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: Flame
Discipline: Hedge, Arcane, 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.
Name: Gift of Tongues
Discipline: Hedge, Arcane, 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, Arcane, 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
Discipline: Hedge, Arcane
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: Sounds
Discipline: Arcane
Duration: 1 round per level of the caster
Range: 120'
Description: The caster create a sound up to the maximum volume of
the human voice. The sound can be anything familiar to the caster.
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 & Arcane
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 & Arcane
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 & Arcane
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, Arcane, Sorcery
Duration: Instant / 1 Turn
Range: Touch
Description: Revive - The caster revives an unconscious target, even if
caused by magic. If the unconsciousness was caused by reaching zero hit
points, then 1 hit point is restored. If cast as 'Subdue' - Target
immediately is knocked unconscious for 1 Turn and cannot be revived by
non-magical means. If the target is resisting, then a successful attack
roll is required to touch the target.
Name: Serpent Staff
Discipline: Sorcery
Range: Touch
Duration: 1 round per level of the caster
Description: The caster's staff transforms 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 & Arcane
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: Strength (Weakness)
Discipline: Hedge, Arcane, 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, Arcane
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, Arcane, 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
Level
4
Name: Alchemy
Discipline: Arcane, Sorcery
Range: Touch
Duration: Permanent
Description: With a laboratory and the correct apparatus, the
caster transmutes 1lb of lead (1 small ignot) into 10 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: Cure Disease
Discipline: Hedge, Arcane
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 Heal
Discipline: Hedge
Range: Touch
Duration: Instant
Description: The caster, upon touching bare earth, draws from it
the power of life, which they can then bestow upon another, restoring 2d6 hit
points.
Name: Fae Friend
Discipline: Hedge
Range: Self
Duration: 1 Turn
Description: Fae creatures perceive the caster as a friend and
ally, bestowing a +4 to any reaction roll or charm test for the duration.
Name: Seal/Unseal
Discipline: Hedge, Arcane, 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: Telepathy
Discipline: Hedge, Arcane, Sorcery
Range: 30'
Duration: 1 Turn
Description: The caster creates a connection with the mind of
another, allowing communication between the pair as thought alone.
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, Arcane
Range: Self
Duration: 1 Turn
Description: On casting this spell, the caster is able to walk upon
the surface of a body of still water, for example a pond, lake or still
seawater, without sinking. The spell does not work on fast moving water,
such as a river or where the sea is typically agitated.
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: ?
Name: Arctic Blast
Discipline: Hedge, Arcane
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: Earth's Teeth
Discipline: Hedge, Arcane
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:
Name: Mantle of Quelling
Discipline: Hedge, Arcane, 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: Shock Wave
Discipline: Hedge, Arcane
Range: 60' radius
Duration: 1 Round
Description: The caster releases a violent, invisible wave of
kinetic force in all directions. The caster and all equipment they carry are
unaffected by the pressure.
All creatures and loose objects within 60' are pushed 2d8 yards away from the caster. Any creature or object that strikes a hard surface (walls, pillars, or other creatures) takes 3d6 damage. Any creature pushed by the wave must Save vs. Death or be knocked prone and Stunned for 1 round (cannot move or act).
Large
Creatures:
2x
Caster Size: Pushed 1d8 yards; cannot be stunned; impact damage is 1d6+1.
3x Caster Size: Pushed 1d4 yards; cannot be stunned; impact damage is 1d4.
Incantation: ?
Level 6
Name:
Dragon’s Maw
Discipline:
Hedge
Duration: 1 turn (10 minutes)
Range: 60’ Line
Description: The caster strikes the ground, and a jagged fissure 10’ wide
tears open in a straight line from the caster. Creatures caught in the path
must Save vs. Paralysis or fall 30' into the dark, taking 3d6 falling damage.
At the end of the turn, the fissure ‘snaps shut’ with such force that anything
inside is instantly crushed and buried forever.
Name: Eyes of the Dragon
Discipline: Hedge
Duration: 3 rounds
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.
2 comments:
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.
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.
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