New Spell Descriptions

Level 1 Spells


Name: Charm Animal

Discipline: Hedge 

Duration: As per Charm Person

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.  Tamed 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: 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 1 hit point.


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: 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: 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: 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


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Episode 36 Show Notes

  Thank You  A huge thank you to everyone who has listened to and supported the show, and particularly the following folks for their encoura...