Weight Charm

Art: Enchantment, Sorcery, Naming

Ruling Planet: Jupiter (Augment), Saturn (Diminish)

Sphere: Common

This charm is specifically designed to play off the character ENC limits. If the ENC rules are not in play, the GM must come up with some other manner in which to reflect the changes proposed by the charm, or remove it from play.

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 isn’t heavy enough to allow him to move through the air, but allows 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 counts 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 when applied directly to creatures and/or beings.

Wander Charm, Straysod

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 ONLY cast by the Arts of Enchantment or Naming, and 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 breaks its power and frees 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.

Walksafe, Fast & True Charm, Steady Structure OR Undermine

Art: Enchantment, Naming

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

Sphere: Common

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 adds 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 benefits 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. Similarly, cast as a Enchantment upon a cart, wagon, or other conveyance, the dweomer acts 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.

This dweomer has 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 does NOT oppose the “Quagmire” dweomer.

The reverse of this charm 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 reduces 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 are reduced FURTHER by the charm’s POT.

This charm may be resisted normally when cast upon creatures and/or beings.

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 plant matter (regardless of whether living or dead) that break out in thorns and spines dealing a wound of (magickal damage) in POT when touched. 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 when touched. The effect of the Warding remains invisible until it is just 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 Sentry (Perception)/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 charmed 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 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.

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.

Only the Tarring Charm aspect of this charm can be resisted, normally.

Stinging Nettle Charm, Ball of Nettles, Bed of Nettles, Field of Nettles

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, continuing to mount every CS until (magickal damage) is reached. IF this reaches or exceeds (victim’s CND) the Nettles actually begin to raise welts and blisters.

Despite the (magickal damage) suffered in perceived pain, the charm inflicts a wound of only [(magickal damage) ÷ 10] in POT once the perceived pain has risen to an amount that yields a whole point and again at the end of every CS following, rising as the perceived pain mounts until its maximum value (magickal damage ÷ 10) is reached. These little wounds 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 finally exceeds the victim’s threshold of wounding, at which point the process starts all over again. The charm continues to hound wound 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, each inflicting the same (magickal damage) in effect described above. These Balls must strike bare flesh in order to have immediate effect. If one strikes clothing, it takes [(1 CS per layer of clothing)] 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 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).

This charm may only be resisted normally when applied directly to creatures and beings.

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 the POT of a blow 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 DB normally applicable to the object’s use is lowered by (POT) for the DUR. Applied to a surface, whether jagged rocks or paved courtyard, the same reduction in POT of wounds suffered by falling upon them is 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.

Smooth Path OR Foot-Bind

Art: Enchantment, Sorcery, 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.

This charm may only be resisted normally when applied directly to creatures and beings.

Slick Charm OR Stick Charm

Art: Enchantment, Sorcery, 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.

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.