Mesmerize

Art: Sorcery, Naming

Ruling Planet: Mercury

Sphere: Common

The “Mesmerize” aspect is a very subtle form of Binding that goes a little deeper than the more superficial Banishing above. It lulls the victim into a dreamless somnambulistic state, almost asleep but not, in which the subconscious mind is engaged. While in this state of mind, the victim’s soul may be bared, the dweomer’s [(POT) + (caster’s HRT att. mod.)] providing the DV for a HRT check which must be successfully made before he may remain silent in response to any question to which he knows the answer.

This dweomer may only be applied to normal mortal folk, natives of the Mortal Sphere, and only those that are members of sentient humanoid races.

To lull the victim into the Mesmerized state of mind, an object of fascination must be supplied, some sort of shiny or glittery bauble, something of beauty that might be admired, a candle flame, the play of sunlight on a body of water, even the caster’s own eyes (especially if enhanced by a “Magnetic Gaze” charm). For use as a cantrip, all the caster must do is get the victim to look at the point of fascination to be used to focus the magick for it to work (providing they don’t resist. For spellcraft or ritual workings, should someone or something break into the victim’s magickally inspired reverie before the CTM is complete, the magick is spoiled, wasted.

These restrictions do not apply if the target is asleep when subjected to the dweomer.

IF the caster has the Mesmerize Spirit Skill, that SL is added to the effective POT of the dweomer when it is cast, except when the victim is asleep.

This charm induces a state of mind that is exceptionally malleable, makes the spirit cooperative and docile. The dweomer coerces the victim to reveal the answer to up to (POT) questions if the dweomer is tied off, or as many as desired if the dweomer is maintained at the caster’s pleasure. The victim may make a HRT check on d100 vs. the [(POT) + (CHM att. mod. + HRT att. mod. + BTY att. mod.)] to attempt an evasion or to remain silent.

IF successful, the victim may even attempt to lie, although the POT of the dweomer is subtracted from his AV to do so.

For better or for worse, the “Mesmerize” dweomer opens the subject’s mind to receive suggestions or commands/compulsions. Any suggestions or commands implanted cannot violate the basic spirit and character of the one in whom they are implanted, their morés and the basic values which make up the core of their personality, their identity.

IF this restriction is followed, the dweomer [(POT) + (Mesmerist’s CHM att. mod. + HRT att. mod.)] will provide a DV for the victim to resist the command or suggestion by means of a HRT check on d100, The victim’s M-RES for resisting the influence of any “Truthsay”, “Pillow Talk”, or similar compulsion when questioned, or Geis, Grand Command or Behest, or alteration of mind or memory magicks such as “Banish Memory” or “Seal Memory” directed at a target already Mesmerized are reduced by the POT of the Mesmerize charm.

In addition, those victims subjected to violence of any sort by the bearer of the charm immediately released, as surely as if the charm had been dispelled. This leaves them with their minds clouded to the point that they cannot initiate any original action in return for (POT) Actions, and a descending DV penalty to any reflexive or defensive actions allowed equal to the number of Actions of confusion and fugue still remaining, their gaze continually returning to the point of fascination used by the caster to snare their minds, very distracted.

The Druid & Witch incarnation of this magick is known amongst its practitioners as the “Druid Sleep”.

This charm may be resisted normally, when the victim is originally subjected to it. Any additional magicks used to manipulate the victim can only be resisted at the penalty described above, and the results of those resistance checks may well affect the difficulty of resisting the effects of those manipulations when they come into play again (as applicable).

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.

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.

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 such magicks as “Wound Hex“. Only in successfully opposing such a magick the recipient’s wounds then be closed.

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.

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.