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08 June 2014 @ 12:23 pm
Warlords of the Mushroom Kingdom: Hedge Magic  
Most sorcerers in Agarica draw their power from spirits, channeling external energies to power their magicks: the sorcerer-priests of the Kingdom of Flowers and the Great Goddesses, the briarwitches and the spirits of the forest, the shamans of the kappa tribes manifest and their ancestors, and the warlocks of the Circle of Xhamekh and the dark that lies Beyond the Star Road. However, the most common form of magic has nothing to do with the spirits. Hedge magic isn't as powerful as sorcery since it relies on the wielder's own personal energy stores, but it's much easier to use and the lack of dependence on insular organizations means that it's much more widespread than sorcery. While it's not ubiquitous by any means, nearly every large village has a hedge wizard or witch who can perform a few cantrips, and many people know a single spell that's useful in their daily lives.

Hedge magic is mostly personal. Rare is the spell that can affect anything other than the caster, and the majority of those spells only function through touch. Most spells also require a lengthy casting time, so while a powerful pyromancer can wave their hands and incinerate a group of bandits, a powerful hedge wizard can light a fire after chanting for thirty seconds.

Hedge wizards need only take the Hedge Magic skill to use their talents, and otherwise it functions under the normal rules for casting spells given in Novus. A hedge wizard may take the Minor Adept Talent with a focus on Hedge Magic to purchase Hedge Magic spells at the Major Adept pricing level. In addition, some spells come in multiple closely-related versions, such as Baker's Boon or Ward Off Rain. A character who knows one version of such spell may buy other versions for half the normal cost.

Note: Trying to reverse-engineer these spells will show that they are more expensive to cast or to modify with casting options than the spell-creation system would indicate. This is deliberate.

Hedge Magic Spells

Abjure Cold (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 3
Vs: N/A
Range: Self
Casting: 5 minutes
Duration:One day
Description: The caster is protected from natural temperature extremes down to 0 degrees. They can wear normal spring clothing and walk through cold winds and snow with no ill effects for the spell's duration. Skilled hedge witches can protect themselves from even more extreme temperatures, though Abjure Cold automatically fails against any magically-tainted cold or ice sorcery. Another version of this spell called Abjure Heat protects from heat up to 100 degrees, but is otherwise the same.
Base: Ward
Casting Options: Per additional day (+6 CTN/+2 SP), Per additional 10 degrees (+3 CTN/+1 SP)

Aethyrial Eyes (MJ 4/Mn 5/ N 6)
CTN: 23
Cost: 5
Vs: N/A
Range: Self
Casting: One minute
Duration:One hour
Description: After using this spell, the caster can sense the presence of nearby spirits. Only their presence is detected and something of their nature (forest spirit vs. solar spirit vs. earth spirit, etc.), not their specific location or actions.
Base: Reveal

Baker's Boon (MJ 2/Mn 3/ N 4)
CTN: 16
Cost: 2
Vs: N/A
Range: Self
Casting: 10 minutes
Duration:One hour
Description: This spell aids cooks, making sure that their bread rises well, that the soup doesn't burn, and that the soufflé doesn't collapse. It provides a +2 bonus to any use of the Craft: Cooking skill for its duration. There are dozens of versions of this spell for nearly any craft or skill imaginable. All of them only work on tasks that require time investment under relatively simple conditions, however--in game terms, on a subdivision of the Craft skill. There is no Athlete's Boon that makes running easier or Swordswoman's Boon that allows the caster to fight better.
Base: Aid
Casting Options: Up to one day (+6 CTN/+2 SP), Increase bonus to +4 (+3 CTN/+2 SP)

Boar's Stomach (MJ 2/Mn 3/ N 4)
CTN: 14
Cost: 2
Vs: N/A
Range: Self
Casting: 10 minutes
Duration:One day
Description: The caster's stomach becomes much more accommodating, allowing them to eat nearly anything that could possibly provide nutrition. Boar's Stomach cannot be used more days in a row than the caster's Constitution, and after such a period the hedge wizard needs a similar period of eating regularly to calm their system down. This spell does nothing to make the food more appetizing.
Base: Transform

Calling the Flames (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 1
Vs: N/A
Range: Touch
Casting: 3 rounds
Duration:Instant
Description: The caster touches a flammable object and casts the spell, and the target kindles alight. It cannot be cast on any living thing. It can be used on clothing, though the long casting time makes it impractical unless the target is restrained.
Base: Conjure

Clasped Together (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Touch
Casting: 5 minutes
Duration:One day
Description: This spell allows the hedge witch to stick two objects together. One object can be an immobile surface such as a floor or wall, but the other must be small and light enough for the caster to hold in a single hand. The magic is not particularly powerful, and trying to pull the two objects apart is only TN 12.
Base: Telekinesis
Casting Options: Per additional day (+6 CTN/+2 SP), Per +1 to the TN to break objects (+1 CTN/+1 SP)

Diang's Touch (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 3
Vs: N/A
Range: Touch
Casting: 3 rounds
Duration:Special
Description: Originally from the Kingdom of Flowers, this spell has spread throughout most of Agarica. It allows the hedge wizard to enchant a single metal weapon to increase its DR by 1 for the duration of the next combat or for an hour, whichever comes first.
Base: Aid
Casting Options: +1 additional DR to weapon (+3 CTN/+2 SP), last for multiple combats up to an hour (+4 CTN/+1 SP)

Discourse with Birds (MJ 2/Mn 3/ N 4)
CTN: 15
Cost: 2
Vs: N/A
Range: Self
Casting: One minute
Duration:One hour
Description: After casting this spell, the hedge wizard can speak the language of birds, understanding them and being understood in turn. It doesn't grant any particular understanding of avian customs or insight into the avian mind, and such conversations are often fraught with miscommunications and frustrations. There are many varieties of this spell, covering all the myriad kinds of animals.
Base: Communication
Casting Options: Up to one day (+5 CTN/+2 SP)

Draw Out Sickness (MJ 5/Mn 6/ N 7)
CTN: 24
Cost: 5
Vs: N/A
Range: Touch
Casting: 20 minutes
Duration::One day
Description: This lengthy spell gives the target a +2 bonus to their next roll to resist a disease they are currently suffering from. It does not to prevent the target from contracting such a sickness in the first place. A variant of this spell, Draw Out Poison, works on venoms and toxins of all kinds.
Base: Aid
Casting Options: Up to one week (+8 CTN/+3 SP), increase bonus to +4 (+3 CTN/+1 SP)

The Evil Eye (MJ 5/Mn 6/ N 7)
CTN: 26
Cost: 6
Vs: Will (TN 16) / Resolve
Range: 20 feet
Casting: 3 rounds
Duration:One hour
Description: The hedge wizard looks balefully at their target and curses them, draining their proficiency in a single area of expertise. In game terms, it applies a -2 penalty to a single skill.
Base: Aid
Casting Options: Up to one day (+6 CTN/+2 SP), increase penalty to -4 (+3 CTN/+1 SP)

Flicker (MJ 2/Mn 3/ N 4)
CTN: 17
Cost: 2
Vs: N/A
Range: Self
Casting: Instant
Duration:1 minute
Description: With a hurried chant and a gesture, the hedge witch vanishes from sight. The spell only lasts a moment--just long enough for the caster to move to a better hiding place--but after casting it, the hedge witch can make a Stealth roll even if under direct observation.
Base: Illusion

Gleam and Shine (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 1
Vs: N/A
Range: Touch
Casting: 2 rounds
Duration:Instant
Description: Touching a reflective or clear surface and speaking the words of this spell, the hedge wizard cleans and polishes the surface as well as an hour of manual labor could. Gleam and Shine does not work on anything living.
Base: Change Environment

Gnomon (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Self
Casting: 5 minutes
Duration:Instant
Description: This spell allows the hedge witch to determine the time of day and the direction she is facing at the time of casting. It only functions during the day.
Base: Reveal
Casting Options: Spell lasts 20 minutes (+10 CTN/+3 SP), Spell lasts one hour (+15 CTN/+6 SP),

Grasp of Iron (MJ 3/Mn 4/ N 5)
CTN: 19
Cost: 3
Vs: N/A
Range: Self
Casting: One minute
Duration:20 minutes
Description: One of the caster's palms gains the resilience of iron, allowing them to pick up sharp, hot, or cold items without injury. They also gain a +1 bonus to unarmed attempts at grappling or subduing someone.
Base: Aid/Transform
Casting Options: Up to one hour (+5 CTN/+2 SP)

Grasp of Sparks (MJ 3/Mn 4/ N 5)
CTN: 19
Cost: 3
Vs: DEF
Range: Touch
Casting: Instant
Duration:One round
Description: The hedge wizard's hand flickers blue as he touches a target and unleashes a static discharge. If the target fails to Save, they are stunned for one round.
Base: Flash
Casting Options: Per extra round stunned (+2 CTN/+1 SP)

Hide of the Ox (MJ 2/Mn 3/ N 4)
CTN: 16
Cost: 3
Vs: N/A
Range: Self
Casting: 3 rounds
Duration:One hour
Description: The caster's skin hardens, becoming more resistant to damage and granting AR 1. This stacks with worn or natural armor, but not any other form of sorcerous protection.
Base: Defend
Casting Options: Up to one day (+5 CTN/+2 SP), increase bonus to AR 2 (+4 CTN/+2 SP)

Hold Fast (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Touch
Casting: 5 minutes
Duration:One day
Description: The hedge wizard touches a door, window, or other locked portal and recites the spell, and the target behaves as though stoutly barred for the spell's duration. It can still be broken into (Save vs. STR TN 16 / Athletics roll), it simply requires more force than normal.
Base: Telekinesis
Casting Options: Per additional day (+5 CTN/+2 SP)

Maiden's Prayer (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Touch
Casting: 5 minutes
Duration:One day
Description: The target of this spell becomes unable to sire or conceive a child for the spell's duration. A variant, Gelding's Gift, works on domesticated animals.
Base: Aid/Heal

New Life's Welcome (MJ 4/Mn 5/ N 6)
CTN: 22
Cost: 3
Vs: N/A
Range: Touch
Casting: 10 minutes
Duration:One day
Description: This spell is used during childbirth to reduce the risk to both mother and child. When cast successfully, it can prevent infection, reduce the recovery time for the mother, and make even dangerous situations like breach births go smoothly. A version of this spell called Foal's Blessing works on unintelligent animals.
Base: Aid

Predict the Weather (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Self
Casting: 1 minute
Duration:Instant
Description: The caster looks up at the open sky and reads the patterns in the clouds and the winds, allowing them to determine the probable course of the weather up to a day in the future. Predict the Weather cannot account for the interference of sorcerers or mischevious or malevolent spirits.
Base: Divination

Rope Trick (MJ 2/Mn 3/ N 4)
CTN: 17
Cost: 3
Vs: N/A
Range: Touch
Casting: 3 rounds
Duration:10 minutes
Description: This spell allows the hedge witch to manipulate the entire length of a rope while simply grabbing one end. The rope can move in any direction and tie itself in knots, but it neither moves quickly enough nor has enough force to entangle anything that can move faster than a snail. It may be up to 50 feet long.
Base: Animation

Shadows Hide Me (MJ 3/Mn 4/ N 5)
CTN: 19
Cost: 3
Vs: N/A
Range: Self
Casting: 2 rounds
Duration:Up to one hour
Description: The hedge wizard uses this spell while concealed, and it makes the shadows around them deeper and harder to see through. The caster gains a +4 bonus to their Stealth roll to remain hidden as long as they stay in the same place. The bonus, and the spell, fail instantly if the caster moves.
Base: Aid

Shepherd's Call (MJ 3/Mn 4/ N 5)
CTN: 20
Cost: 5
Vs: N/A
Range: Up to one mile
Casting: 15 minutes
Duration:Special
Description: This spell summons animals that are well known to the hedge witch, either because they are theirs and have been named, or because the hedge witch marked them in some way, such as with a collar, dye, a brand, and so on. The summoned animal will come to the caster will as much speed as they can without compromising their safety. It does not work on any intelligent creature.
Base: Influence/Summon

Soothing Hands (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Touch
Casting: 3 rounds
Duration:Instant
Description: This simple healing spell cures minor injuries, restoring the caster's Willpower Bonus in hit points. More skilled hedge wizards can also use it to stop bleeding, though major injuries still require medical attention or a sorcerer's aid. Soothing Hands cannot be used more than once on the same set of injuries.
Base: Heal
Casting Options: Per additional hit point (+1 CTN/+1 SP), Per point of bleeding healed (+2 CTN/+1 SP),

Spring's Freshness (MJ 2/Mn 3/ N 4)
CTN: 15
Cost: 1
Vs: N/A
Range: Self
Casting: 1 minute
Duration:Instant
Description: The hedge witch is cleansed of dirt, grime, blood, stains, and otherwise made clean and fresh. It won't provide any health effects and cannot cure wounds or stop bleeding, nor does it work on any of the caster's clothing or gear, but it does remove dead skin, detangle hair, and otherwise provide all the benefits of a long shower with soap. This is quite possibly the most widely-known spell in the world.
Base: Transform

Swift Slumber (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 2
Vs: N/A
Range: Self
Casting: 5 minutes
Duration:Special
Description: Immediately after casting this spell, the caster lies down and goes to sleep. Thereafter, every hour spent asleep is as refreshing and invigorating as two hours normally would be.
Base: Aid
Casting Options: For a +1 bonus to all rolls an hour after waking (+8 CTN/+3 SP)

Wanderer's Blessing (MJ 2/Mn 3/ N 4)
CTN: 12
Cost: 1
Vs: N/A
Range: Touch
Casting: 10 minutes
Duration:One day
Description: This handy spell keeps a pound of food from spoiling for one day. There are other variants of this spell as well, like Vintner's Blessing for wine or Embalmer's Blessing for those with less savory practices.
Base: Ward
Casting Options: Per additional day (+5 CTN/+2 SP)

Ward Against Vermin (MJ 2/Mn 3/ N 4)
CTN: 15
Cost: 2
Vs: Will (TN 16) / Resolve
Range: 1 yard radius
Casting: 1 minute
Duration:One hour
Description: After casting this spell, no pest up to the size of a rat will approach within 1 yard of the caster. Ward Against Vermin only functions against animals acting naturally and free of coercion, and fails utterly against bewitched animals. Even sufficiently-large groups of rats or insects moving in unison can cause it to fail, to the terminal disappointment of more than one hedge witch. More powerful hedge witches can even kill vermin who dare approach them.
Base: Ward
Casting Options: Up to one day (+3 CTN/+2 SP), per addition yard (+5 CTN/+2 SP), ward kills vermin (+8 CTN/+4 SP)

Ward Off Rain (MJ 2/Mn 3/ N 4)
CTN: 17
Cost: 1
Vs: N/A
Range: Self
Casting: 2 rounds
Duration:One day
Description: The caster is shielded from rain while the spell is in effect. No matter how powerful the storm, the hedge witch and their clothing will remain completely dry. This can also protect against water being splashed or dripping while indoors, though a bucket is a large enough amount that it will shatter the spell. There are other less-widespread versions of this, such as Ward Off Blood for midwives or Ward Off Alcohol for those who frequent taverns. There's even a Ward Off Sunlight known by some members of the nobility.
Base: Ward

Witchlight (MJ 2/Mn 3/ N 4)
CTN: 17
Cost: 2
Vs: N/A
Range: Self
Casting: 3 rounds
Duration:One hour
Description: This spell creates a glowing globe of light that hovers around the caster, illuminating the area as well as a torch. The color varies--though it's usually some variant of red or gold, some witchlights are cooler colors as well. The casting options allow the caster to move the witchlight up to the maximum range, but it will automatically move to remain within that range if the caster moves.
Base: Change Environment
Casting Options: Witchlight can move 10 feet away (+2 CTN/+1 SP), Witchlight can move 50 feet away (+5/+2SP)

Witchsight (MJ 3/Mn 4/ N 5)
CTN: 19
Cost: 3
Vs: N/A
Range: Special
Casting: 1 minute
Duration:10 minutes
Description: The caster can see the flows of magic through the world, allowing them to make Perception rolls to determine if there are active spells or sorcerers within their line of sight. No extra information about the magic is granted, though the appearance is often tinged by the tradition the sorcerer is from. A priest of Tharu's magic might appear as a mystic wind or a tinged with lighting, while a kappa shaman might seem to be guided by their ancestor as they make the gestures to use their spells. If the caster knows the spell they are looking at, they can automatically identify it. GMs may allow Eldritch Lore rolls to identify other magic if appropriate.
Base: Reveal
Casting Options: Up to 20 minutes (+4 CTN/+2 SP), Up to one hour (+8 CTN/+3 SP)
 
 
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