Ruminant Digestive System - Allows the mutant to digest cellulose, allowing grass, paper, etc to be effectively used as food. Advanced forms would allow wood and similar materials to be effectively eaten (Though dental mutations would also be required).
Mutant may develop a distinctive pot-belly to accommodate the additional organs.
Advanced Digestive System - Mutant is able to derive nutrition from any non-corrosive carbon-based compound (ie. Crude Oil, plastics, etc).
Exotic Digestive System - Mutant is able to derive nutrition from bizarre chemical compounds -Chemosynthesis - any which contain chemical energy (eg. Hydrogen Sulfide) . Will require additional mutations to protect the body from the effects of such chemicals. Go to Comment
The Dragon can easily be swapped out for any similar Mystic Scale monster, all one needs to do is change the meaning of the word Haern. If desired, I can add the dragon as a sub, but there are enough suitable dragons out there to fit the bill. Go to Comment
I'm liking where this is going. A little dry, but perfectly appropriate for the subject matter. If you ever read the book Spacewreck, Spacecraft 2100-2200AD , or Laguna Wars this would fit in prefectly with their tone, one which I've always loved!
Will be converting some of the notables in this sub to Stubs and then Subs as time allows.
In some ways it's like making an onion - you always need to add another layer :)
I will be elaborating on the home city, its politics and culture as time allows, but for now it is a large, middle-easternlike maritime city. There are two major ethinic division with the minority in power. Herithi is part of the majority which is oppressed, Cardos (and all other government figures) are part of the minority.
Bind - Rope will entwine itself around a target.
Hauling - Induces strong pulling forces on the rope, up to the maximum capacity of the rope.
Ironrope - Rope is temporarily changed to iron, losing flexibility but greatly increasing in strength.
Leverage - Creates virtual, frictionless 'pulleys' which can afix themselves to any object or even midair.
Ropesnake - Animates a length of rope to act as a poisonous serpent or constrictor.
Razorrope - Knots tied into a length of rope become razor sharp, Go to Comment
Beanstalk - Using specially prepared rope 100' long, will transform into a rope 4" diameter, knotted every 18" and up to 1 mile lone that raises vertically or any other desired angle. Can carry great amounts of weight. May allow access to cloud-castles, and easier climbing of mountains.
Portal - Two Carefully braided rope loops created with exotic materials can be used as linked portals.
Mass-untie - All knots, bindings in area of effect are untied. Causes absolute havock on ships.
Rope Guardian - Creates a short-lived golem-like being from rope. Go to Comment
I was using the other Schools in the Schools of Magic Codex as a guide - the details you are asking about were absent in most of them. Am suprised by the manna questions - I was providing spell ideas, not detailed mechanics. To be honest, I _LIKE_ mechanics, but do not include them based on how bad subs that do get punished.
However, to address your questions:
While not detailed, fairly complete. Hits all the bases for a magical school sub. It has good flavor aspects and a few details worth mentioning.
I have a number of questions off the top of my head that are unanswered in your submission:
In general, this is intended as a genric sub, not as a new magic system. Whereas some magicians use words, somatic gestures, etc, to trigger magic effects, the entwiners use knots.
Q. Can anyone who can tie the knot make a spell (thus is it possible to do it by accident?)
A. Only if your world system allows for spontaneous magic. Perhaps there are cantrip-level enchantements available that could create common 'charms' and the like.
Q. Do people have to be "those with the magic gift" to tie so many knots?
A. Depends on your game system's magic. You need exceptional intelligence, memory and manual dexterity to create the enchanted knots.
Q. Are knots much like a rune system... each knot being a symbolic aspect of the magical word or phrase or is each spell a single knot?
A. Yes they are like runes. As for multiples, I like this idea - I considered each 'knot' a spell, but multiple knots make sense as well.
Q. Would like to know is there any limit to the number of knots you can tie per day/ per hour/ or per person? Is this a manna system where personal power empowes the knot?
A. Again, I intended this to replace how spells are cast, but not to replace the mechanics limiting casting. In a manna-less universe, the knots are difficult and somewhat timeconsuming to tie. The Entwiner would need to make a spell check of escalating difficulty (based on power of the spell) to form the knot.
Q. Is the cost of the spell is time spent tying?
A. In a manna-less system, I would say yes, otherwise it takes the spell per day/power points/manna.
Q. How long does it take to tie a knot/ cast a spell?
A. The amount of time it takes to cast a spell of comparible level via other techniques. GM's choise.
Q. Are there any limits to the number of knots you can tie putting together in a rope? (And since rope/cord is not taken up with a knot, it is really just a taliman and something to focus the hand motions required for the spell).
A. I'd say no - the spells can easily be synergistic (God - I used that word!!!) with strengthen + lengthen +
Q. Why learn splicing when the knots never eat up the rope?
A. To create permenantly longer mundane ropes.
Q. Is it one spell per rope or can I re-use the same rope for a umber of spells.
A. The rope can be continually reused, but the spell effects do fade with time.
Q. Can you tie knots ahead of time and then cast the spell?
A. No -tying and casting is one and the same.
Q. Can you get a knot "mostly done" and do one final twist or pull and hae an effect go off?
A. Generally no, but I suppose you could have a special knot to allow this (ala the D&D Contingency spell). Go to Comment