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.

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.

Witch Web

Art: Naming

Ruling Planet: Mars

Sphere: Common

The “Witch Web”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, Witch Webs 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.

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.

Window of Resonance

Art: Naming

Ruling Planet: Neptune

Sphere: Common

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 creatures and/or beings, this dweomer may be resisted normally.

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.

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 perpendicular 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.

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 unconsciousness 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.