Hedge Magic Heroes Part V

   Here we have the first part of the sample second level spells for the hedge magic spell list – effects at the top end of most hedge mages spellcasting abilities. After all, few hedge mages either need, or have the talent required to cast, spells with the raw, heady, power of Fireball or Fly.

   Like all hedge magic, these spells have few direct combat applications – but can be quite useful in the hands of a clever caster.

   Unless Otherwise Noted:

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

   Abjuration

   Spring Cleaning

  • Range: Medium, Area: Up to six major rooms (including closets and such) plus one additional major room per caster level, Duration: Instantaneous.
  • Spring Cleaning will straighten up, throw out the trash, and clean and polish throughout a good sized house, tavern, or penthouse, or similar structure. More importantly from some viewpoints, it will neatly put things away where the caster would put them – making it easy to locate things in the area cleaned. Just as importantly from other viewpoints, it neatly hides the tell-tale traces of searches, clears up bloodstains, and polishes up the knives – while leaving no fingerprints or other personal traces behind at all. Anyone attempting to make deductions from the remaining evidence faces a +20 target number modifier.

   Ward versus Vermin

  • Range: Medium, Area: 30 foot radius, Duration: 1d4+1 weeks, Save: Will negates for monstrous vermin only; they may save again each round until they succeed.
  • Ward versus Vermin repels normal rats, mice, insects, and similar creatures, preventing them from entering the protected area unless they are intentionally brought in by a larger creature. While it will not drive out any such creatures which are already within the affected area, if they do venture out of it, they will not be able to return. Wards versus Vermin are very useful in keeping such pests out of food stores, and in maintaining the health of a population, but adventurer’s are more often interested in keeping off disease carrying pests and swarm attacks. Unfortunately, Ward versus Vermin is incapable of keeping out monstrous vermin, such as giant centipedes and such – although it might make them hesitate briefly.

   Conjuration

   Fountain

  • Range: Close, Effect: Up to 50 gallons of water per caster level (about six and a half cubic feet or four hundred pounds), Duration: Instantaneous (the actual manifestation may be spread over up to one minute if the caster so desires), Save: Special, Spell Resistance: None.
  • Fountain creates quite a lot of water, either as a downpour in an area anywhere up to twenty feet across, as a mass to fill containers, or as a wave or spray directed anywhere within range. A creature subjected to an instantaneous wave or spray may make a strength check (at +4 per size category above Medium or -4 per category below Medium, +4 if it’s exceptionally stable for some reason) against a DC of (10 + Caster Level) or be driven back five feet. A creature which fails to resist being driven back must make a reflex save to avoid falling down.
    • Fountain is not an especially potent attack spell, but it is about the best attack spell on the hedge magic list. Still, it’s generally much better employed in providing drinking water, irrigating crops, and extinguishing fires.

   Hearthfire

  • Range: Touch, Effect: one 8 inch radius fire, Duration: Twenty-four hours.
  • Hearthfire conjures a cheerful crackling little fire, suitable for providing light, warmth, and a place to cook or even to perform light metalworking – although, sadly, it’s neither large nor hot enough for serious ironworking. Given that there’s no actual combustion going on, the fire burns without fuel, smoke, or other waste products for the duration and cannot be smothered – although a couple of buckets of water or similar measures will extinguish it readily enough. Hearthfire can be a lifesaver in a blizzard or arctic adventure, makes an excellent beacon or signal fire, and eliminates the need to find or carry fuel – but it also finds a good deal of use in powering steam engines and heating underground areas, where a clean source of heat and light that doesn’t use up fuel or oxygen is of great assistance. Hearthfire can be moved around in any container and does 1d4 points of damage per round if someone is in direct contact with it.

   Divination

   Find Stray

  • Range: Ten miles, Targets: One domestic animal or child, Duration: One hour per level.
  • Find Stray allows the user to sense the current location and approximate condition of an animal or child provided that he or she either starts out in the targets quarters or possesses some personal link to the target. Thus an animal can be traced starting from it’s stall, a cow by a bit of it’s milk or hair, a child from it’s room of by using it’s spare clothing, and so on. Creatures that are intentionally hiding from the caster receive a saving throw, those which are not so concealed – even if they are hiding from other creatures – do not. Adventurers usually find this useful for things like finding where the bandits are keeping their child-hostages, leading emergency search parties into sudden blizzards, and locating expensive beasts, such as trained hunting eagles.

   Herb Mastery

  • Range: Touch, Targets: 2d4 packets of herbs, Duration: One day per level.
  • Herb Mastery allows it’s user to blend any available herbs to produce sustaining and strengthening broths, infusions, and teas. Drinking such a brew is as sustaining as a normal meal for a medium creature, is loaded with all necessary vitamins and minerals, and cures one point of damage, up to a maximum of twelve points in any one day.
    • Herb Mastery is essentially equivalent to Goodberry, but it allows the use of any kind of herb, fresh or dried, rather than calling for the use of fresh berries. The minor healing effects are nice, as is the prevention of scurvy and various other deficiency diseases, but the ability to drastically stretch the food supply is often considered the most vital function.

   Enchantment

   Harvest

  • Range: Medium, Area: Up to two acres, Duration: 10d6 Minutes.
  • Harvest causes a crop to harvest itself; hay will gather itself into stacks, carrots will report to the root cellar, and fruit will climb into baskets store itself. The specifics are up to the caster; if he or she wants to harvest only the ripe fruit, or collect the eggs the hens are hiding but leave the ones being brooded, that’s what he or she will get. The entire process requires some 10d6 minutes to complete, but is generally quiet and efficient. Complex situations or wild crops inhibit the spell; harvesting two acres of apples is easy, but the charm will barely suffice to harvest half an acre of wild truffles, and the process will require 1d6 hours rather than 10d6 minutes. Adventurers often use Harvest when a crop – or the situation it’s in – is important and dangerous. If you need Telachian Venom-Fruit, and don’t want to stir up the giant wasps which live in the grove, this is probably the spell to use. The wasps will probably come after you anyway, but at least you can set up your own position to meet them in.

   Train Animal

  • Range: Touch, Target: One domesticated animals, Duration: Instantaneous.
  • Train Animal instantly teaches a domestic animal basic good behavior – although it doesn’t necessarily give it the desire to please it’s owner. Still, you can instantly housebreak your new puppy and teach it not to growl at or bite the children, to come when called (if it isn’t too distracted, upset, or frightened), and to otherwise be an acceptable companion or work animal. The use of this spell will also half the time required to teach an animal more advanced skills, such as sheep herding, but does not help an animal learn to handle the stress of operating in combat situations; such training must be conducted normally.
    • As a note, “Train Animal” will actually let an undomesticated animal know what humans consider “basic good behavior” just as well as it lets a domesticated animal know that – but wild animals generally aren’t interested in pleasing humans even when they aren’t downright hostile.

   Evocation

   Continual Flame (Standard Spell)

   Tree to Lumber

  • Range: Touch, Target: One cut down or otherwise deceased tree, Duration: Instantaneous.
  • Tree to Lumber neatly breaks a dead tree down into a caster-specified collection of smooth, well-cut boards, shingles, sheets, pulp, stakes, reasonably-sized chunks for firewood, and other bits and pieces – saving a great deal of labor, avoiding waste, and avoiding the need for a sawmill. For the common folk, this is a tremendous timesaver. It’s pretty much the same for adventurers when they need to build a raft, boat, ladder, or what-have-you on the spot.

   Illusion

   Dreamcatcher

  • Range: Touch, Target: Creature Touched, Duration: Special, Components V, S, MF (a toy or doll).
  • Dreamcatcher grants a toy an illusion of life – a comforting mental presence that can whisper reassurance, provide sensible (if rather dim) advice, and which can chase away bad dreams. The effect is actually purely mental; the psychic construct is sustained by the spell recipients desire and needs. It can be temporarily dispelled – but will soon return unless the creature sustaining it is convinced that it has truly been destroyed and stays so convinced. Dreamcatchers are normally pretty ineffectual, but can manifest as fairly formidable guardians if someone ventures into their hosts mind- or dream-scape (either improvise – this would be a dream-scenario after all – or go ahead and use the Dreamspawn template to represent the thing).
    • While Dreamcatchers are normally toys for children, adventurers might find them useful if they’re confronted by some psychic menace, if the realm of dreams is suddenly spilling over into the material world, or if their childhood dream-guardian starts showing up to whisper warnings.
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