New Spell Descriptions

New Spell Descriptions

Level 1 Spells

Name: Charm Animal
Discipline: Hedge 
Duration:
 The charm lasts indefinitely, but the subject is allowed to make further  once per month.
Range: 120’
Description:
 Similar to Charm Person but on any normal, non-magical Animal up to 5 Hit Dice. The spell does not allow the caster to speak to, command or understand the animal, but the creature will behave in a friendly, non-hostile manner.  Domesticated animals will obey simple, commands they would normally understand.

Incantation: Heddwch, ffrind fonheddig. Bydd lonydd

[Phoentic: Heth-auk, Frind fon-hethig, bith lon-ith  [translation: Peace, noble friend.  Be still.]

Name: Evil Eye
Discipline: Sorcery
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 1 round
Target: One living creature
Description: The Sorcerer channels a gaze of pure, focused malice toward a single target. The target must roll a Save vs. Spells to resist.
  • The Curse: If failed, a visible shadowy film clouds the target's pupils. For the 1-Turn duration, they are struck with bad luck, suffering a -2 penalty to all attack rolls, saving throws, and Armour Class.
  • Incantation: Melltith ar dy ben, boed i ti fethu.
    Phonetic: Mel-tith ar duh ben, boyd ee tee veth-ee.
    Translation: A curse upon your head, may you fail.

 

Name: Flame
Discipline: 
Hedge, Sorcery
Duration: 
1 turn per level of caster
Range: Caster
Description:
 A small flame like that of a candle, lights in the palm of the caster’s hand for a number of minutes equal to their intelligence or until extinguished by closing the hand. The flame can be transfered to any flammable material, and will persist for as long as the fuel lasts. In both cases, the flame is considered magical. 

Incantation: Boed i fflam y marworyn gynneu 

[Phoentic: Boyd ee flam uh mar-WOR-un GUN-ay | Translation May ember's flame ignite]

 

Name: Gift of Tongues
Discipline: Hedge, Sorcery
Duration: 
1 turn per level of caster
Range: Caster
Description: The caster may understand and speak (but not read) any humanoid language for a number of minutes equal to their intelligence.

 

Name: Gust
Discipline: Hegde
Duration: 
Instant
Range: 60'
Description: The caster causes a gust a wind to blow.  The gust is strong enough to extinguish fire equivalent of a torch, or knock over objects of up to 2lbs in weight

 

Name: Herb Heal
Discipline: Hedge
Duration:
 6 Hours
Range: Touch
Description: The caster prepares and administers a herbal poultice to a wound, transferring nature's healing power from the plants to the wound in the process.  Providing the poultice is continuously worn for 6 hours, the target is restored by 1d3 hit points.

 

Name: Lure
Discipline: Sorcery 
Duration:
 1 Turn
Range: 120’
Description: The caster compels 1D4 targets per level of the caster to move to a specific location in range for 1 turn.  The targets maintain all other aspects of free-will, and will not put themselves in clear danger, for example, by walking off a cliff,  but the overwhelming desire to move to the location cannot be ignored. The targets maintain all other aspects of free-will but the overwhelming desire to move to the location cannot be ignored.  If restrained, the target will attempt to continue, but not act with hostility to those attempting the restraint.  Line of sight is not required, but an awareness of the target's presence and location is.  Targets may attempt a save v spell to resist the effects.

Incantation: Dewch ataf, ildio eich hun, a rhyddhau eich awydd. [phonetic: du-k a-taf il-di-o eye-k hin a rhith-eye eye-k ar-with [translation: come to me, surrender yourself, and release your desire]

 

Name: Marsh Lights
Discipline: Hedge
Duration: 
1 turn per level of caster
Range: 240ft
Description: The caster create 3D6 lights, like distant torches or lanterns.  Whilst in sight, the caster may move them in specific directions, at a move rate of up to 120', but may not take any other action while doing do.  Otherwise, the lights will move independently in a random direction, slowly fading as the duration ends.

 

Name: Nauseate
Discipline:
 Sorcery
Duration:
 3 rounds
Range: 60ft
Description: The caster cause 1 target to vomit violently for 3 rounds.  The target cannot take any action.  There move is reduced to a quarter.  Any attack on the target during the spell effect is made at a +2 to hit.  If the target makes a successful save versus spell, the effect is reduced to 1 round.

 

Name: Push
Discipline: Hedge, Sorcery
Duration:
 Instant
Range: 120’
Description: The caster causes an invisible force to push the target back 1D8 yards.  Any collision with hard objects causes 1D4 hit points of damage.  In addition, there is a 3-in-6 chance that the target is knocked prone.  The caster can target inanimate objects as well as living creatures.  Targets more than twice the size of the caster are pushed 1D4 yards and will never be knocked prone.  Targets more than 3 times the size of the caster are unaffected.

 

Incantation: bydded i chi fod gwrthyrru [Phonetic: Bith-ed i hhi fod gwer-theri] [Translation: Be you repelled] 



 

Name: Shield, Sorcery
Discipline:
 Hedge
Duration:
 2 Turns
Range: Self
Description: Conjures a barrier of magic that gives the caster an improved AC:

  • Against missile attacks: AC 2 [17].
  • Against other attacks: AC 4 [15].

Incantation: bydded ewyllys yn darian i mi [Phonetic: Bith-ed ewy-lhis un darian i mee] [Let Will by my shield] 


Name: Spring
Discipline: Hedge & Arcane
Duration: 1 turn per level of caster
Range: Touch
Description:
 Touching bare earth the spell brings forth a spring of clean water which flows for a number of minutes equal to the caster’s intelligence

 

Name: Whispers on the Wind
Discipline: Hedge
Duration: up to 1 turn
Range:
 1 Mile
Description: The casters can whisper a single sentence, which is carried on the wind for up to a mile to the ears of a specific target.  The caster do not need to see the target, but they must know them i.e. have previously met them in person.  The whispers travel at 90' per round.


Level 2 Spells

Name: Acute Sense
Discipline: Hedge
Duration:
 1 Turn
Range: Self / Variable
Description:  The caster amplifies one of their senses allowing a greater degree of perception.  The difficulty of any tests involving the senses is halved (rounded down)

 

Name: Camouflage
Discipline: Hedge
Duration:
 1 Turn
Range: Self
Description:  The caster's form is disguised against any natural material (for example, Vegetation, Rock, Ice), taking on it's appearance, and becoming invisible to natural sight.  The caster may move, and the illusion is maintained, providing a natural backdrop persists, however, anyone looking in the caster's direction during movement will notice something on a successful versus spell.  Any action on the caster part to interact with living creatures will also break the spell.

Incantation: Cuddio fel neidr yn y glaswellt [Coo-thee-oh fell nay-dr un er glaz-wehlt] [Hide like a snake in the grass] 



Name: Entangle
Discipline: Hedge
Duration: 
2D6 Rounds
Range: 60'
Description:  Surrounding vegetation shoots tendrils which entangle a single target for 2D6 rounds, after which the vegetation recedes.  Entangled creatures may not move or take any action.  Each subsequent round after the first, the target can attempt to break free by making a successful strength check

Incantation: Cyfodwch o'r ddaear a rhwymwch hwy [Kuh-voh-dookh ohr thie-ar ah hruym-ookh hooy]  [Rise from earth and bind them]

 

Name: Flash
Discipline: Hedge
Duration: 
1 Round
Range: 30'
Description:  The caster causes a sudden flash of intense light to emanate from the front of their body.  Any sighted creature within 30' of the caster is stunned, unable to move or act for 1 round, and will automatically lose the initiative on the next round.

 

Name: Remember/Forget

Discipline: Hedge , Sorcery
Duration: 
1 day
Range:
 Self/120'
Description:  The caster causes the target to remember a single known spell that has already been cast that day.  In reverse, the target forgets 1d4 random, known spells for the rest of that day.  When cast as 'Forget', the target may attempt a save vs spell to resist

 

Name: Revive (Subdue)
Discipline: Hedge, Sorcery
Duration: Instant (Revive) or 1 Turn (Subdue)
Range:
 Touch

Description: The caster touches a living target, person, creature or plant with one of two effects:

  1. Revive: The caster awakens an unconscious or domant creature. If the target is at 0 hit points, they are restored to 1 hit point, but the caster immediately takes 1d4 points of damage as they transfer a fragment of their own life force. If the target is unconscious from non-lethal means (such as magic), the caster takes no damage.
  2. Subdue: The caster causes the target to fall unconscious or domant for 1 turn. If the target is resisting, the caster must make a successful hit roll in melee. The target is allowed a Saving Throw vs. Spells to negate the effect.

Revive Incantation: Deffra a theimla sbarc bywyd [Phonetic: Deff-rah ah theym-lah sbark buh-wid   | English: Awake and feel the spark of life]

Subdue Incantation: Bydd llonydd a theimla oerni'r pridd  [Phonetic: Beeth Hllon-eeth ah theym-lah oir-nir preeth    | English: Be still and feel the chill of the aarth]

 

Name: Serpent Staff
Discipline: Sorcery
Range: 30'
Duration: 1 round per level of the caster
Description: The caster's staff transforms a wooden stave or staff into a live snake.  If the snake is killed, the staff is destroyed, otherwise, it returns to its normal state at the end of the spell. Snake: AC 6 [13], HD2 (9hp), Att 1x Bite (1D4 + Poison), THACO 18 [+1], MV 90' (30'), SV D12 W13 B15 S16. Poison - Save v Death or take 1D6 wounds for 6 Turns

 

Name: Soothe
Discipline: Hedge
Duration:
 8 Hours
Range: Touch
Description: The caster upon touch causes the target to fall into a deep, healing sleep.  The target impossible to wake, nor do they feel pain, which also allows surgery to be undertaken pain-free.  Such is the restorative nature of the sleep, that upon waking the target is restored by 1D6 Hit Points


Name: Steal Magic
Discipline: Sorcery
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 1 round
Description: An aggressive, parasitic spell to intercept and siphon active arcane energy from a target maintaining a concentration spell or low-tier magical effect.
  • Mechanics: Targets must make a Save vs. Spells. Failure transfers the effect to the Sorcerer; success negates the theft and inflicts 1d4 internal damage on the caster.
  • Incantation: Eich hud yw fy nghryfder. Ildiwch y rym. (Phonetic: Eyek heed eew vuh nghruv-ther. Il-dee-ookh uh ruhm - "Your magic is my strength. Surrender the power.")


Name: Strength (Weakness)
Discipline:
 Hedge, Sorcery
Duration: 1D6 rounds
Range: 120'
Description: Target immediately gains/loses 2D6 points of strength (with its associated attack/damage bonuses), to a maximum of Strength 18 and a minimum of Strength 0.  A save vs spell may be attempted to resist the effect of Weakness.  Should the target’s strength fall to 0, then they fall prone, unable to support their own weight.

 

Name: Wrack

Discipline: Sorcery

Range: 60'
Duration: up to 1 round per level of the caster
Description: The caster bends their will to cause the target to be wracked with pain throughout their entire body, suffering 1d4 points of damage for each round the caster concentrates on the target.  The target may neither move nor take any action whilst this happen.  A Save vs Spell may be attempted in the first round to resist the effects.  If successful, the spell ends.  The caster may also choose to end the spell at any time, and equally the spell ends if the caster's concentration is interrupted e.g. should they suffer any damage

 

Level 3

Name: Frostbite
Discipline: Hedge

Range: Touch'
Duration: Instant
Description: The caster's touch becomes sub-zero, freezing anything it comes into contact with.  The caster must make a successful attack roll against the target’s base armour class.  A successful hit deals 2d6 points of magical cold damage.

Beyond the damage, the cold is so intense it numbs any limb it touches. The target must Save vs. Paralysis:

  • Failure: The struck limb (arm or leg) is frozen solid and becomes useless for 1 turn. A frozen arm drops weapons/shields; a frozen leg reduces movement to 1/3 and prevents running.
  • Non-Living Objects: If the mage touches a lock, a sword, or a chain, the metal becomes brittle. The next physical strike against that object will shatter it instantly.

 

Name: Hydrate / Dehydrate

Discipline: Hedge
Duration:
 1 day
Range: 120'
Description:  The caster causes the target to become fully hydrated for 1 day, requiring no other source of water and leaving the target feeling alert.  Any tests which are physically or mentally challenging, including saving throws are made at a +1 bonus.  When cast as Dehydrate, the opposite effects occur, and are compounded against any natural dehydration.  Any target which is already severely dehydrated (i.e. 3 days without water) are killed.

 

Name: Ignite

Discipline: Hedge
Range: 60'
Duration: Instant
Description: The caster causes any flammable object to spontaneously. catch on fire. This includes things like clothing and hair. Any living creature coming into contact with the fire immediately suffers 1d4+1 points of damage.  A further 1d4+1 points of damage is sustained for each round that contact is maintained, for example if clothing is still worn. 

Incantation: Elfen o dân. Rwy'n eich gwisio! [Phonetic: El-ven o dan. Ruin Eich gwish-io]  (English Translation: Element of fire. I summon you)

 

Name: Reveal

Discipline: Hedge, Sorcery
Range:
 0' (Caster only)
Duration: 6 Turns
Description: The caster gains the ability to see things as they truly are within 60'. This includes seeing through normal and magical darkness, spotting secret doors, seeing invisible or displaced creatures, as well as revealling if a creature is an enemy. Crucially, it also highlights the "weak point" of any mechanical trap or magical ward, giving the party a +2 bonus to all checks made to disarm or bypass them while the caster directs them


Name: The Shared Heart
Discipline: Hedge
Range: Touch
Duration: 1 Turn (10 minutes)
Casting Time: 1 round
Description: The Mage touches a willing ally, establishing a profound, glowing spiritual tether between their life forces. For the duration of the spell, any physical damage sustained by either individual is split exactly in half (rounded up), with both parties taking an equal share of the wounds.

  • The Bound Death: This link is intensely intimate and perilous. If either individual is reduced to 0 Hit Points or killed outright while the spell is active, the surviving partner must immediately pass a Save vs. Death. Failure means they instantly drop to 0 Hit Points from sheer cardiovascular shock.
Incantation: Dau gorff, un calon. Rhannu'r clwyf.
Phonetic: Dye gorf, een kal-on. Rhan-eer cloo-eef.
Translation: Two bodies, one heart. Share the wound.


Level 4

 

Name: Alchemy

Discipline: Sorcery
Range: Touch
Duration: Permanent
Description: Through a ritual, he caster transmutes 1lb of lead (1 small ignot) into 50 gold coins.

 

Name: Bear Claws

Discipline: Hedge
Range: Self
Duration: 1 Round per level of the caster
Description: The caster causes the nails on their hands to grow into long, razor sharp talons, resembling the claws of a bear with the following benefits:

Combat: The caster may make 2 attacks per round at a +4 to hit (or they usual bonus, whichever is higher). Each claw attack deals 1D8+2 point of damage.  The attacks are considered magical.

Utility: The claws allow the caster to climb wooden, earth or rock surfaces at their normal movement rate while the spell is active.

Magic Use: Wgile in effect, no other spells may be cast, due to teh mage's fingers being unable to make complex somatic gestures

Spell Termination: The mage may voluntarily end the spell through 1 round of concentration, where they may not move or otherwise act.


Name: Barkskin

Discipline: Hedge
Range: Touch
Duration: 12 turns (2 hours)
Description: 
This spell turns the skin of a willing recipient into a thick, deeply ridged, iron-hard wood bark.

  • Armour Class: The recipient’s base Armour Class becomes AAC 19 against all attacks, regardless of what armour they are wearing. Dexterity bonuses still apply normally.
  • Wilderness Camouflage: The recipient is nearly indistinguishable from natural flora. They gain a 4-in-6 chance to hide in shadows (as the Thief ability) when remaining motionless in forests, woodlands, or dense vegetation.
  • Natural Flotation: The recipient's wood-like skin provides inherent buoyancy. They cannot sink or be pulled underwater against their will. They can swim normally, but their buoyant nature prevents them from diving beneath the surface.
  • Catching Aflame (Vulnerability): If the recipient takes damage from an intentional fire-based attack (such as an Ignite spell, a flask of burning oil, or a direct hit from a torch), they must make a Saving Throw vs. Wands.
    • Failure: The bark ignites. The recipient takes 1d6 points of fire damage at the start of each round for the next 3 rounds.
    • Success: The recipient avoids catching fire, taking only the initial damage from the attack.
    • Extinguishing: A round spent rolling on the ground or jumping into water immediately puts out the flames.

 

Name: Cure Disease

Discipline: Hedge
Range: Touch
Duration: Instant
Description: The caster causes the target to be healed of one disease, and all its negative effects.

 

Name: Dragon's Breath

Discipline: Hedge
Range:
 240 yards / 720'
Duration: up to 1 turn per level of the caster
Description: A supernatural fog spews forth from the caster's mouth, filling a space up to 240 square yards within 10 rounds.. Any creature in the fog has their visibility reduced to 3 feet, regardless of infravision.  In addition, the fog can be used to fill a gulf or chasm, forming a cloud bridge which can support the weight of human sized creatures.  The spell lasts 1 turn per level of the caster, after which the fog dissipates.

Incantation: Deffro draig fawr, anfon allan dy anadl sarff [translation: Awaken great dragon, send forth thy serpent breath]

 

Name: Earth Salve

Discipline: Hedge
Range: Touch
Duration: Instant (with 1-turn secondary effect)
Description: The caster touches bare earth to draw forth the land's vital essence, restoring 2d6 hit points to a touched creature. The earth also protects its own: the target's skin hardens like packed stone, increasing their Armor Class by 2 for 1 turn (10 minutes). This spell fails if cast on stone flooring, wooden ships, or upper levels of buildings.


Name: Mind Weave (Telepathy)

Discipline: Hedge, Sorcery
Range: 60 feet (initial contact)
Duration: 6 Turns (1 hour)
Description: 
The caster reaches into the spiritual fabric of the world, intertwining their own mind with that of another living creature like threads on a loom.

  • Silent Speech: The caster and the recipient can instantly exchange thoughts, concepts, and mental images silently. Language is not a barrier; the spell translates raw intent.
  • Distance and Separation: Once the thread is woven, the bond remains intact even if the targets move out of sight, up to a maximum distance of 1 mile. If either target crosses running water the thread snaps instantly.
  • Unwilling Targets: If cast upon an enemy, the target receives a Saving Throw vs. Spells.
    • Success: The spell fails entirely.
    • Failure: The caster can read the surface thoughts and immediate intentions of the target for the duration (e.g., detecting an ambush, learning a secret word, or anticipating their next combat move for a +2 bonus to the caster's next initiative roll).
  • Concentration: The caster cannot cast other spells while maintaining the thread. If the caster takes damage, they must succeed on a Saving Throw vs. Paralysis or the thread snaps from the distraction.

Name: Seal/Unseal

Discipline: Hedge, Sorcery
Range: 30'
Duration: 6 Turns / 1 Turn
Description: The caster conducts a complex ritual to seal an opening, portal or doorway. The ritual may put place specific conditions (a phrase, objects etc) that must be met in order to break the seal. The effect cannot be bypassed by the 2nd level Knock spell, but can be by the use of the counter spell, Unseal.


Name: Shadow Ally
Discipline: Sorcery
Range: 10 feet
Duration: 1 Turn (10 minutes)
Casting Time: 1 round
Description: The Sorcerer pulls a Sceadugenga from the shadows which obeys its command for the duration.  If it still lives at the end of the duration, it slips away in the shadows but is not dispelled.
Incantation: O'r tywyllwch, cyfod wrth fy ochr.
Phonetic: Ohr tuh-wul-ookh, kuh-vod oorth vuh okh-r.
Translation: From the darkness, rise by my side.


Name: Summon Familiar (Ritual)
Discipline: Sorcery
Range: Touch
Duration: Permanent (Until dissolved or killed)
Casting Time: 4 Hours
Description: The Sorcerer conducts a dark, harrowing ritual to slice away a small, bleeding fragment of their own shadow, binding it into the physical form of a small, mundane animal (such as a black cat, toad, raven, or viper).
  • The Sacrifice: The caster permanently sacrifices 1 maximum Hit Point to anchor the link. This point is restored if the familiar dies.
  • The Sensory Bond: The Sorcerer shares an absolute telepathic bond with the creature up to a range of 1 mile. They can project their consciousness to see and hear through the familiar's senses. The familiar has 1d4 Hit Points, an Armour Class of 7, and can move completely silently (4-in-6 chance on a d6).
  • Death's Toll: If the familiar is killed, the psychic backlash violently snaps into the Sorcerer's mind. The caster must pass a Save vs. Death or suffer 2d6 points of damage and be completely stunned, unable to act for 1 Turn.


Name: Traverse Hedge

Discipline: Hedge
Range: Self
Duration: 1 Turn
Description: This spell can only be cast within a place sacred to the Old Ways, for example, a stone circle.  When cast, the mage's spirit leaves their body, and is able to pass through the veil to the Otherworld, where the Ancestors reside. Here they may interact with the Ancestors. While in this state, the caster's body is unable to move and is completely vulnerable.  

 

Name: Walk on Water
Discipline: Hedge
Range: Self
Duration: 1 Turn (10 minutes)
Casting Time: 1 round
Description: Allows the Mage to walk across still water without sinking, supporting up to 60 lbs of gear. It fails on fast or agitated waters, requiring a Save vs. Paralysis or heavy armor to avoid sinking.
Incantation: Cerdded ar y lli, heb suddo.

 

Level 5

Name: Animal Form

Discipline: Hedge
Range: 0 (Self)
Duration: 12 Turns
Description: The caster (and any non-magical equipment they carry) assumes the form of any normal animal known to them, ranging from small (e.g., a mouse) to large (e.g., a bear), while retaining their human consciousness. The transformation has the following effects:

  • Combat Prowess: The caster uses the animal’s AC, movement, and number of attacks. However, the caster uses either the animal’s ‘to hit’ bonus or their own, whichever is greater.
  • Physical Buffer: Upon transforming, the caster gains 2 Hit Points per level as a temporary buffer. Any damage sustained is subtracted from these points first. If these extra points are lost, the spell does not end, but further damage comes from the caster’s base HP.
  • Wild Senses: The caster gains the specific senses of the animal (Infravision for nocturnal predators, keen smell for tracking, etc.).
  • Death: If the caster’s animal form is killed, the spell ends immediately and the caster returns to their true form. The caster must make a save versus death. Success means they survive with 1 HP though unconscious. Failure results in death.
  • Magic Use: While in animal form, the caster may not cast any other spells or use any magic items. Any spells previously cast upon themselves are instantly negated.
  • Spell Termination: The caster may end the spell at any point by focusing and taking no move or action for 1 round.

Incantation: Trwy rym y ddraig, o ddyn i fwystfil, bydded i'r ffurf newid

[Phonetic: Troo-ee ruhm uh thrye-g, oh thin ee fwoost-vil, buh-thehd eer feerf neh-wid | English: By the power of the dragon, from man to beast, let form be changed]


Name: Arctic Blast

Discipline: Hedge
Range: 60'
Duration: 1 Round
Description: On casting this spell, the caster projects a blast of freezing air, which causes 3d6 points of cold damage to any creature in its path.  The damage can be halved (rounded down) on a successful save versus spell.

Incantation: 

Gadewch i wynt droi'n iâ ! [Phonetic: Gad-eh-k i wint droy-n yah]

(English Translation: Let wind become ice)


Name: Circle of Life (Ritual)
Discipline: Hedge
Range: 30-foot radius
Duration: Instantaneous
Casting Time: 5 Hours
Description: The Hedge Mage conducts a beautifully rhythmic, complex ritual on bare soil, weaving the raw life force of nature through a circle of companions. The ritual immediately cleanses all allies within the circle of all active mundane poisons, non-magical blindness, and physical fatigue. Furthermore, a pool of 6d6 Hit Points is rolled; the caster may distribute these points among any injured allies inside the circle as they see fit.


Name: Earth's Teeth 

Discipline: Hedge
Range: 60'
Duration: Instant
Description: The caster slam there fist or staff into the ground, causing a localised shift in the tectonic plates. A violent tremor ripples out in a line. All creatures in its path takes 3d6 of damage, as the ground beneath their feet tears up, jagged stone cutting and crushing their feet and legs. In addition, those affected must make a save vs paralysis or become trapped in the earth, resulting in a minus 4 penalty to Armour Class until they can be dug out by an ally (taking 1d6+1 rounds) 

Incantation: Dannedd y ddaear, cnoi’r gelyn (Teeth of the earth, bite the enemy)

 

Name: Mantle of Quelling

Discipline: Hedge, Sorcery
Range: Self / Touch (0)
Duration: 6 Turns (1 hour)
Description: This powerful enchantment creates a "dead zone" of magic around a person or object. It has two distinct uses:

Absolute Stealth: The caster (or a creature touched) is completely shielded from all magical detection, including spells such as reveal, esp or clairvoyance, and even the gaze of powerful extra-planar beings. While the mantle is active, the subject is also immune to all 'non-physical' spells of 3rd level or lower. Spells which create a physical phenonemon e.g. a force or fire cannot be avoided. While subject to the spell, the target cannot cast any spells or use magic items while shielded; any attempt to do so automatically fails. An unwilling target may make a Save vs. Spells to resist.

Greater Suppression: The caster touches a magical item or a permanent magical effect (such as a ward or wizard lock). That magic is completely suppressed for the duration. If the item is held by a creature with more Hit Dice than the caster, the target receives a Save vs. Spells to resist.

Incantation: ?


Name: Shocking Wave

Discipline: Hedge, Sorcery
Range: 30' radius, centred on the caster
Duration: 1 Round
Description:  
The caster releases a violent, shimmering dome of absolute kinetic force pushing outward in all directions. The caster and up to 5 chosen allies within range are unaffected by the pressure wave.

  • The Blast Force (Normal Creatures): All other standard, man-sized, or smaller creatures and unsecured objects within 30' receive no saving throw against the movement. They are automatically thrown backwards 30 feet. If they strike a solid barrier (walls, pillars) or another creature, they take 4d6 points of damage.
  • The Bracing Save: Normal creatures must make a Saving Throw vs. Death to withstand the concussive impact:
    • Failure: The creature is knocked prone and stunned for 1 round (losing their next phase/action).
    • Success: The creature keeps their footing; they are not knocked prone, are not stunned, and can act normally on their next turn.
  • Massive Creature Resistance: Enormous or exceptionally heavy creatures (such as Ogres, Giants, or Dragons) are sturdy enough to resist the wave entirely. They must make a Saving Throw vs. Death:
    • Failed Save: The massive creature is pushed back 15 feet, knocked prone, and stunned for 1 round. They take 4d6 points of damage if they strike a solid barrier.
    • Successful Save: The massive creature braces themselves perfectly. They are pushed back only 5 feet, do not fall prone, are not stunned, and take only 1d6 points of damage if they strike a hard surface.
  • Immunity: Creatures larger than a dragon (such as Great Wyrms or Behemoths) are completely unaffected by the kinetic push.
  • Collateral Impact: Loose items, furniture, and unrestrained treasure chests are automatically hurled to the outer limits of the spell's radius, potentially shattering fragile items.

Name: Summon Lesser Demon (Ritual)
Discipline: Sorcery
Range: 10 feet
Duration: 6 Turns (1 hour)
Casting Time: 5 Hours
Description: Pierces the infernal veil to summon a lesser demon using a mandatory protective pentagram. The caster must negotiate with blood sacrifice for a single task; failure or broken concentration turns the entity hostile.
Incantation: Tywyllwch, clywch fy ngair, ac ildiwch eich herwr.


Name: Whisper of Roots
Discipline: Hedge
Range: Self (1-mile radius)
Duration: Concentration (Up to 1 Turn)
Casting Time: 3 rounds (30 seconds)
Description: The Mage drops to their knees and sinks their bare fingertips or staff deep into natural soil, connecting their mind directly to the vast, fungal and root network of the earth. The Mage falls into a deep trance.
  • The Subterranean Grid: While concentrating, the Mage can "hear" the vibrations of anything walking on bare earth or moving through underground caverns within a 1-mile radius. They can pinpoint the exact number, size, and movement direction of warbands, wandering monsters, or lost companions.
  • Dungeon Context: This spell functions perfectly in underground dungeons, provided the floor is packed earth or natural cave stone. It fails completely on worked castle masonry or wooden structures.
  • Incantation: Gwreiddiau'r ddaear, dywedwch wrthyf pwy sy'n camu.
    Phonetic: Gwraith-ee-ire thy-ar, duh-wed-ookh oorth-uv poo seen kam-ee.
    Translation: Roots of the earth, tell me who steps.


Level 6


Name: Become Lich (Ritual)
Discipline: Sorcery
Range: Self
Duration: Permanent
Casting Time: 6 Days of continuous ritual
Description: A forbidden ritual requiring an innocent sacrifice and a lethal poison. Passing a Save vs. Death transforms the caster into a deathless Lich anchored to a phylactery, while failure results in permanent death.
Incantation: Trwy'r gwaed hwn, rwy'n gwrthod y bedd. Boed i mi fod yn farw-fyw.


Name: Dragon’s Maw

Discipline: Hedge
Duration:
1 turn (10 minutes)
Range:
60’ Length, 10' width (orginating from the caster)
Description: 
The caster violently strikes the ground, channeling a massive surge of localized kinetic pressure. A jagged, bottomless fissure 10 feet wide rips open in a straight line extending up to 60 feet directly away from the caster.

  • The Maw's Trap: Any standard, man-sized, or smaller creature caught in the path of the opening line must immediately make a Saving Throw vs. Wands to leap to safety.
    • Failure: The creature plummets 30 feet into the dark pit, taking 3d6 points of falling damage and landing prone.
    • Success: The creature successfully scrambles to the nearest safe edge of the fissure.
  • Massive Creature Resistance: Enormous or long creatures (such as Ogres, Giants, or quadrupeds) gain a +4 bonus to their saving throw due to their size. Creatures wider than 10 feet (such as Dragons or Behemoths) cannot fall into the fissure; instead, a failed save simply knocks them prone on the edge.
  • The Snap Shut: At the exact end of the 1-turn duration, the fissure slams shut with bone-shattering mechanical violence. Any creature, object, or piece of treasure still trapped inside the pit is instantly crushed, destroyed, and buried forever under solid earth.


Name: Eyes of the Dragon
Discipline: Hedge 
Duration:
3 rounds

Range: 60’
Description:
The caster’s eyes become deep wells of nature’s grandeur and savage indifference. Once per round, by making a successful gaze attack (hitting the target’s base AC), the caster forces the victim to Save vs. Spells. On a failure, the victim is struck by a terrifying sense of their own insignificance. They fall into a catatonic state, unable to act or move for 1d6 rounds.

Name: Soul Cage (Ritual)
Discipline: Sorcery
Range: 10 feet
Duration: Permanent (Until shattered)
Casting Time: 6 Hours
Description: The Sorcerer fashions a vessel of dark magic, traditionally a hollowed human skull, to intercept a soul right as it exits the material world. The ritual must be performed beforehand to prep the vessel.
  • Snaring the Spirit: If an intelligent creature dies within 10 feet of the prepped vessel, its soul is drawn inside, preventing the journey to the afterlife. The vessel glows with a faint, cold blue light.
  • The Interrogation: Once per day, the Sorcerer can force the trapped soul to answer a single question. The spirit is magically compelled to answer with absolute truth, knowing everything it knew in life.
  • The Consumption: The Sorcerer can break the cage to consume the soul's essence, instantly restoring all hit points and spent spell slots. Doing this entirely destroys the target's soul.

Name: Otherworld Portal (Ritual)
Discipline: Hedge
Range: 10 feet
Duration: 1 Turn (10 minutes)
Casting Time: 6 Hours
Description: The ultimate evolution of Traverse Hedge. The Mage performs a grand, echoing chant inside a sacred stone circle or deep ancient grove, physically piercing the veil between realms.
  • The Gateway: A shimmering, mist-filled archway tears open, creating a physical door straight into the Otherworld where the spirits of ancient ancestors reside. Unlike Traverse Hedge, the Mage and up to 6 companions can physically walk through the portal into the afterlife with their bodies, items, and gear intact.
  • The Sanctuary: While inside the Otherworld, time passes differently: a full day spent traversing the spectral forests or speaking with ancient spirits equates to only 1 hour passing in the mortal realm.
  • The Risk: The gateway remains open for exactly 1 Turn of mortal time. If the party does not return through the mist before the duration expires, the portal snaps shut. They are permanently trapped in the realm of the dead unless they can find an ancient mythic path or a legendary entity willing to let them leave.

Name: Spectral Form
Discipline: Sorcery
Range: Self
Duration: 3 Turns (30 minutes)
Casting Time: 1 round
Description: The Sorcerer's physical flesh and gear temporarily dissolve into a cold, translucent mist, transforming them into a wandering wraith-like apparition.
  • Ghostly Properties: While in spectral form, the caster can pass directly through solid wooden doors, iron bars, and non-magical walls at half their normal movement rate. They are completely immune to all non-magical weapon attacks, falling damage, and physical constraints.
  • The Insubstantial Limit: The caster cannot physically touch or interact with the material world; they cannot pick up treasure, open chests, turn handles, or attack. They can still be harmed normally by magical weapons, spells, or iron wards.
  • Incantation: Rhydd o'r cnawd, ynysig fel ysbryd.
    Phonetic: Hruth ohr knawd, uh-nus-ig vel us-brid.
    Translation: Free of the flesh, isolated like a spirit.

Name: Steal Body (Ritual)
Discipline: Sorcery
Range: 10 feet
Duration: Permanent (Until reversed or killed)
Casting Time: 6 Hours
Description: The Sorcerer forces their soul and mind into a bound target's body.  The target must pass a Save vs. Death to resist else their soul is swapped into the sorcerers former body, which then withers and dies. 
Incantation: Eich cnawd yw fy llong. Ewch i'r tywyllwch.

Name: Summon Nature's Avatar (Ritual)
Discipline: Hedge
Range: 60 feet
Casting Time: 6 Hours
Duration: 1 Turn (10 minutes) per level of the caster
Description: Summons an animal avatar of nature (AC 2, HD 10) that obeys the caster to protect the natural order. The avatar cannot move beyond 60' of where it materialises.
Incantation: Ymddangoswch, ysbryd y pridd a'r pren. Cyfodwch!


2 comments:

Anonymous said...

The spell Nauseate shows a duration of 1turn then says it only lasts 3rounds. How does this work?
Wrack doesn't say if the spell is Hedge, Arcane, or Sorcery.
Dragon Dreath is not at all what I, nor I suspect, anyone else thinks it is. You might want to rename it. Other than the name being quite misleading, that is a great spell. Perhaps it should be easier to cast, considering what it does. Of course if you actually make it *Dragons Breath* than it is where it should be difficulty wise.
Starting with Seal/Unsealed you stopped saying ALL for the class(??) of spell and listed them individually. The OC part of me is annoyed by this:>)
Artic Blast's incantation is written in BLACK and so near invisible.
I am really liking your story and these comments and the others I have made today are just to be helpful.

Legend of the Bones said...

The duration of Nausate should be 3 rounds. The 1 turn reference was a copy and paste error - now fixed (Thanks). Wrack is a Sorcery spell, which is listed (at least to me - not sure why you are not seeing it). I've fixed the inconsistency of 'all' and listed each discipline as applicable (again, thanks. I've also fixed the black text on Arctic Blast - the UI for Blogger is a bit rubbish and does weird things sometimes.

Finally, Dragon Breath... I do get what you mean, but to explain my rationale... You may have noticed that the setting is fairly low-fantasy / low-magic. Hedge Magic particularly is quite 'druidic' (in the true sense) and intune with the natural world. It is practiced by those who follow 'The Old Ways' - A pagan belief system with Celtic/Norse influences. The 'Dragon' is a metaphor for nature, thus the dragon's breath manifests as fog. I briefly touch on this narratively in episode 71, (to be released on 19th April 2026).

I get that for some, a more literal interpretation might be desirable, but I try to tie Hedge Magic at least into the setting mythos.

At some point I may review the names other spells to achieve more consistency to this end, but a lack of time currently prevents it.

Anyway, thank you for your thoughts and feedback, all of which are gratefully received.

Episode 78 Show Notes

Thank You  A huge thank you to everyone who has listened to and supported the show, and particularly those who have contributed to it. Audio...