Hedge Magic Heroes Part IV

   To continue the hedge magic spell list, here are the first level spells. Like all hedge magic, these have few direct combat applications – but can be quite useful in the hands of a clever caster.

   Level One Spells:

   Unless Otherwise Noted:

  • Level: One
  • Components: V, S
  • Casting Time: One Standard Action
  • Saving Throw: Will Negates
  • Spell Resistance: Yes (Harmless)


   Alarm (Standard Spell)

   Deodorize (House)

  • Range: Medium, Area: 30′ radius cloud, Duration: Instantaneous.
  • Deodorize removes, or – at the option of the caster – replaces scents. While scents will gradually return unless their sources are dealt with or removed, this has many applications in cleaning and comfort. While the spell is not powerful enough to be especially useful as an attack – it is not capable of inducing nausea or similar problems as a Stinking Cloud can – it can certainly irritate, distract, and even partially “blind” creatures which depend on scent. Of course, adventurers tend to find applications in evading bloodhounds, neutralizing Stinking Cloud spells (which it will do), removing the scents of skunks, frightening off wolves by making the campsite smell like it’s a den full of tigers, and similar tricks.

   Remove (Lice)

  • Range: Close, Area: 10′ Radius, Duration: Instantaneous, Save: Fortitude, for half, Spell Resistance: Yes.
  • Remove Lice instantly destroys a variety of small pests, parasites, and skin problems, including lice, fleas, fungal infections, green slime, vrock and yellow mold spores, and swarms of insects, normally inflicting 4d4 damage on each creature to be affected. Considering that most such creatures have one hit point at best, this is usually quite sufficient. Adventurers tend to find his marvelously handy when dealing with a few specific types of creature and fairly useless otherwise – unless, of course, they’re in a plague-stricken area, in which case using this spell regularly can be a lifesaver.



  • Range: Close, Area/Targets/Effect: Special, Duration: twenty-four hours.
  • Scarecrow is basically a specialized variant of Unseen Servant; unlike the basic spell, it can be left unattended, and will continue to perform it’s particular task – chasing pests out of a field – for a full day. Like an Unseen Servant, it can only “take 10” on tasks. Related variants perform other specific tasks – harvesting fruit, hauling water to irrigate plants, tending a boiler or a blacksmith’s fire, or cleaning floors. While each such variant is a specific spell, they’re so much alike that anyone who leans one variant can be presumed to have also mastered four others.


  • Range: Close, Area: Special, Duration: Twelve Hours, Save: Reflex Evades, Spell Resistance: Yes.
  • Tarp produces up to four hundred square feet of durable, watertight, canvas – either simply draping it across an area or stretching it over any suitable supporting framework. It can replace a small sail, keep the rain off a pile of equipment or other stockpile, erect a serviceable tent, briefly block a cloud of toxic gas, or help break a fall. It can also be dropped over an opponent or small group thereof, although those who succeed in a reflex save will generally simply duck out from underneath (and those will spell resistance are likely to rip right through). Anyone entangled in a tarp must spend a move action to get free; until then, they will suffer a -2 circumstance penalty on their actions and will be unable to see.

   Unseen Servant (Standard Spell)



  • Range: Special, Target: Self, Duration: 5d6 minutes to obtain results.
  • Dowsing has two basic effects; it provides a +5 bonus on an attempt to find something and allows the search to be conducted without actually going and making it. Thus, when looking for water (survival) instead of carefully inspecting the ground and digging small holes looking for traces of moisture, one can wander around with a stick. When searching for a hidden cave entrance, one can sit at home and swing a pendulum over a map instead of crawling about in the hills. You can use dowsing – whether with a stick or a pedatum – to search for oil, for internal infections and injuries, to look for water, game, fish, gems, tombs, roads, lost children, mystical nexi or ley lines, and many other items. Unfortunately, remote searches provide only general locations at best – and it can be rather difficult to tell when you’re wrong; the GM should roll in secret for remote searches. Thus using a pendulum and a map may help you find the general location of that ancient crypt, but to locate the door precisely, you’ll have to go to that area and do some more searching.


   Animal Influence

  • Range: Medium, Target: One creature with Int 2 or less, Duration: Up to one hour, Save: None if the user has some food appropriate to the creature being targeted and is willing to give it to it (if, perhaps, later), otherwise Will negates.
  • Animal Influence is similar to Suggestion, but only works on non-sapient creatures – and only if the user means no harm to the creature targeted. The user may easily calm a panicky mount, get a bird to carry a small item a few blocks, befriend and pet a creature, or get a rat to drag the key to the cell over within reach. Of course, creatures with such low intelligence are unlikely to manage anything too complicated, and the creatures affected won’t take major risks or go to enormous efforts to assist – but they do make excellent distractions and can run many small errands.


   Sheer (Sheep)

  • Range: Touch, Targets: Special, Duration: Up to twenty minutes per level, Save: None.
  • Sheer cuts hair (and, optionally, styles the remainder) with a casual pass of the user’s hand and without hurting the creature being shorn. For classical sheep-shearing, this can reduce the time required to a minute or two, larger animals (and struggling children) will require more time. If the user wishes to produce fancy haircuts, beard styling, and similar results, he or she will need to make a skill check to do so.
  • OK, I really can’t think of many adventuring uses for this one; I suppose someone might use it to support a disguise or to help with a quick change of identities, but that’s about it.



  • Range: Touch, Target: Item touched, Duration: Permanent.
  • Snapshot attaches the sensations of a few moments to a small item with a shiny surface – a bit of crystal, a bead, or some such. Anyone who touches the item will gain a weak impression of the information imprinted on it, and anyone who focuses their attention on that impression will experience the entire thing – whether that’s the glory of a sunset, the awe of a mighty dragon passing over a town, or the burning sincerity of an oath of vengeance. For the most part, such trinkets are simply keepsakes, although they can also serve to preserve valuable information, or – at the option of the game master – to provide effects equivalent to a first-level morale-affecting spell of choice if they record a moment of great personal significance that is related to the current situation. If someone wants to review the evil overlords dozen terrible offenses against their friends and family before launching their attack, they’ll probably qualify for the equivalent of a Wrath spell.



  • Range: Touch, Target: Creature Touched, Duration: Instantaneous.
  • Dentistry repairs and replaces teeth. While this has few direct game effects, someone who possesses this spell is generally welcome almost anywhere. It’s better than being a bard; few things are more miserable than bad teeth.

   Relieve Illness

  • Range: Touch, Target: One sick creature, Duration: Three saves.
  • Relieve Illness provides its target with a +4 enhancement bonus on its recipients next three saving throws against disease, and reduces the attribute damage resulting from failed saves by two points each. It also usually makes the sufferer feel a great deal better.

   Relieve Poison

  • Range: Touch, Target: One poisoned creature, Duration: Ten minutes.
  • Relieve Illness provides its target with a +4 enhancement bonus on its recipients saves against poison, and reduces the attribute damage resulting from failed saves by two points each. If applied within one round after a poison takes effect, the benefits of the spell are effectively retroactive.



  • Range: Touch, Effect: One cubic foot of material per level, Duration: Instantaneous, Components: V, S, MF (the relevant tools).
  • The various Process spells are each quite specific, and each can perform a particular, tedious bit of resource-processing. For example, Process (Card) pulls stickers, insects, and other contaminants out of wool. Process (Spin) turns raw fiber into thread. Process (Weave) turns fibers into cloth, and so on. Process does not provide materials, and does not bypass the need for the relevant tools or skill; it simply saves time. Fortunately, while each variant of Process is a separate spell, they’re so much alike that anyone who leans one variant can be presumed to have also mastered four others. Alchemists and ritualists often have good uses for Process, since it can greatly reduce the tedium of their activities.


  • Range: Touch, Effect: Up to ten pounds of unliving organic material per caster level, Duration: Instantaneous.
  • Preservation immediately dries, smokes, salts, jellies, spices, or otherwise preserves the affected material; the exact manner is up to the caster.

   Unburn Meal

  • Range: Touch, Effect: Up to twenty pounds of food per level, Duration: Instantaneous.
  • Unburn Meal will fix minor culinary disasters – unburning roasts and stews, causing fallen souffles to rise again, and mending broken cakes.


   Child Ward

  • Range: Touch, Target: One immature creature, Duration: Twenty-four hours, Saving Throw: None, Spell Resistance: Only if the caster is not a parent, aunt, uncle, or grandparent of the creature targeted.
  • Child Ward imprints a fraction of the caster’s consciousness on the mind of the targeted child (a character with a maximum level of zero) as an advisor and guardian. While this can’t always anticipate accidents, it can steer a child away from many kinds of risky behavior and help him or her deal sensibly with minor emergencies.
    • In Eclipse, a Child Ward temporarily bestows one character point – to be spent on copying some of the caster’s minor skills or abilities – per level of the caster on the child. In standard d20, a caster of twelfth level or higher may effectively grant the child level one in his or her primary class.
    • For adventurer’s Child Ward can make it a great deal easier to look after – or bodyguard – a child and gives their own kids a much better chance of surviving if they get entangled in their adventurer-parents affairs.

   Expel Parasites

  • Range: Touch, Target: One creature, Duration: Instantaneous.
  • Expel Parasites causes the targets body to expel parasites of all sorts – worms, rot grubs, cerebral parasites, things which burrow under the skin, and similar organisms. Like the Remove spell, Expel Parasites is very convenient when the characters are dealing with such perils – and fairly useless otherwise.

8 Responses

  1. I like these!! They’d be fun low power finds for wizards.

  2. These are truly inspired, and do a lot for showcasing how magic in a game world is used for more than just combat. I hope there’s more of the Hedge Magic Heroes series to come!

    • I do tend to think that in any sane world combat will be relatively rare – and so there will be an awful lot of non-combat magic about if anyone bothers looking.

      And there will be several more articles in the series. I hope you’ll like them too.

  3. […] known: light, mending, prestidigitation, sheer (0-level Compact version; 2 min./level duration) (0 CP; purchased with […]

  4. […] Poison (Hedge Magic): Grants a +4 Enhancement Bonus on saves versus poison and a -2 on the attribute damage resulting […]

  5. […] Illness (Hedge Magi spell list, +4 Enhancement on saves versus Disease, -2 on the attribute damage taken, Spell Level […]

  6. […] Ward (Hedge Wizardry Spell) (SL 1 x CL 1 x 2000 GP (Unlimited-Use Use-Activated) = 2000 […]

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