[Hedge Magic]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


Hedge Magic is generally practiced by poorly-educated, flaky country magicians who learn their craft through trial and error. The spells are a practice in superstitious ritual, with little sophistication and much reliance on charms created by the wizard. Most of the wizard's rituals are developed for use within his village, such as spells for dealing with animals and plants, preparing food, charming people, healing minor ailments, fixing broken ornaments, predicting the weather, and so on. Since there is little need for combat magic, it is a rare Hedge Magic wizard that will know even a defensive spell.

Many Hedge Magic wizards have developed an innate ability to sense the presence of magic nearby. (Sense Magic, 360 Degree Sensing, 8- Activation Roll. Real Cost = 5 points.)

Common Limitations: Gestures (-1/4), Incantations (-1/4), OIF Invested Object, valuable (-3/4), x2 END (-1/2), Must draw 1/2 END from Invested Object (-1/4), -2 in Variable Limitations (Only Extra Time, Concentrate, and Activation Roll limitations) (-1-1/4).
Total: -3-1/4

Use the following table to determine the spell Activation roll based on the casting time and level of concentration:

  Casting        1/2 DCV        0 DCV       Activation
   Time        Concentrate    Concentrate      Roll

1/2 Phase N/A 9- 8- 1 Phase 10- 11- 9- 1 Turn 12- 14- 11- 1 Minute 15- N/A 14-

Basic Spells

Animal Familiar

The Hedge Magic wizard is often surrounded by one or more animal companions who serve him as agents, and sometimes as his source of power. This ritual allows the caster to summon a small animal (worth a maximum of 60 character points) from the local area, then attempt to establish a mental link with the creature. The animal will initially be in favor of establishing this link. Once he has done so, it is up to the wizard to maintain a friendship with the creature.

Casting this spell requires a pentacle constructed from natural materials, with an animal lard candle burning in each corner, and various herbs, animal parts, and incense placed in the center. Misuse of this spell will diminish the caster's magical power for several seasons. It costs the wizard the Real Cost in character points each time this ritual is attempted.

Power: Summon Familiar
Modifiers: Any local animal (+1/4); Animal selected at random from area (-1/2). Active Cost = 50 points.
Power: 2d6 character points of EGO Suppress
Modifiers: Only to establish Mind Link (-1/2), Linked to Summon (-1/2). Active Cost = 10 points.
Power: Mind Link
Modifiers: Both Small Animal and Caster (+1/2), Linked to Summon (- 1/2). Active Cost = 7 points.
Combined: 12- Activation Roll (-3/4), 0 DCV Concentrate throughout (- 1), Gestures (-1/4), Incantations (-1/4), OAF - Summoning Materials, immobile (-2), Side Effect (2d6 END Drain, recover 5 per season) (-1), Extra Time: 1 hour (-2-1/2).
END Cost: 7; Casting Time: 1 hour.
Real Cost: 8.

Invest Object

This is the fundamental ritual learned by all Hedge Magic Wizards. The caster creates a physical conduit through which magical energy can flow. The conduit must be valuable to the caster, such as a gem stone, precious metal ornament, animal familiar, or a unique family heirloom.

Once invested, anybody who touches the object can draw END to cast spells. However, only the wizard is capable of recharging the object. Once each day that the Wizard maintains physical contact with the charm, he can make an EGO roll to determine if the object was recharged by the amount of REC. Misuse of this spell will diminish the caster's magical power for several seasons. It costs the wizard the Real Cost in character points each time this ritual is attempted, even if unsuccessful.

Power: End Reserve, 15 END, 5 REC
Modifiers: Useable by Others (+1/2); 12- Activation Roll (-3/4), Recover END reserve once per day (-1-1/4), Requires physical contact and EGO roll by caster to recover END (-1/2), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), OAF - Invested Object, valuable (-1-1/4), Independent (Costs character points) (-2), Side Effect (2d6 END Drain, recover 5 per season) (-1), Extra Time: 1 hour (-2-1/2). Active Cost = 20 points.
END Cost: 2; Casting Time: 1 hour.
Real Cost: 2.

Spirit Ward

By shaping his own spirit form, the Hedge wizard can use this spell to protect himself against nature spirits. When the ritual is complete, an invisible barrier of magical energy is created that will protect the caster. This barrier will ward the wizard and his allies for as long as he continues to expend the energy required. However, the barrier is physically weak and completely transparent to magical energy. If any damage is inflicted against the wall, the body of the wizard suffers matching wounds.

Power: +6 PD / +0 ED Force Wall
Modifiers: Transparent to Energy Attacks (+1/2), Affects Spirits (+1/2), Draw END from personal and reserve (+1/4); Feedback (-1), Gestures (- 1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (- 1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 34 points.
END Cost: 3; Real Cost: 6.

College Spells

Animate Small Object

This spell will allow the Hedge Magic wizard to move small objects about by merely focusing on the item to be shifted. This spell is more strenuous to use than normal.

Power: 0 STR Telekinesis
Modifiers: Draw END from personal and reserve (+1/4); Affects all parts of target (-1/4), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x4 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 15 points.
END Cost: 6; Real Cost: 3.

Bug Zapper

This utilitarian spell is especially handy for those summer days when the bugs really begin to swarm. Any insect that attempts to land on the wizard receives a nasty jolt of electricity, sufficient in most instances to kill the bug.

Power: 1 pip RKA versus ED (Electricity)
Modifiers: Damage Shield (+1/2), Draw END from personal and reserve (+1/4), Single Continuing Recoverable Charge lasting 5 hours (Cancel by immersion in water) (+1/4); Costs END to cast (-1/4), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 30 points.
END Cost: (9); Real Cost: 6.

Bumper Crop

Through carefully study of herbs and crops, the Hedge Magic wizards have learned to magically double the gross food yield from a season of plant growth. This spell is effective on all types of edible plants, including grains, vegetables, fruit trees and wild berries. However, excessive use of this spell can seriously unbalance the local ecology, leading to such problems as blight, or a plague of locusts or rats.

Power: 3d6 Cosmetic Transform (Improve Yield for Season)
Modifiers: Any Edible Plant (+1/4), Area Effect (1km Radius) (+3), Draw END from personal and reserve (+1/4); No Range (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 67 points.
END Cost: 20; Real Cost: 13.

Calm Animal

Occasionally a mount or farm animal will spook and become dangerous to its owner. This spell can be used to calm the creature and bring it back under control. It has also proved useful when a wild animal wanders into a village and threatens its residents. This spell is less effective against more intelligent beings, as the INT score is added to the Mental Defense rating.

Power: 7d6 Mind Control
Modifiers: Draw END from personal and reserve (+1/4); Only to calm nerves (-1/2), Add INT score to Mental Defense (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 44 points.
END Cost: 8; Real Cost: 6.

Clean House

The Hedge Wizard can call forth weak spirits of the winds to perform his house cleaning chores, leaving every surface free of dirt and polished. While a filthy area will require more time to finish, the spirits are very efficient at this task and the entire job usually takes less than a minute. The spirits have a strong dislike for water, however, so they will not perform this job on damp surfaces.

Power: 3d6 Cosmetic Transform - Clean Area
Modifiers: Area Effect (Radius) (+1), Cumulative (+1/2), Draw END from personal and reserve (+1/4); Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4), Not when damp, underwater, or in a vacuum (-1/4). Active Cost = 41 points.
END Cost: 8; Real Cost: 9.

Clear Air

This cantrip will remove any dust, odorous chemicals, and impurities from the air. This can be useful for removing an obnoxious odor or clearing a room of smoke.

Power: Change Environment, 2" Radius
Modifiers: Draw END from personal and reserve (+1/4); Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 12 points.
END Cost: 2; Real Cost: 3.

Cure Illness

While inadequate against a serious plague or advanced medical condition, this spell can be used to cure most minor illnesses, such as a cold, infection, or childhood ailment.

Power: 8d6 Dispel Disease
Modifiers: Any Disease (+1/4), Draw END from personal and reserve (+1/4); Gradual Effect (5 Hours) (-1-1/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 60 points.
END Cost: 12; Real Cost: 10.

Deep Sleep

This spell bestows upon the target the ability to sleep soundly without snoring or disturbing nightmares. He will gain the benefit of a full night of rest for as long as the spell remains in effect.

Power: 4d6 Mind Control
Modifiers: Draw END from personal and reserve (+1/4); Only to sleep soundly (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (- 1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 37 points.
END Cost: 8; Real Cost: 8.

Dig Trench

Digging a ditch is filthy, back-breaking labor that can be greatly eased through magic. This spell allows the wizard to tunnel easily through most dirt and clay.

Power: 3" Tunneling through 1 DEF
Modifiers: Draw END from personal and reserve (+1/4); Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 20 points.
END Cost: 2 per 5" tunneled; Real Cost: 5.

Extract Poison

Occasionally a villager will fall victim to a snake bite, or ingest a poisonous herb. In such cases, Hedge Magic can be used to draw a natural poison or venom from the body. This spell is usually only effective against poisons that are weak and slow to work, and is ineffective against man-made toxins.

Power: 10d6 Dispel Poison or Venom
Modifiers: Any Natural Poison/Venom (+1/4), Draw END from personal and reserve (+1/4); Gradual Effect (1 Minute) (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 75 points.
END Cost: 22; Real Cost: 13.

Heal Wound

The healing powers of a Hedge Magic wizard can be valuable in an isolated village. This spell allows the caster to cure minor wounds to his patient, although it is usually supplemented by a skill with herbs.

Power: 2d6 Healing
Modifiers: Draw END from personal and reserve (+1/4); Gradual Effect (1 Minute) (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (- 1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 12 points.
END Cost: 2; Real Cost: 3.

House Spirit

This spell allows the wizard to call upon the house spirit to protect a dwelling from intruders. This incantation is little used by Hedge Magic wizards, except in border or wilderness areas.

Power: 3d6 Energy Blast versus PD (House Spirit)
Modifiers: Indirect (Any location or direction) (+3/4), Draw END from personal and reserve (+1/4); Only in a family dwelling (-1/2), Gestures (- 1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (- 1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 30 points.
END Cost: 9; Real Cost: 6.

Ignite Flame

Useful for impressing ignorant peasants or just starting a fire without tools, this spell allows the wizard to ignite any flammable material, such as a candle, torch, or kindling.

Power: 1 pip RKA (Fire)
Modifiers: Draw END from personal and reserve (+1/4); Only to ignite flammable object (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 22 points.
END Cost: 6; Real Cost: 4.

Impressive Display

A key craft of Hedge Wizard is the ability to impress an audience with his abilities. This spell can be used to create a spectacular display around the Wizard. Simple creations such as puffs of smoke, flashing lights, and loud bangs can be used to great effect by the Wizard, especially if his audience is ignorant of the magical arts. However, the illusions created by this means are crude at best, and will rarely withstand close scrutiny.

Power: Images to Sight and Sound
Modifiers: 2" Radius (+1/4), Draw END from personal and reserve (+1/4); No Range (-1/2), Gestures Throughout (-1/2), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 22 points.
END Cost: 2; Real Cost: 4.

Kiln Croft

The Hedge Wizard can use this spell to precisely judge the temperature of a kiln or oven, allowing him to carefully manage any objects placed within to bake or melt. This spell is especially useful when employed in conjunction with a skilled craftsman for precise tasks such as forging an alloy or baking fine pottery.

Power: Detect Temperature, Discriminatory, Ranged
Modifiers: Draw END from personal and reserve (+1/4); Costs END (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 16 points.
END Cost: 2; Real Cost: 3.

Knit Broken Limb

A crushed or severed limb is a tragedy for anybody, but especially the overworked peasant farmer who must labor from dawn to dust. This spell allows the country wizard to magically knit the shattered limb back together, holding it in place until the body can repair itself. The limb can be used while healing, but it will not be fully functional for several months.

Power: Extra Limbs
Modifiers: Single Continuing Charge lasting One Year (Cancelled when limb is finished healing) (+1), Draw END from personal and reserve (+1/4); Costs END to cast (-1/4), Only to repair broken limb(s) (-1/2), Limb at -5 STR, recover 1 per month (-1/4), Gestures (-1/4), Incantations (-1/4), OIF - Broken Limb, Invested Object, valuable (-3/4), x3 END (-1), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 13 points.
END Cost: (4); Real Cost: 2.

Love Potion

The country wizard will sometimes be called upon to produce an aphrodisiac for an infatuated villager, to gain the love interest of their heart's desire. This spell will cause the person drinking the potion to become strongly enamored with the first person of the opposite sex they view. Because the potion only goes into effect gradually, mishaps can occur when a victim accidently sights another first.

Power: 7d6 Mind Control
Modifiers: Trigger (Ingest Potion) (+1/4); Gradual Effect (1 Minute) (-1/2), Single Recoverable Charge (-1-1/4), Costs END to cast (-1/4), Only to love the next sexually compatible person viewed (-1/4), OIF - Invested Object, Special Herbs or Animal Parts (-1), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 44 points.
END Cost: (8); Real Cost: 7.

Predict Weather

The peasant is ever mindful of the weather, and this invaluable spell allows the Hedge Magic wizard to forecast the future climate for this village with some accuracy. This spell is not perfect, however, and mistaken forecasts have been known to provoke much wrath from hungry farmers.

Power: Precognition (Tactile)
Modifiers: Draw END from personal and reserve (+1/4); Only to sense future weather (-1/2), -1 PER per step down time chart beyond 1 hour (-1/2), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 50 points.
END Cost: 8; Real Cost: 10.

Repair Item

This spell allows the wizard to fix a broken tool or repair a shattered family heirloom. This spell will only work properly on small items, and more serious repair jobs should be left for the village smithy or perhaps a tinker.

Power: 2d6 Minor Transform (Repair broken object)
Modifiers: Draw END from personal and reserve (+1/4); Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x3 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 25 points.
END Cost: 7; Real Cost: 6.

Unique Spells

Change of Season

The wizard can use this spell to alter the weather within a 1km diameter of his current location. The change can be any weather condition that has occurred at this location in the past, but the further back in time the climate is selected, the more difficult the spell becomes to cast. The spell last for a period of up to one week, but will be dispelled by any serious shift in the weather, such as a storm or a cold snap.

This is one of the most difficult of the Hedge Magic spells to master, requiring lengthy study of the weather and changes in the seasons. However, this spell has earned many a blessing from the farmer whose crops were rescued from adverse elements.

Power: Change Environment in 1km diameter (x256 Radius)
Modifiers: Single Continuing Recoverable Charge lasting one week (Major shift in weather to cancel) (+3/4), Any Past Weather (+1/2), Draw END from personal and reserve (+1/4); -1 to Activation roll per step down time chart beyond 1 week (-1/2), Costs END to cast (-1/4), No Range (-1/2), Requires 1 hour to complete transition (-1), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-3/4), x2 END (-1/2), Must draw half END from Invested Object (-1/4), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 100 points.
END Cost: (20); Real Cost: 15.

Finnegan's Finder Spell

Named for the spell's absent minded inventor, this spell allows the Hedge Magic wizard to locate any lost item by tracing its aura. The wizard, or the being on whom the spell is cast, must have contacted the item recently. The further back in time the subject last contacted the lost item, the more difficult it is to locate.

Power: Detect Item (Sight), 360 Degrees, +4 Telescopic
Modifiers: Indirect (Any location) (+1/2), Useable by Other (+1/4), Draw END from personal and reserve (+1/4); Costs END to use (-1/2), Only to find specific item (-1/2), -1 PER for each step down time chart beyond 1 hour the item was last touched (-1/4), Gestures (-1/4), Incantations (-1/4), OIF - Invested Object, valuable (-1-1/4), Must draw half END from Invested Object (-1/4), x2 END (-1/2), -2 Variable Limitations (Only Activation Roll, Extra Time, and Concentrate limitations) (-1-1/4). Active Cost = 38 points.
END Cost: 8; Real Cost: 6.

Spell Determination

Since Hedge Magic spells are learned through trial and error, the actual spells known by a wizard can vary greatly. Use the following table to randomly determine the spells known by a typical Hedge Wizard. These are in addition to the Invest Object spell learned by all true Hedge Wizards.

7d6 Hedge Magic Spell

7 Change of Season
8 Bumper Crop
9 House Spirit
10 Clear Air
11 Bug Zapper
12 Deep Sleep
13-14 Love Potion
15-16 Repair Item
17-18 Animate Small Object
19-20 Cure Illness
21-22 Ignite Flame
23-25 Heal Wound
26-27 Impressive Display
28-29 Extract Poison
30-32 Animal Familiar
33-34 Calm Animal
35-36 Predict Weather
37 Knit Broken Limb
38 Dig Trench
39 Kiln Croft
40 Finnegan's Finder Spell
41 Clean House
42 Spirit Ward