Funny it is, but very usable at the same time. And hey, this would work nicely with the Hiberian String! It works for me; can I steal it for my system? :)
You have been questioned in detail, because while the school can work nicely standalone, it has possibly a much deeper magical background. And we do love magical theory. There's quite a few schools of magic around here, but most are only the basic idea.
And MoonHunter is hard on you, as this could easily become a supplement to other systems (D20 even, duh). The idea and much detail is there - it depends on you whether you want to expand it further. We would love to hear more.
(Low power) Climb - lets the rope crawl upon a surface - say, up or down the mountainside - and hold its own weight there. A further spell may be required to tie it to something. Sight of the spellcaster is very useful. Go to Comment
While it is close to Order of the Holy Swine, I think it's even closer to Dwarven Runecasting, where the effect is based on the caster spending time and concentration creating the rune, or the knots in this case. System-wide, doesn't really need to be based on mana, but can be easily adapted. Go to Comment
Reading on the Herithi character, I came to wonder about this: couldn't (some of) the spells also effect hair, and similar natural threads? Even if the caster could cast only upon himself, there would be manifold applications. Speaking of Herithi, making the hair more sensitive to air currents and the like, he could improve his senses, and percieve more of his surroundings. Go to Comment
Well, it wouldn't remove the blindness, just make him more "Whoa, these people really have their other senses improved." Even a decent bonus would make it seem he only knows his surroundings well. (As for Herithi though, you are right.)
Now Dwarwes... with all those beards, and many little knots here and there, for purely decorative purposes of course... who knows if they are such great fighters for their physique only. Go to Comment
Among other Easter customs in my country, there are woven small whips out of young flexible twigs, typically of willows. After the holidays, they are mostly discarded, but I have seen that a few people plant them, and with some care they sprout, growing into weird-looking 'trees', that are made of tightly interwoven thinner beams.
Now the idea: an Entwiner could thus wave together the fresh twigs, and plant them to grow. The actual 'ripening' of the spell would take years, with the growing plant absorbing it's own power of life and growth into itself; growing slower than normal.
To release the spell, the entwiner will untie the knots in the reverse order they were bound. Doing so, they release the power of life the tree has accumulated, in effect casting a potent healing spell on those around it. Its power depends on how long was the tree allowed to grow; but the untieing may be too hard if the tree is left alone for too long - beams growing thicker and harder, eventually growing into one.
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
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?
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?
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
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.
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
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
Creatures of nightmare, the thankfully rare Mesnoi have unique form and attributes. Only one Mesnoi at a time will ever be "encountered".
In appearance, a Mesnoi resembles a walnut-sized chunk of freshly-roasted red meat from some uncertain yet familiar, edible animal. The insidious creature camouflages itself quite appropriately whenever it can, by slowly making its way amidst feast tables and trays of roasted meats.
Once eaten by the unsuspecting, the Mesnoi sinks down to the stomach, reforming if chewed, and begins to lap up the gastric fluids, digestive juices, and bile that it craves, like a sponge.
The Mesnoi carrier will experience mild to severe stomach pains during this time.
After a few hours of this (this is the only time that the Mesnoi can be purged with magic, or other mundane means), the Mesnoi transforms into its true form inside its victim, that of a miniature, once more walnut-sized, pot-bellied, devil-horned, snake-tailed imp. This horrid little creature then begins to chew and eat its way out of the victim from the inside out with its tiny, razor-sharp teeth, like a rat forced to do so via torture.
The victim almost always dies a slow, agonizing death. That much is certain. The devilish imp then exits its victim and begins its seventy two hour existence of mischief and malevolence, until it once more turns back into a hunk of roasted meat with the movement capabilities of a snail.