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: as per Charm Person but on any normal, non-magical Animal. The spell does not allow the caster to speak 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.


Name: Flame
Discipline: All
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: All
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.


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: 1 turn per level of caster
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: All
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.  A further roll on a D6 is made, with a result of 3 or less indicating that the target has been 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.


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.


Name: Entangle
Discipline: Hedge
Duration: 1D6 Rounds
Range: 120'
Description:  Surrounding vegetation shoots tendrils which entangle the target for 1D6 rounds, after which the vegetation recedes.  Entangled creatures may not move or take any action but can break free on a successful Strength check.
Name: Remember (Forget)

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 one random, known spell of level 1 or 2 for one day that has already been cast.  In reverse, the target forgets one random, known spell for 1 day.


Name: Revive (Subdue)
Discipline: All
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: All
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
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: 1 round per level of the caster
Description: The caster's touch becomes sub-zero, freezing anything it comes into contact with.  Living creatures suffers 1D4+1 points of damage for each round the contact is maintained.  The damage is considered magical. 


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: 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: 1 Round
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. 


Name: Reveal

Discipline: Hedge & Arcane
Range: 60'
Duration: Instant
Description: This spell has two uses.  The first is that the location of a specific object (magical or mundane) held in the caster's mind becomes known to them. The second if that the spell can also be used to reveal the location of traps or secret doors.


Level 4


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 a human sized creature.  The spell lasts 1 turn per level of the caster, after which the fog dissipates.


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Episode 49 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...