Art: Enchantment, Sorcery, Naming
Ruling Planet: Uranus
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.
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.