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School of Entwiners
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manfred's comment on 2006-12-25 06:11 AM
Speaking of braided hear, I've heard that some of the prettier girls have intuitively learned to make just the right hairstyle for their beauty... you didn't know how widespread this school was, did you? :) Go to Comment
School of Entwiners
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manfred's comment on 2007-05-17 01:16 PM
Re curses woven into peasant huts: a curse targeting the person who destroyed a cottage may not be strong, but what if someone destroyed an entire village (raid/pyromania/accident) of such cottages, with all the curses falling in heaps upon the person? That someone would need help very fast... but what will the helpers do, when they find out the cause?


Entwining lives! :) Go to Comment
School of Entwiners
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MoonHunter's comment on 2006-12-16 06:50 PM
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:

Can anyone who can tie the knot make a spell (thus is it possible to do it by accident?)

Do people have to be "those with the magic gift" to tie so many knots?

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?

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?


Is the cost of the spell is time spent tying?

How long does it take to tie a knot/ cast a spell?

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).

Why learn splicing when the knots never eat up the rope?

Is it one spell per rope or can I re-use the same rope for a umber of spells.

Can you tie knots ahead of time and then cast the spell?

Can you get a knot "mostly done" and do one final twist or pull and hae an effect go off?

Answers these and the system might be worthy. Go to Comment
School of Entwiners
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MoonHunter's comment on 2006-12-16 07:55 PM
A. Only if your world system allows for spontaneous magic.

A. Depends on your game system's magic.
Not valid, so what you are saying is that you don't know or don't care... use what ever?

Dodging most of the questions to saying, GM's choice or what ever magic system you are using, really means you don't have much of a vision on how it works. This is a unique form of magic... not just another variation.

You are creating a system to append to a world. If it was D20, consider yourself completely rewriting their magic system... like many D20 suppliments rewrite how magic is possible in their campaigns. So make the choice.

Was going to update my vote, but these questions are basically not answered. Go to Comment
School of Entwiners
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MoonHunter's comment on 2006-12-17 10:17 AM
I did not mean for this to be a mechanics.

This is not a new set of spells, this is new kind of magic very different from the way that most cast. It is really a different magic system.

And a darn interesting one, which is why I think it falls short. Go to Comment
School of Entwiners
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Scrasamax's comment on 2006-12-16 11:48 PM
Yeah really, I read this pretty solid submission and didn't expect a lesson in D20 game mechanics. Go to Comment
School of Entwiners
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Cheka Man's comment on 2006-12-17 08:53 AM
Now this I like. Go to Comment
School of Entwiners
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Anteaus's comment on 2011-08-31 09:22 PM
Only voted Go to Comment
School of Entwiners
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Chaosmark's comment on 2008-12-15 06:25 PM
So THAT'S the explanation behind the epic World Tree scenarios, where the Tree of Life or something similar sacrifices itself to heal the planet... Go to Comment
School of Entwiners
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Pariah's comment on 2006-12-17 09:55 PM
But Moon, it's not really that different. It just feels it, like slaping on a good mask make you look different, but underneath you're the same. All tying a knot is about is moving your hands the right way. And, as far as I can tell, that's a good chunk of most magic spells. The rope is just acting as a symbol of the mage's power, something they can channel their manna, magic(ka), ect through.

I don't know, maybe I just tie them too much, but I don't find knot tying to be any more mystical that writting on this screen. Both of them, if viewed as a form of magic for a game, could be mystical, but they're not a brand new system, merely a new flavor of the same one.

But that's just my own opinion. Go to Comment
School of Entwiners
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Pariah's comment on 2006-12-17 09:57 PM
I like it, it's a magic that I can relate to on a more practical note. I tie nots all the time, and can see them being used mystically, much like runes or scorcerous script is. Go to Comment
School of Entwiners
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Murometz's comment on 2007-10-26 07:47 PM
I love this even more now, after time spent stewing on it. The concept is simply superb. I'll repeat again, this one is close to my heart because it so reminds me of the type of magic witches, shamans, Kahldoons, and Valshebniks use in Russian lore and myth. Even certain bits of the Kalevala come to mind. This is a reminder comment for myself, to come back and share even more ideas on Entwining magic.

Love it, val! Definitely my favorite school of magic, of all the ones we have. Go to Comment
School of Entwiners
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Murometz's comment on 2006-12-16 08:23 PM
Geez, I was just going to say nice idea! :P

The magic of knots and ropes! Brings to mind all sorts of cool things, the Gordian Knot, Celtic knots, intricate sailor knots, lassos, etc...The thoughts of tying, untying, weaving, and entwining, as it relates to magic. I like it! Reminds me also of eastern european magic.

It is similar to manfred's porcine arcana. I actually like this quite a bit. I think i will introduce it in my table top campaign. Fun stuff, val! Go to Comment
School of Entwiners
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Murometz's comment on 2009-12-16 11:36 PM
Check this out. More ideas may be gleamed here!

http://en.wikipedia.org/wiki/Knot_theory Go to Comment
School of Entwiners
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valadaar's comment on 2006-12-16 10:57 AM
Low Level enchantments

Enlarge Rope - Increases diameter of rope, improving strength and adding weight.
Lengthen Rope
Lock Knot - Knots are magically secured.
Mend Rope
Resist Rot
Strengthen Rope
Unlock Knot
Untie Go to Comment
School of Entwiners
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valadaar's comment on 2006-12-16 10:59 AM
Mid Range Enchantments

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
School of Entwiners
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valadaar's comment on 2006-12-16 06:18 PM
High Level Enchantments

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
School of Entwiners
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valadaar's comment on 2006-12-16 07:04 PM
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
School of Entwiners
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valadaar's comment on 2006-12-16 08:11 PM
I was not dodging the question - I do not want to force my vision on other GMs.
I am not a big fan of hard and fast Rules and my intent was not to write rules, only to present ideas.

Now, if you want hard, fast rules, then:

Q. Do people have to be "those with the magic gift" to tie so many knots?
A. Personally, I would not allow knot magic to be spontaneous - the complexity of the knotwork plus the concentration of the entwiner is sufficient to make any unintentional evocation unlikely in the extreme.

Q. Do people have to be "those with the magic gift" to tie so many knots?
A. Yes. This is simply another school of magic to be added to others.

You are creating a system to append to a world. If it was D20, consider yourself completely rewriting their magic system... like many D20 supplements rewrite how magic is possible in their campaigns. So make the choice.

I was adding another school of system - nothing said I had to write an entire magic system.
As for a complete rewrite if applied to D20, all you need to do is consider this an entire school of spells with no Verbal component, only somatic and material and poof - instant integration(just need to elaborate the spells to D&D level of detail.) Go to Comment
School of Entwiners
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valadaar's comment on 2006-12-17 08:29 AM
Steal away! Both your and Muro's comments on using it are the highest praise I can ask for :)

Looks like I'm going to need to elaborate on this one! Go to Comment
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