Friday, March 27, 2020

Hedge Wizard Spells - 8 Spells

(All art, names, and ideas were taken from listening to this album.)
[1] Ancient Vibrations
This spell can be cast on people or objects. If cast on a person, it reawakens a long since atrophied and dormant part of their body which can let them vibrate at a specific frequency. This vibration acts as unique identifier for that person's bloodline, as closely related people have similar vibrations, and can be used to do things like open old ancestral tombs or secret stone lockboxes.

Secondly, if cast on an object, this spell causes it to rattle with the secret lore of olden times. For most objects, this makes them have a +1 to hit or AC for a single round such if used on a sword, shield, or helmet, but it falls away or you drop it after each round you use it from its rapid movement. The one exception to this are instruments. If cast on an instrument, the instrument can be used to shatter apart a stone wall or rampart; creating an opening where men could pass through if the other side is clear. This only works on walls of a thickness equal to or less then a typical armspan. The instrument used to cast this spell becomes still and silent forevermore.

[2] Huffing Petrichor
This spell can only be cast immediately (up to one hour) after it rains. This spell uses the freshness of the air as its catalyst. When it is magick'd into being the spellcaster is surrounded by a cloud of fresh air while the particles of magic reach out further around them in all directions, causing whoever breathes them a mild sense of euphoria. This also smells very strongly of petrichor.

The fresh air surrounding the spell caster is of superb quality and protects against poison gas and shortness of breath. Restore 2d6 damage taken from toxic gas damage if applicable to anyone within the fresh air bubble around the spell caster. This can also be used to freshen up a dungeon environment, climb on top of the hill of trash, and so on, but this bubble cannot penetrate water on its own so it cannot be used for underwater exploration. The surrounding bubble of petrichor causes confusion and euphoria, meaning you roll +1 to reaction checks to enemies affected by it and they have -1 morale for lack of being able to work together. The petrichor bubble of smell is about the distance of a forest clearing, where as the bubble around the caster is about 10 ft in all directions.

[3] Odd Visions
This spell must be cast with a crystal ball, scrying bowl, or other item of visual divination. The spell lasts for two turns, and only affects the spell caster. Spell casters high on a hallucinogenic drug while casting this spell gain a +2 saving throw for its use.

When cast; this spell puts the user into a trance and grants them visions of things. These visions are seen in their scrying object, and will end the moment they look away. As such, it is possible for someone else to prematurely end this spell by covering the scrying device or shoving the spellcaster aside, but the spellcaster themselves cannot move or willingly do anything but watch the visions.

For the first turn staring and scrying, the spellcaster will see visions of outer realms and worlds beyond their imaginations, beings from other times and places, impossible geometries, and so on. The spell caster must make a saving throw at this point. If they fail, they are overwhelmed by the visions and black out or close their eyes to make it stop, failing the spell. They also receive a single point of insanity, -1 morale or Charisma, or some other appropriate negative for seeing what they have seen.

For the second turn of staring, the spellcaster sees the impossible realign with the real world. No longer are they overwhelmed, but instead it provides great insight. If the spell is interrupted at this point, the spellcaster receives no negative repercussions but did not complete the spell fully. If the spell is fully completed, then the spellcaster must roll on this table.

Odd Vision Table – 1d4
  1. You go blind for 2d6 days, but are filled with an inner peace. As your sight returns though, you forget why.
  2. You've attracted the attention of something beyond. If you didn't have a supernatural entity as your patron, you do now. If you did, then your old familiar is eaten and replaced.
  3. Your horizons have expanded. Your character gains the first they do not have; Aggressive Bisexuality, No phobias, Ambidexterity, the ability to “see” colors via touch.
  4. You have learned some type of incredible, Terrible Knowledge.

[4] As Old As The Hills
This spell requires the use of three ritual implements; the ritual chalice, a ritual dagger, and a circle of stones, rope, or ash. This spell requires the user to stand in the center of the circle atop an old hill, to cut their wrist with the ritual dagger, and the ritual chalice (filled with wine) to end the effect.

As the user's blood falls onto the hill, they start to age rapidly. For every point of damage they inflict upon themselves, they age by five or ten years. Without a disease already ravaging them, they can become quite old without a too much risk of death. By letting your blood flow out, you become older and older, and as you become more old you gain more spiritual authority, and the wisdom of age, while your body shrivels up and becomes weaker. For each point of damage you inflict upon yourself, you can treat your Wisdom modifier as +1 higher until the effect ends.

If the ritual chalice is drunk by the spellcaster, then the spell effect ends and their youth is returned. If the chalice is spilled or the spell interrupted, then the spell caster will remain the age the spell had made them, and leaving the circle means the weight of the world bears down upon them, and they will be subject to the normal terrors and spirits that possess the elderly with the shakes and senility.

[5] Cemetary Violence
This spell is cast in a graveyard or cemetery. If any battling or fighting is to take place there during or right after the casting of this spell, the magic of the spell makes the battle more “final”. Piles of dirt move to open up new graves which bodies conveniently fall into. Hands of the buried reach up to hold still the dying before they can escape (those at 0 or less HP but aren't instantly dead, not those simply knocked to the ground), weapons pierce organs and spells cast their most deadly magic, etc.

While under the effects of Cemetary Violence, all combat damage that results in a kill is a kill, regardless of other abilities or items that may prevent it, unless they have spiritual authority over their graveyard. The prophet of the God that this graveyard is watched by could come back from the dead here, but not a nercomancer rising themselves from the dead.

Additionally, weapons or attacks made using elements from the graveyard, such as smashing someone over the head with a tombstone or stabbing them with a rusty fence pike, have +2 to hit and damage. The undertaker of the graveyard also gets this bonus.

[6] Clairvoyance
Clairvoyance is a classic wizard spell. It's up there with invisibility and fireball. It's also very hard to pull off. In order to cast Clairvoyance, at least TWO of these must be true for that character.
  • At least TWO positive points of Intelligence modifier
  • At least ONE positive point of Wisdom modifier
  • Character has had their third eye opened
  • Character learned Clairvoyance from a Master (not a spellbook)
  • Character is of a very high level/reached “Name level”
  • Character is the Seventh Son of a Seventh Son

If at least two are true, the character may cast Clairvoyance once per day. If three to four are true, they may cast Clairvoyance as much as they wish, but repeated use of the spell deals 2 points of damage to their Charisma ability score. If their Charisma drops to 9 or less, they go blind but may continue to use Clairvoyance to see the world around them if they so choose. The Charisma score can be healed normally with rest or magical healing. If the character has 5 or 6 of the categories above are True, then their Clairvoyance is “always on” and in a radius of 15ft around them at all times.

Clairvoyance grants the ability of the user to know things. They may pose any question or bit of information to the DM, which must be answered truthfully. “What's inside this box?” is a valid question, as is “Where are they taking the box?”. Each additional bit of information unlocked down the string counts as an extra use of Clairvoyance. You can read minds with Clairvoyance as well; simply asking about a person's memories, their plans, or their prepared spells or location are all accepted. However, certain magical materials or concepts block Clairvoyance. For example, the true form of a demon or angel cannot be learned by Clairvoyance, as material such as lead or silvered mirrors block all forms of scrying, including Clairvoyance.

[7] Conjurer's Clutter
The Conjurer's Clutter is a two way trap spell. It can only be cast in an indoor space, with a lot of objects or objects laying around. Something like a well stocked pantry, library, or conjurer's workshop would be a good candidate. The person who casts this spell must be well acquainted to this mess, living there or using it to store valuable goods of their own or for their master.

The 'clutter' in this spell makes up the objects around. These objects begin to move when not watched, hiding and moving around to make the area as confusing as possible. Piles of objects move in front of windows or doorways, even forming fake passages that close up behind you if you aren't careful. The clutter also protects its most valuable items within its deepest parts, almost as if a dungeon was erected to protect something, but homely. The Sorcerer who cast this spell is not immune to it; the items will be just as hard to retrieve for them as they would anyway else. It takes one hour per item you wish to find among the clutter, plus an additional turn for every other significant item within the hoard and/or for every extra wizard level of the caster.

[8] More True Than Time Thought
This magic spell works on the power of the past. Those who cast this spell are historian-wizards, with one eye firmly set on the world that has ended, and with only one in the present. Those who cast this spell become old in some way; if not in age, then old in speech or appearance or attitude towards new ideas and younger people. Oldness is contagious in that way.

Once this spell is cast; the user must forget a moment of today and lose -1000xp or the equivalent in your game. Then, they must focus on something that happened from the past and, depending on how ancient or memorable it was, the past happens again. It happens before them and is both a spirit or illusion, but also real. People can watch the past play out again, but they can also influence it to some degree. For example, if you cast this spell on a hill where a great battle was fought, the warriors of that battle will appear again, as though alive, and both sides will battle. You can aid with one side, the side that lost in the “real” history, but if they win, things start to change. You can change the past, but it isn't fullproof. Sometimes a person may reappear that was supposed to have died, and people's memories will selectively change to shroud what really happened in myth, since you've changed the outcome of the past. The more ancient the past was though, the most ghostly and harder to influence these events play out become. Speeches by great warrior-kings that happened a thousand years ago are muffled to unrecognizably, and the ghostly phantoms would only shift their glance at you for a moment if you tried to distract them; the past would refuse to change.

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