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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
Systems  (Mystical)   (General)
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
Systems  (Mystical)   (General)
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
Systems  (Mystical)   (General)
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
Systems  (Mystical)   (General)
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
Systems  (Mystical)   (General)
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
Systems  (Mystical)   (General)
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
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-17 11:51 AM
I agree with the similarity to Dwarven Runecasting. The knots serve as a mystical focus, and in truth the magic effects need not be restricted to rope-related effects. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-17 12:38 PM
Fleshed out the background a bit. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-18 07:55 PM
Regarding hair being used, absolutely - it is the patterns of the medium that are important.

Now, as an NPC I'd rather leave Herithi blind and dumb, since he's more interesting(to me) that way.
If I wanted to use him as a PC or more active NPC, then enhancements braided into his hair (or beard.. Hmm, Entwining Dwarves!) would be a good idea to make him more playable. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-20 02:27 PM
Updated: Added to freetext Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-21 01:44 PM
Oooo I like!

Its in line with another school of magic I've got perculating in my head. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2006-12-21 03:12 PM
Another great idea - using the Entwined spells architechurally.

Wasn't expecting this little school to generate so many ideas! :) Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-05-17 05:39 PM
Mythic Level spells

Threads of fate: Special knot tied to the fate of spell's target. Caster can visit upon them selected fates - including curses, death, unless resisted. Can be used for good effects as well, but in any case requires very expensive rope and the tying is long and difficult. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-11-26 10:15 AM
Rope Behemoth

On a Large Construct kick, thanks to Scras's Game Cliche sub...

The Robe Behemoth is a massive construct composed of many ropes, bundled into a huge serpent-like form. Sometime created from dockyard scrap, the ropes are often festooned with other objects - eyelets, pulleys, belaying pins and various other debris. Some ropes lash about like tentacles while other form the beast's body.

Superficially, it resembles a rope Rage of the Forest but is generally much smaller. (This is due primarily to the cost of the raw materials). The largest documented Rope Behemoth was 2' in diameter and 60' long, weighing more then 3 tons.

The Behemoth is vulnerable to fire should its fire wards be broken - the Behemoth has several layers of magic defences above that which provides its movement. It is warded against Fire, Rot and Damage, these spells being quite strong. Once dispelled or otherwise bypassed, the Behemoth is readily damaged, though still quite dangerous.

It is capable of attacking many targets simultaneously - grappling, strangling, whipping and bashing. If it attacks a single opponent, it can use its many strands to draw and quarter the victim.

Being much lighter then a 'Rage, it is capable of climbing rough surfaces to great heights. It also floats quite well so long as its Water wards are in effect. Otherwise, it risks getting waterlogged and slows down. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
valadaar's comment on 2007-11-26 10:16 AM
Added a Rope Construct of large size to this school. Go to Comment
School of Entwiners
Systems  (Mystical)   (General)
Wulfhere's comment on 2006-12-21 02:22 PM
An "entwined" tree left to grow until the different strands become one could have spells woven into it that are released only upon the wood's destruction. I picture a patient spell, left to slowly soak up power for decades (or even centuries!), that waits until the wood is burned, then releases a mighty crescendo of power as it is reduced to ash.

The twisted and gnarled staff of a mage could have had spells entwined within it as a freshly sprouted plant, then left to gather power and mature until the tree has grown large enough to become a staff.

In a society where the average cottage is constructed of wattle and daub, humble cottages could have intricate blessings woven into the walls, hidden beneath layers of mud and plaster. Conversely, curses could be hidden within the walls as readily.

Wicker baskets and packs could be enchanted this way as well. Go to Comment
Tarak
NPCs  (Minor)   (Combative)
axlerowes's comment on 2014-03-22 12:15 PM
Nice use of a stub. Could rework it as a 100 word challenge. Go to Comment
Theocracy of Theos
Locations  (Country/ State)   (Plains)
valadaar's comment on 2006-12-21 10:54 AM
Cities and Principle Towns of Theos

Chezon - Stronghold of the 3rd Duke of Theos. Pop 56k, walled with two keeps in addition to Ducal Castle. Go to Comment
Theocracy of Theos
Locations  (Country/ State)   (Plains)
valadaar's comment on 2009-08-22 06:37 PM
Submitted:
December 11, 2006, 10:11 pm Go to Comment
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