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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-
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 |
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| 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 |
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