enough span of time and the path is old enough for that to provide a meaningful amount of information, OR start at that point and run backwards further into the past the same amount of time.

The visions may be scrutinized, replayed or even frozen on a single moment in the caster’s sight in order for him to glean all the pertinent information that he may desire for the magick’s DUR as allowed by POT if tied-off, normally, or for as long as the caster chooses to maintain the dweomer, if the optional DUR rules are in play. Reviewing what the Divination has to reveal has the potential for taking a great deal of time.

As the period of the past available for the caster’s perusal can be quite long and most of the events transpiring during that time very likely holding no interest at all for the caster, he is able to effectively “scan” through the visions and events played out by the phantoms conjured. This may be done in one of two ways; the first allows the caster to dictate a specific date and time from which the events are replayed. This may be changed and repeated as desired without restriction or penalty. The second allows the caster to skip along the emotional high-points of events in the AoE, as these are the easiest to find. In this approach the visions halt to replay only those events permeated by high emotion on the subject’s part, great love, bitter hate, tears of sadness or of joy, verbal and especially physical violence. The actual events replayed may be nothing more than the subject watching another pass by, but the emotion between them be sufficient in tenderness and love or bitter rivalry and hatred to make the dweomer stop and take note. This approach is best when the caster is not quite sure who it is he is looking for or exactly the nature of the events he is looking for.

The visions conjured are completely intangible, only visual in nature. The caster may interact with them in no way whatsoever.

These visions are visible only to the caster, only flutterings of movement may be peripherally perceived by others, and then only by those who are members of one of the magick-wielding trades, or who have or have been gifted with the Sight.

This magick may not be resisted.

 

Walksafe, Fast & True Charm, Steady Structure

OR

Undermine

Art: Enchantment, Naming

Ruling Planet: Neptune (protect), Mars (undermine)

This charm steadies and holds masses/structures steady, make a whole structure stay together and stable where it would otherwise crumble and fall when tested – especially those weakened by fire or fragile with rot due to age. Weak points due to subsidence brought about to previous instability can also be bound and held, also pebbles, sand, scree/shale slopes, precariously piled boulders and masses of debris, even a fallen tree which may not have had adequate time to settle and find a point of stable equilibrium.

An object might lie in such a manner to at least allow the PC’s to duck across an otherwise impassable crevasse, although without the dweomer for stability it might be foolish to risk using it. The caster must specify whether he is using a targeted casting for a specific object or laying the dweomer over an entire AoE when the casting begins.

The dweomer will hold fast any unstable ground and areas prone to shift, subside or slide, fragile overhangs of snow, rock, dirt, even mud which may collapse in an avalanche, fractured cliff faces prone to shedding falling rocks, etc. while the recipients walk through, across, under or over them. as long as the surface or structure is NOT already in motion, has not begun to actively fall apart/down. As long as its inertia has not been overcome yet, it will stay put. In the cases of loose agglomerations consisting of such things as pebbles, small stones or sand, scree/shale, assorted debris and detritus, or any combination of these, especially when heaped so as to form slopes, inherently unstable when walked upon, so that crossing them is much greater a labor than walking on a sound stretch of ground, the dweomer will stabilize the surface in such a way that it may be as easily traversed as solid ground. The degree of any penalties that might be levied against the movement rate and the Wind charged for the task on traversing it will be reduced by the (POT) of the dweomer.

Under winter conditions, in the presence of ice and snow, especially as these together can be crafted by the wind into forming false surfaces and structures, the dweomer will provide additional strength, effectively adding [(HRT) + (POT)] in STP’s and adding (STP’s x 10) lb’s in additional weight tolerance to prevent their collapse while being crossed.

Each full mph of a creature or being’s speed will add 10 lb’s to his effective weight for these purposes of determining the dweomer’s ability to stabilize the AoE. Jumping and landing will increase a character’s effective weight, as will dancing a jig or performing handsprings or other similar Acrobatic moves on the structure or material stabilized by the dweomer. Weight and speed will be cumulative for every creature and being and/or cart or wagon and its speed that are crossing the AoE at the same time. Standing still, sitting, lying down will have no adverse effects.

Of course, after the character(s) cross the surface affected and the DUR expires, it will likely collapse immediately due to the latent energy built up in it from their passing against which the dweomer was guarding

Cast as an Enchantment upon a surface, substance or structure the dweomer will benefit all who cross the AoE who do not exceed the limits set by the GM plus the strength and stability the dweomer lends so long as it endures. Cast upon a cart, wagon, or other conveyance, the dweomer will act to stabilize all surfaces across which it passes for the DUR.

Similarly, cast as a Sorcery upon a cart, wagon, or other conveyance, the dweomer will act to stabilize all surfaces across which the recipient creature or being passes for the DUR

Cast as a Naming magick, it may also be placed upon an object, especially a piece of apparel, to provide the benefit to the wearer whenever he should encounter or cross such unstable footing in the same manner described for the Sorcery, or applied to a chariot, cart or wagon it will similarly hold the road or path followed steady where ever it may pass, to the best of the dweomer’s ability, in the same manner as described for the Enchantment.

The player and GM will please note that this dweomer will have no power to protect the recipient or stabilize the footing of any ground permeated with liquid to the point where it can be considered quagmire or quicksand, clay, slurry or mud into which a character can sink with a single step (GM’s discretion), and in particular will NOT oppose the “Quagmire” dweomer.

The reverse of this charm will produce an “Undermine Structure” effect to DE-stabilize the AoE and undermine the balance between objects that are at rest against one another, to lay traps for enemies or guard against any who may be following behind. It will reduce the capacity of the surface or structure to withstand traffic already assigned by the GM by (POT), in the opposite fashion as that described above by STP’s and thus by weight.

Used in this aspect, those weak points that exist in a structure or pile of debris being climbed or walked across might actually be triggered to subside, fall, collapse or cave in, and unstable surfaces being trod across as discussed previously may be made so treacherous that movement speeds allowed to cross them will be reduced FURTHER by the POT of the dweomer, and the Wind cost affected commensurately.

 

Wander Charm

Art: Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

The “Wander Charm” confuses and befuddles the victim(s) and instills in him the conviction that he is travelling familiar territory, well on his way or just around the corner from his destination, while in fact causing him to wander about in random directions, bemused and distracted. Victims must wander for the DUR at the same speed at which they were moving when the dweomer hit them. If they were not moving when affected by the charm, the charm takes effect as soon as they begin to do so.

To define the random wanderings of the victims, the dweomer’s DUR is divided by [(victim’s HRT) – (charm POT)] and after each of the resulting periods of time has passed, the victim(s) randomly heads off in another direction in their wandering. If any sort of natural impediment such as a cliff face or blank wall, precipice or ravine, impassable body of water, or the like should interpose itself, the victim simply follows along its edge until the direction can be followed again or the direction is to be changed again, and then either head off in a new direction, or if the impediment is still blocking the indicated direction, continue following the bounds of that impediment.

Victims are possessed of a rather preoccupied state of mind while under the influence of the charm, completely bemused and unable to keep track of the path of their wanderings or even the passage of time. If addressed by one with whom they are familiar or a even a total stranger, they are likely to respond the same, and will not remember except vaguely anything of their wanderings and those encountered while under the influence of the charm. Unless the victims are very well acquainted with the area where the dweomer leaves them or they possess the Tracking skill to allow them to retrace their steps, they must make a successful Perceive/AWA check on d100 at every turning to retrace their steps, More than likely, most victims are likely to be left lost at the end of the DUR.

Striking the victim of such a charm with a POT greater than that of the charm can break its power and free him as surely as if it had been dispelled, but he remains subject to the normal effects of being so struck.

This dweomer may be resisted, normally.

 

Druids & Witches: Straysod

The incarnation of the charm for these trades is called the “Straysod”.

The Straysod is invested in a patch of ground on which other must tread in order to be affected. The patch of ground in which it is invested can be described as an AoE of whatever size the practitioner desires, including a ring surrounding a location of his choosing, even for the purposes of defense. Each Sod AoE created can affect up to (POT) creatures of beings encountering it within its DUR, or everyone to whom it is tuned for so long as the DUR is maintained, if the optional rules for DUR are in play. The “Straysod” may be tuned to react every creature or being encountering it, only to the touch of a limited few specified by the caster, to all who tread upon it, whatsoever the caster prefers, in the same manner defined under the heading “Fine-tuning the Magicks”.

Those for whom the charm is intended who step upon one of the AoE’s created for him must wander off for the DUR in a random direction at the same speed at which they were moving when they set foot upon the Sod. DUR in this case is counted from the point in time that they set foot upon the Sod and has nothing to do with the DUR of the original Straysod charm on which they have stepped.

 

To define the random wanderings of the victims, the dweomer’s DUR is divided by [(victim’s HRT) – (charm POT)] and after each of the resulting periods of time has passed, the victim(s) randomly heads off in another direction in their wandering. If any sort of natural impediment such as a cliff face or blank wall, precipice or ravine, impassable body of water, or the like should interpose itself, the victim simply follows along its edge until the direction can be followed again or the direction is to be changed again, and then either head off in a new direction, or if the impediment is still blocking the indicated direction, continue following the bounds of that impediment.

Victims are possessed of a rather preoccupied state of mind while under the influence of the charm, completely bemused and unable to keep track of the path of their wanderings or even the passage of time. If addressed by one with whom they are familiar or a even a total stranger, they are likely to respond the same, and will not remember except vaguely anything of their wanderings and those encountered while under the influence of the charm. Unless the victims are very well acquainted with the area where the dweomer leaves them or they possess the Tracking skill to allow them to retrace their steps, they must make a successful Perceive/AWA check on d100 at every turning to retrace their steps, More than likely, most victims are likely to be left lost at the end of the DUR.

Striking the victim of such a charm with a POT greater than that of the charm can break its power and free him as surely as if it had been dispelled, but he remains subject to the normal effects of being so struck.

The “Straysod” may not be resisted because it is defensive in nature, the victim having to tread upon it in order to be affected.

 

Weather Sense

Art: Divination

Ruling Planet: Mercury

Sphere: Common

This dweomer imbues the caster with the innate ability to “smell”, “taste” and “feel” the coming of changes in the weather in the air, whether the current trend will continue or a new front come through and change everything, whether the temperature will rise or fall, a little or alot, if the direction of the wind will change or the velocity, a little or alot, whether precipitation will fall and in what form, fog, hail, sleet, freezing rain, a little or alot, torrential downpours, or special weather events occur such as thunderstorms, accompanied by tornadoes, and lightning storms, hurricanes, blizzards, or the like. This information arising from the dweomer’s power will apply only to an area of up to (POT) furlongs in diameter, though of course the front moving in and the change in weather it brings which has been foretold will almost certainly affect a (much) larger area. It will warn the caster of impending weather changes up to (POT) hours in the future. IF more than one change is to occur in the area within this window of time, revelations of each will occur in order from the most imminent to that will occur farthest into the future.

IF the caster also has the Prescience or Prophesy and Augury Spirit Skill, its SL will be added to the casting AV and ALSO to the effective POT of the dweomer, but AFTER it is cast (i.e., it will NOT raise the casting DV, as using a greater amount of POT normally would). Whatever the basis that was chosen for the character’s Spirit Skill in this regard, (Aeromancy, Geomancy, Pyromancy, Hydromancy, Cartomancy, Rune Mal, etc., as detailed in the description), will be the basis of the casting of this magick when it is performed as Low Magick.

Once the dweomer has provided the information it is designed to grant, it will dissipate, its purpose discharged. It will have no DUR to speak of.

Upon achieving the Warden LoA, DUR may be made to apply to the dweomer, and it will continue to provide the character with updates on the weather to come, as long as he remains within the AoE, for the DUR as allowed by the POT if the dweomer is tied-off, normally, or as long as the caster chooses to maintain it, as applicable.

If the caster leaves the AoE, the dweomer will be broken and its power will dissipate.

Upon reaching the Master LoA, the AoE of the dweomer may be centered on the caster himself so it will travel when he moves or is moved for the DUR.

This dweomer may not be resisted.

 

Web of Awareness.

Art: Divination

Ruling Planet: Mercury

Sphere: Common

Wraps the recipient in an extra-sensory field of perception that raises his effective level of awareness for the DUR, acting to extend the reach of the Sentry aspect of the Perception skills outwards like a gossamer web permeating the entire AoE designated by the caster, centered on the bearer of the charm and travelling with his as he moves. The bearer of the charm need not be able to see or feel any creature, being or object moving through the AoE in order to receive notice of them. Intervening obstacles whether architectural or features of the landscape are robbed of their ability to provide cover to those who might use them to sneak up on him. The Web allows the bearer to “feel” in an extra-sensory manner any occurrence or telltale movement that the Sentry skill would, under more immediate and mundane circumstances, reveal to him, the movements of servants through the halls, the entrance of strangers into the building, identifying the movements of those known through previous personal experience by the pattern of the movements, familiar footsteps.

In these ways, the Web enhances the Sentry aspect of the Perception skills, providing an effective SL equal to (POT) if the recipient has not cultivated any of his own, or adding (POT) to any existing SL’s the recipient has earned. All of this applies ONLY within the bounds of the Web’s AoE. The Web’s effect also compounds or “stacks” with the effects of a Sharp Sense charm, where those effects overlap, if at all (GM’s discretion). At the caster’s discretion, the Web can be pinned in place so the bearer of the charm can wander freely in and around or even beyond its bounds, but still receive the information it provides.

This charm can be resisted normally.

 

Weight Charm

Art: Enchantment, Sorcery, Naming

Ruling Planet: Jupiter (Augment), Saturn (Diminish)

Sphere: Common

The “Weight Charm” has two aspects, “Augment” and “Diminish”. It enables the caster to either multiply or divide, respectively, the weight of the object(s), creature(s) or being(s) to which it is applied by up to (POT).

Where the weight of a living creature is reduced, the amount by which its weight is diminished may be added to its ENC capacity, because ENC figures assume the necessity of supporting one’s own normal body weight. If the weight should be reduced sufficiently, the target’s own body will not be heavy enough to allow him to move through the air, but will cause him to be pushed and blown about with the wind resistance of a feather, at the mercy of the winds and those about him (generally less than 1lb, GM’s discretion).

On the other hand, should the weight of a living creature be increased, the added weight will count towards any load carried. If a victim’s own bodyweight is increased to such an extent that it exceeds his maximum ENC capacity, he will be borne to the ground, unable to move. For every 10 pounds that his bodyweight is increased beyond his ENC, the victim will suffer 1 point of damage every full [(modified STA) + (STR att. + CND att. mod.) + 8] CS’s. When great enough to do so, this damage should be divided into 1/4, 1/2, 3/4, and full values and applied to every area of the victim’s body proportionately.

This magick can be resisted normally.

 

Window of Resonance

Art: Naming

Ruling Planet: Neptune

Sphere:

This charm unlocks the Resonant potential in any mark left by contact with the physical body of any creature or being, in accordance with the Laws of Magick explained at the beginning of the Grimoire. Should the caster find the mark of his quarry’s passing or be shown one by another, especially a Tracker, and cast this dweomer upon that mark, the dweomer may be used to trace the quarry’s path EITHER forwards to ferret out his current location, or backwards from that point to find where he has come from, as desired (one way or the other with a single casting, not both).

IF the caster is unsure whether the mark he has found or has been shown was made by the quarry he seeks he may confirm the identity with a “Reveal Contagion/Resonance” magick form of the Read charm, provided the quarry is known to the caster through previous personal experience or he has a bond of Resonance to transcend this limitation (fingernail parings, lock of hair, a favored handkerchief or piece of jewelry that has seen daily wear on the body, etc.).

IF bundled with the “Tell-Tale” magick, the practitioner may attach a “Marker” hovering high in the sky over that quarry, in accordance with the “Tell-Tale” description. IF bundled with a Scrying, this can provide the vibrational bridge to allow him to be traced and viewed, should the practitioner’s personal experience of him be insufficient and/or should he also lack any Bond of Resonance to overcome that obstacle.

When directed at living creatures and/or beings, this dweomer may be resisted fully, every target allowed a M-RES check, normally.

 

Witch Steed

Art: Naming

Ruling Planet: Moon

Sphere: Common

This charm follows an ancient tradition associated with a child’s hobby-horse, that even the image or rough likeness of the head of the beast affixed to the end of a rod of magickal wood could in fact become a steed for those witches too poor to be able to afford a real horse to ride to high quarter day or cross-quarter day festivals. To avoid having tell-tale objects around the hut in times of trouble, the charm was cast on a broom turned upside down, the bristles suggesting the horse’s mane. Thus, the charm allows the caster to ride along the ground in a similar manner to a child on his hobby-horse stick, but actually being carried along by it and able to pull his feet up and rest them in phantom “stirrups”, behaving in very particular in the same manner as a horse until the rider puts it down again. Once put down, the Steed dissipates as surely as if it had been dispelled, unless the option DUR rules are in play and the DUR is being maintained at the caster’s pleasure, in which case the Steed may be put down and picked back up again up to (POT) times.

The Steed may be cast upon any broom, mop, branch or other staff or rod of roughly (caster’s shoulder-height) in length to imbue it with and anchor to it the animus by which it works, to function for whomsoever the caster designates (see “Fine-tuning the Magick”). It can move at speeds of up to (HRT + POT) mph (multiply mph x 7.33 to determine the Pulse move in 25mm Skirmishing Scale), with the advantage of not having to worry about uneven ground or surfaces, potholes or the like tripping the Steed as would be the case for any common mortal mount.

The Steed’s ability to jump and leap uses the rider’s own as a base, but is enhanced by the charm by up to (POT) feet, PLUS the normal effect of the increase or decrease in movement speed for the lead run (according to the allowance described in Character Creation) in the case of the Running Leap. The Steed must have half the distance leaped in overhead clearance when Leaping or making a Running Leap. They may NOT be knocked over or back, lifted or blown about by winds or any other disembodied force (such as the results of a “Manifest Will” dweomer) any more than a normal mortal steed of [(rider’s modified STA) + POT)] in STA. Witch Steeds also have no need of sustenance, neither food nor drink, nor do they require rest.

IF the CND Action Allowance rules are in play, the Steed can travel indefinitely without regard for such restrictions for its DUR.

A Witch Steed can carry no more than (HRT x POT) pounds upon its “back”. The degree to which ia Steed is encumbered diminishes the speed at which it can move according to the optional ENC rules, normally (as applicable), i.e., for every 1/4 of this ENC value used, its maximum speed drops by 1/4; so that a Steed carrying an amount equal to or greater than its 1/4 ENC but less than its 1/2 ENC value can only travel at up to 3/4th’s its stated maximum movement rate.

The rider must contrive to carry any belongings/cargo on the Steed in as well-balanced manner as he may, himself, for there is no actual “horse” to carry any burden beyond the rider himself, and riding at speed may require AGL/Horseman checks to stay seated when jumping or otherwise maneuvering around obstacles. If the Steed’s ENC allowance is exceeded at any time, the Steed must collapse and disipate, its dweomer broken as surely as if it had been dispelled.

The Steed itself is weightless as the animus that inhabits it, and so long as it lies within its ENC, supports the weight of the rider completely, so may travel on the surface of water or snow, on thin ice, or the most delicate or unstable of structures, including those produced of magick, and especially those conjured of manifestations of Spirit (Light, Dark, Shadow).

Though this Steed requires no Horseman skill to ride, those who possess that skill may earn SP’s toward it as if practicing when riding them if the POT is greater than the Horseman’s SL, to a limit of the difference between the POT and the rider’s Horsemanship SL in SP’s that may be earned from it.

The Steed is animated by a conjured low spirit; it is NOT a natural horse, and does NOT possess the instincts, senses, and especially not the sensibilities of a natural horse. It cannot even contemplate balking at such things as being ridden off a precipice, though the damage of the fall be sufficient to destroy it, nor can it be spooked by sudden actions, especially combat situations, nor even by the terror normally generated by such things as un-dead creatures or the magicks of one’s foes. It has no real intelligence or even awareness of its own (in the general or character sense), and makes NO actions on its own initiative of its own volition. When lying quiescent, it remains so until picked up again for use by one authorized to do so. If it is picked up by one that is not authorized to use it, it simply remains inert.

In combat situations this Steed certainly possesses NO combat capability such as a mortal steed might exhibit, it is nothing more than a simple conveyance.

The POT of any wound inflicted upon a Steed reduces the POT of the charm, until it reaches zero, indicating the magick is broken as surely as if it had been dispelled.

This charm cannot be resisted in any way.

 

Witch Web

Art: Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

The “Witchweb”conjures glistening tendrils of deceptively silken gossamer webs that shoot forth from his outstretched hand upon the loosing of the dweomer. The Web may be woven as a net to cover the AoE designated by the caster, whether anchored to walls or trees or pillars or the like, and strung between in order to catch things, or spun across any equal vertical space as a sheet, acting as a wall, or to bind a group of objects together into a bundle, even to wrap up and immobilize any creatures or beings designated by the caster.

A single Web charm may be spun by the caster into up to (POT) ropes totaling no more than [(MGA) x (POT)] feet in length, or into a single rope-ladder of the same maximum length. Ropes and rope ladders can support no more than the [(magickal damage) x 10] pounds of weight at a time.

IF more than one is to be wrapped and immobilized with a single casting, especially if the caster is binding together a bunch of objects into a single parcel, every target must be immediately adjacent to (no more than 5 feet away from) at least one other target also to be affected. The caster may choose whether the foes so immobilized are to anchored to the ground, walls, or other features of their environment that might serve to keep them from wriggling away or being stolen away by their allies.

In binding up a parcel of objects or binding up and immobilizing a foe, the caster may dictate exactly the manner in which the binding is executed, whether in sheets to obscure the nature of the objects within or by rope-like strands, whether all limbs are bound in pairs (legs/ankles, wrists/hands), the limbs bound together (hog-tie wrists to ankles), bind arms at sides, or bind them from head to toe, so that they are unable to move at all, howsoever the caster desires – even gagging them if desired so they may not even speak.

For purposes of breaking through them at any point, Witchwebs used to bind things together can withstand blows of up to (magickal damage) in POT from common mortal weapons without suffering any harm. Any blow more potent than (magickal damage x 2) brings that threshold down by one (1) point, in the same manner that the DR or armor wears down. The threshold at which damage is suffered and the POT of the blow needed to inflict harm wear down in tandem, point for point. When both thresholds are reduced to zero, the Web charm is broken, as surely as if it had been dispelled.

At the caster’s option, where there are sufficient means to anchor it on all edges, the Web may be spun into a Web Wall of up to (MGA + POT) yards in length and up to (MGA + POT) feet in height. This aspect may also be turned sideways and spun vertically to create a Bridge of Webs that can support the same amount of weight as the Rope, previously.

The Web Wall and Bridge of Webs have the same strength described previously, requiring the same amount of damage be inflicted on them before they are compromised, but the damage done in this case is sufficient only to cut across it. Should the two ends be rejoined, pressed back together again, they fuse together and reseal up to (POT) times. If the optional DUR rules are in play the Web can do this indefinitely, so long as the charm is maintained.

Exceeding the weight limit of a rope or rope-ladder spun of a Web charm inflicts a blow of [(excess weight in lb’s) ÷ 10] in POT every CS that it is supported on the Web, accumulating until the damage is sufficient to inflict harm enough to damage the Web in the same manner as weapon blows, above, if the damage from the excess weight is not sufficient to inflict a wound on the Web in a single CS.

Alternately, the Web charm can be used to conjure very fine, thready, insubstantial gossamer sheets of cobwebs that completely festoon the designated AoE from above and below and from point to point in every direction possible and whose sole purpose is simply to reduce visibility in the same manner as either a Cloud or Veil of Obfuscation.

The “Veil of Cobwebs” puts up a barrier which may run in any configuration the caster desires, but is restricted to no more than [(POT) x (MGA)] feet in height or length and is roughly [(MGA) + (POT)] inches in thickness. The “Cloud of Cobwebs” effect fills the AoE described by the caster, but can stretch upwards (or downwards) to a height or depth of no more (AoE radius). Only those areas that are closed off from the AoE by walls, shutters, doors and the like closed off prior to the loosing of the magick remain unaffected, even though they physically lie within the AoE, i.e., in the event that a structure or part of a structure is encompassed.

Such is the density of the countless sheets and strands and streamers of gossamer cobwebs suspended and flowing throughout the AoE or making up the Veil that those caught within it can see only dim, flat silhouetted shapes of the objects, creatures and/or beings, differentiated only by shade or tone, as all color is essentially washed out by the overwhelming ghostly presence of the Webs. In the case of the Veil, 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.

Objects, creatures and/or beings within the Cloud of Cobwebs or on the other side of a Veil of Webs can only be seen to the degree described up to each observer’s own [(AWA) – (Cloud’s POT)] in yards, minimum one (1). Beyond this distance victims can see nothing but an impenetrable mass, according to that which comprises the Cloud of Veil.

Any attempt to see through a Cloud or Veil so as to recognize shapes, especially specific persons or even beasts 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, an observer may not be completely blinded by the Cloud, but is simply unable to identify just what the something he is looking at actually is with any certainty. In the case of Cloud magicks, this also effectively reduces all AV’s for skills relying upon sight by (POT), to a maximum penalty of 1/4th normal, so long as each remains in the AoE. A successful check only reduces the victim’s AV’s to 1/2 normal, again for as long as he remains in the AoE.

The conditions and procedures described all assume normal ambient daylight, however. If light levels are less than optimal, Gloom conditions are likely to be imposed on top of the effects of the Webs (GM’s discretion).

Web charms are commonly bundled with or treated after they manifest to a Stick Charm or Charm of Adherance, even painted with a Tar charm to make the Web sticky, either on the inside, to prevent victims from struggling, and/or outside as well to anchor the web and perhaps snare the unwary rescuer, only the edges, only one side, etc.

When the DUR expires, the Web frays and falls to tatters, completely melting away into the Æther whence it came.

This charm can only be resisted when applied directly to creatures and/or beings.

 

Wound Channeling

Art: Sorcery, Naming

Ruling Planet: Sun

Sphere: Common

Enables the caster to absorb up to (POT) wounds into his own body and then to bestow them on any other living creature or being. The damage transferred can be the result of normal weapons and attacks, accidents, or the result of magickal attacks, and so on — it matters not. Unless the caster is able to immediately bestow the wounds absorbed, in turn, upon some other(s) within (caster’s HRT + trade SL) CS’s, the caster absorbing these wounds becomes subject to a P-RES check vs. a Progressive DV based on the number of wounds absorbed, as they hit his system all at once. He is then subject to all the consequences of having taken on all those wounds at once, to whatever Level of Wounding they would normally reduce him. If he is able he might then channel them away, DUR permitting, this can then be reversed.

If the one to whom the caster channels the wounds resists, the amount he can channel to him is diminished or blocked, according to the results of resistance.

This charm must be applied before (recipient’s CND) minutes have passed following the end of the battle or incident in which the wound(s) being channeled were suffered. Once this window of time has closed, there is no further recourse to this charm.

A character struck down by a deathblow can even be brought back by channeling the worst of the wounds away, or even just enough to bring him back from the edge of death, but ONLY if the charm is applied within (dead character’s HRT) minutes of having been killed. Once this window of time has closed, the character is dead beyond the power of the Common Sphere magicks to redress.

The caster may only channel away what the first casting of the charm allows for the injured. Once he has used this charm for the benefit of a recipient’s health, he cannot do so again unless they have been wounded anew, and then he may only affect those new wounds, none other.

This magick can be resisted normally.

 

Wound Hex, Bewitch Wound

Art: Sorcery, Naming

Ruling Planet: Mars

Sphere: Common

This hex bars normal healing in the victim, so that up to (POT) wounds cannot heal for the DUR. For the purposes of this Hex, each Serious Wound counts as two (2) wounds, each Grievous Wound counts as three (3), and each Mortal Wound counts as four (4).

The Hex also prevents the wounds affected by the dweomer from being cleaned, closed and dressed, raising the chances of infection and illness setting in afterwards significantly. Indeed, once wounds so Hexed are cleaned and dressed, the charm tears the wound open and the dressing off again the first moment no one is looking.

In addition, should the POT of the Hex not be sufficient to block the healing of all wounds suffered, the POT of the Hex is added to the number of wounds suffered (total wounds, including those that cannot be healed) for the purposes of determining the rate of healing for those wounds that CAN be healed, thus slowing healing down, lengthening the intervals at which wounds are recovered.

This Hex is commonly bundled with weapon charms or those charms that inflict damage such as Far Strike, to make the wounds far more troublesome than they would otherwise be.

This Hex may be resisted normally.