School of Entwiners
The school of Entwiners is formed around the art of creating magic with rope and knots.
The school of Entwiners is formed around the art of creating magic with rope and knots. In some cases other materials are woven in to add to the enchantment.
The origins of Entwining reach back far in history and seem to appear older even then the coming of fire. Some ancient graves of primitive peoples have been found with the bodies adorned with knotted leather cords which still bore residuals of ancient enchantments. The early enchantments revolved primarily about abstract defences against evil spirits and the bringing of luck. More utilitarian magics are a more recent development.
The arts of Entiwining appeared to be forgotten with the advent of the written word. The tedium and discipline needed to invoke magic with complex knots exceeded the patience of many mages and so the art fell into disuse, with the exception of those peoples who have not yet developed writing.
A revival was experienced after the recovery of a precious set of works from the grave of a great mage dating back to the transition time between Entwining and Magic of the Book. In the grave was found an enormous volume which depicted in great detail the making of a great number of enchanted knots, long lost to the world. Since many of these enchantments were novel and useful, the study of Entwinement was resurrected and now most mages are at least aware of it's basic principles.
Currently, Entwining is most commonly associated with the sea, the Entwiners are all experts in rope-making and knot tying. Interestingly enough, the Art appeals to many who not lettered and may have other disabilities. There are reports of practitioners of the art who are blind, deaf or both. (See Herithi the Begger for one such person).
The enchanted knots all have the following properties:
1. The knots do not reduce the length of the rope, regardless of how much rope is consumed in tying the knots.
2. The knots do not cause a weak-point in the rope.
3. Any Entwiner-made knot is fiendishly difficult to untie.
In addition, all Entwiners are expert rope-makers and can splice ropes together with great speed.
Although they have many magics to work with mundane rope, rare plant fibres, hair from mystical creatures, and even woven crystal form the raw materials for their greater enchantments. None of their magics involve the creation of rope by magic - this task is considered a fundamental preparation for their magic.
Simple spells will render ropes fire & rot resistent, unusually strong, increase length or knot themselves. Many enchantments common with rune-type magics can also be created with specially tied knots.
Some knots can be tied into a being's hair to provide magical defences, etc.
More advanced spells can allow for attack or defence, with ropes making entangling attacks, spinning themselves into nets, or stiffening and striking like spears.
If high-level magics are desired, at the top of their art, loops of rope can form wormholes to allow for transport over great distances. Still others allow the Entwiner to invoke primal forces creating raw energies, gravitational effects and even distort time.(String theory! :) )
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
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,
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.
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.
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.
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? Responses (35)
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.
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).
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.
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.)
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!
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.
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.
Yeah really, I read this pretty solid submission and didn't expect a lesson in D20 game mechanics.
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? :)
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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.
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(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.
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!
Now this I like.
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.
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.
Fleshed out the background a bit.
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.
A nice bit about the history of the school.
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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.
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.
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.)
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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.
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? :)
Updated: Added to freetext
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.
Understandably, the spell is rarely used.
Oooo I like!
Its in line with another school of magic I've got perculating in my head.
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.
Another great idea - using the Entwined spells architechurally.
Wasn't expecting this little school to generate so many ideas! :)
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! :)
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...
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.
Added a Rope Construct of large size to this school.
Thanks for the HOH PoisonAlchemist!
4.5/5 LOVE LOVE LOVE ODD MU SUBTYPES!!!!!!!!!!!!!!!
Glad you like it!
Actually, In my all time fav RP suplement 'Chessboards:Planes of Possibility(which I cant recomend highly enuf,) by Wiz of Coast(pre-MTG) they had a Judy , godess of macrome, which was very similar, THAT was STUPID, yours is a VAST improvement over that.