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Witch Spells

valzi edited this page Dec 4, 2019 · 4 revisions

Witch Spells

Every witch has:

Hidden Language

R: Touch T: Surface D: 10 hours

The caster may inscribe a message in a language that has been forgotten by grown-ups. It may be read only by the very young, the incredibly old, the simple-minded, and other witches. If 2 [dice] are used, the writing will be permanent.

Speak with Dead

R: touch T: corpse or other remains D: 10 minutes

You can communicate with ghosts and lingering spirits. The quality of spirit is determined by both its age and the [dice] invested in the spell.

  • 1D: the ghost is silent, and mimes out a repeating loop of a single moment
  • 2D: the ghost speaks a little and is no longer locked in action, but remains linked to its event
  • 3D: the ghost knows who it was in life, and can move about its home freely as a normal spirit
  • 4D: the ghost is at its most autonomous, bearing jumbled but significant memories of life

Ghosts are imprints of an individual, and so do not possess all of that person's knowledge, nor are they able to provide incredibly specific information unless it was incredibly important to the target.

Blink

You disappear for up to one minute, and reappear up to [dice] * 50 feet away at will.

Blight

One creature makes a CON save or suffers [sum] * 2 damage. Plants get no save. Can destroy [dice] * 100ft radius of foliage or a small copse of trees.

Blight

R: touch T: [sum] acres of land D: - Inflict or lift a blight, which significantly diminishes crop growth, befouls wells, turns milk sour, weakens animals and children, lowers fertility of both soil and people. Any creature born under a Blight must save or roll a permanent mutation.

Blight

Chance to Work: 60% + 10% per Weather Witch template Time to Cast: 1 round Cost: lose 1 HP Effect: target domesticated animal, target field, or target deliberately gardened plant will die in 1d20 hours. You can only use this ability once per day. If you fail to use it on a target, the target is immune until the next new moon.

Crop ward (Reversible)

(Occult enchantment/charm) Level: Witch 1 Components: V,S,M Range: Touch Casting time: 1 turn Duration: 1 season Saving throw: None Area of effect: 1 acre This spell protects crops from pests, weeds and other natural hazards. Material components for the spell cost a total of 10 gp. The reverse, Crop blight, will leave no healthy crop at all; the wilted, sickly plants that will grow are inedible and have no market value.

Hypnotize

As long as you maintain eye contact with a target, they follow simple commands, checking CHA every round. If they fail 3 times, plant a geas-suggestion in their mind.

Lucky Charm

Use a rare root (5sp) to make a charm. You imbue [dice+Level] charges into the charm. Anyone with the charm can expend one charge to gain a Boon to any roll.

Scrying

R: [sum]/2 miles T: reflective surface D: [sum] minutes Link one visible reflective surface to another reflective surface that you are aware of within range. The two images become windows to each other. For each die invested beyond the first, another sense may travel through. (If you know that a tavern is within your range, it is reasonable to assume that there are spoons.) You may switch between target surfaces in exchange for [dice] minutes from the duration of the spell.

Borrow

R: [dice] miles T: animal D: [sum] minutes You release your own spirit from your body and inhabit an animal. You can steer it but cannot cause it to act against its survival instinct. The larger or more intelligent the animal, the harder it is to control. While borrowing, your own body appears dead.

Witch's Egg

R: 0 T: self D: [dice] minutes You produce a chicken egg which, when broken, bursts in a cloud of sulphurous smoke, with a [sum]' radius. Any creature caught in the cloud must save or be affected by a [dice]*2 poison. The cloud blocks vision and hangs around for the duration of the spell. If the egg is not broken when the spell duration ends it hatches into a normal, full-grown chicken.

Sleeping Hex

R: touch T: 1 creature D: see description You touch a creature, and it must save with a [dice] penalty. If it fails, it falls alseep for [sum]*10 minutes. After that, it can save without penalty. If it fails again, it continues sleeping for the same amount of time, and then wakes. A kiss always immediately breaks a sleeping hex.

Contact

R: 100 miles / Varies T: Magical being D: Until dispelled.

Caster makes contact with a magical being. If [sum] > 10, non-magically-sensitive individuals may be contacted. For entities existent outside normal space, the spell must be cast at a location of some power or significant to that entity.

Craft:

A small engraved or painted icon of the target.

Warp Spasm

R: 15' T: Being D: Instant

Target must save vs magic or be wracked with powerful seizures for [dice] turns. If [sum] > 12, they will gain a permanent mutation.

Craft:

Wishbone charms, ready to be snapped.

Memory Fog

R: Touch T: Being D: Permanent

Target's memories of the last [dice] hours are muddled. They will not be able to recall faces, names, exact conversations, and all but the most obvious details. If [sum] > 25, all memories of events are gone.

Craft:

Tattoo of an eye with an X pupil on the palm.

Burning Cloud

R: 20' T: Area D: [sum] turns

Does [dice] damage / turn to all beings within the cloud.

Craft:

A rough red-gold powder, warm to the touch.

Produce Flame

R: 40' (when thrown) T: self D: as below

Creates a flame of [sum] damage. The size of the fire is determined by the dice invested:

  • 1D: candle (STR 10, lasts for one hour)
  • 2D: torch (STR 30, lasts for fifteen minutes)
  • 3D: fire (STR 40, two hands, lasts for five minutes)
  • 4D: inferno (STR 70, two hands, takes full turn to cast, movement speed halved, cannot be thrown, lasts for one minute)

Magic Circle

R: As drawn T: Spirit D: Until broken

A circle is marked out on the ground which may hold and bind a spirit of [dice] HD or less. Using this will negate any reaction bonus you might have with supernatural creatures and impose a -1 penalty.

Gain +1 [dice] if the circle is made with salt, iron flakes, or whatever substances are anathema to the spirit.

Gain +2 [dice] if the circle is inscribed with the target's true name.

Call Upon A Local God

R: 100' T: Folk D: 0

A local god appears, and you gain + [dice] to your reaction roll when conversing with them. No bonus is granted when dealing with malicious spirits. Summoning a specific being requires one of the following:

  • The location is strongly associated with a particular entity
  • [sum] > 15 and knowledge of the entity
  • The god's true name is known

Augury

R: Touch T: Creature D: 0

In reading the entrails of sacrificed animals, you look for an omen of what is to come. You have a [dice] x 10% chance of successfully foreseeing a future event or gaining a piece of knowledge (ex: "there is a settlement in the next cave"), plus 1 [dice] per hit die of sacrificed creature or hour spent cloud-watching. Even if successful, omens will often have multiple potential meanings.

Allure (Reversible)

Level: Witch 1 Components: V,S,M

Range: Self Casting time: 1 round

Duration: 1 hour Saving throw: Neg. Area of effect:Caster

Allure enhances the caster's persuasiveness with regard to the target creature. Used on an NPC, the target will be 50% more likely to respond positively to the player character's attempt at persuasion, intimidation, bribery or other social manipulation. For example, the caster attempts to bribe a guard. The GM adjudicates that the bribery attempt would normally have a 50% chance of working, so the Allure spell makes the chance (50%x50%=)25% more likely to work, for a final chance of 75%. This spell makes no difference to an attempt at manipulation which normally has no chance of success. The spell's reverse, Hideousness, causes the caster to take on a horrifying aspect. Creatures in combat with the caster suffer a penalty of 25% on morale check rolls.

Darkness

(Occult transmutation/alteration) Level: Witch 2 Components: V,S Range: 120 ft Casting time: 4 seg Duration: 3 tn + 1tn/lvl Saving throw: Neg. Area of effect: 20 ft radius globe

Raven spy

(Occult conjuration/summoning)

Level: Witch 2 Components: V,S Range: 20 ft Casting time: 1 seg Duration: Until sunset Saving throw: Neg. Area of effect: 1 bird Raven spy conjures one rook, raven or crow and imbues it with a spirit allied to the caster. The caster may specify a target and the creature will observe it before returning to the caster at nightfall. The spell grants the bird speech, and it will tell the truth as it understands it. In areas where corvids are rare, an alternative creature might appear. For example, in some tropical jungles the caster might conjure a parrot.

Charm Monster

Level: M4 Range: 60 ft. Duration: Until dispelled Tis spell operates in the same manner as Charm Person, but can affect more powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected.

Charm Person

Level: M1 Range: 120 ft. Duration: Until dispelled Tis spell affects living bipeds of human size or smaller, such as goblins or dryads. If the spell succeeds (saving throw allowed), the unfortunate creature falls under the caster’s influence.

Hold Person

Level: C2, M3 Range: 180 ft. (C), 120 ft. (M) Duration: 90 min. (C), 1 hour + 10 minutes per level (M) Te caster can target either 1d4 persons of human size or smaller (saving throw applies) or may instead target a single creature who must make their save at a -2 penalty.

Hold Portal

Level: M1 Range: Referee’s discretion Duration: 2d6 turns Tis spell magically holds a door or gate in position for the spell’s duration (or until dispelled). Creatures with magic resistance can shatter the spell without much effort.

Knock

Level: M2 Range: 60 ft. Duration: Instantaneous This spell unlocks and unbars all doors, gates, and portals within its range, including those held or locked by normal magic.

Charm Door

Sleep

Level: M1

Range: 240 ft.

Duration: Referee’s discretion Tis spell puts creatures into an enchanted slumber (no saving throw is permitted). It can affect a number of creatures based on their hit dice.

Table 32 : Affected by Sleep

Victim’s HD Number Affected
Less than 1 to 1 2d6+3
1+ to 2+ 2d6
3 to 4+1 1d6

Sleep

Time to Cast: 1 round
Cost: lose 1 HP
Effect: touched target must Save or fall asleep. If the target is not alert and nobody but you can see them, they don't get a Save. Only works on living creatures that naturally sleep. If the creature dies by your hand, or the hand of an ally, while it is still sleeping, you lose an additional 1d6 HP.

Sleep

R: 100' T: [Sum] HD noticed living creatures D: 4*[dice] turns

Puts creatures into a light sleep.

Sleep

(affects: 1 or 4-14 creatures, duration: 3-18 turns, range: 24") Causes 4-14 1-3HD or 1 3-7HD to fall into a fitful slumber. The magic is indiscriminate and must affect the indicated number of creatures beginning with those nearest the target. The magic affects only creatures that normally sleep but no saving throw is allowed.

Step Out

Chance to Work: 20% + 10% per Weather Witch template
Time to Cast: instant
Cost: lose 1 HP
Effect: you disappear. You can only do this if no one is paying attention to you and you have both feet on the ground. People can be looking near you, but they can't be watching you. You must reappear within 1 minute in any place you could have plausibly walked or run to. You can't fit through the bars of a jail cell, but you could walk through the open cell door, under the eyes of the guards, even if someone is blocking the way. You can use this ability any number of times per day.

Mancy

Chance to Work: 100%, see below Time to Cast: 1hr Cost: lose HP equal to Divination Dice roll + bonuses. Effect: Stolen from here. You can divine the future. Choose one method from the following list. Roll randomly to gain a new one each time you gain a Weather Witch template. The methods convey specific types of information. Most people won't believe you if you tell them the answers you've divined.

  1. Anthropomancy, or divination by entrails. Produces strange visions, encoded in shadowed symbols, that show a possible future or past for a question asked.
  2. Asterimancy, or divination through stars. The sky, star maps, globes and pools that reflect the heavens. Reveals what sort of dire events - weather, war, murder, curses, and ghosts - are quickly approaching.
  3. Geomancy, or divination by earth. Break rocks, listen to how soil slides through the hand, hear the vibrations of trees, and then you will know what has happened recently in your area.
  4. Necromancy, or divination through the dead. Take a skull, paint it, lavish it with oils, and then place it on a table in a dark room. Ask it three questions, and it will answer truthfully with the knowledge of the dead, though the answers will often bring you suffering.
  5. Oionomancy, or divination by symbol. Watch the flights of birds, see what strange colors appear on someone's back, study how many crosses sit atop buildings around you. These will tell you when something dangerous, supernatural, or determined is nearby.
  6. Pyromancy, or divination through flame. Light a flame, stare in it, use bones or aromatic wood instead of coal. In the fires you will see a series of images that tell you of dangers to come before the next sunrise.

You have a d6. This is your Divination Die. Roll it when you go to perform your mancy.

Gain +1 to your roll if you are under no pressure. Gain +1 to your roll if you are unharmed and under no curses or other supernatural effects. Gain +1 to your roll if you have copious amounts of your chosen divination medium.

The following chart shows how exact of an answer should be given by the Referee. \1-2: Vague answers, cryptic, lots of symbols, nothing direct. \3-4: An answer requiring less interpretation, some explanation, familiar things and obvious clues. \5-6: Clear answer, obvious people or creatures, no real trickery, still somewhat encoded. \7+: Exact answer, no room for interpretation.

Every time you perform your mancy, the maximum X-in-6 chance you have goes down. On your second try, any roll of 6 becomes 5. On your third try, any roll of 6 or 5 becomes 4, etc. The chance resets each morning.

Bewitch

Base Chance to Work: 60% + 10% per Weather Witch template Time to Cast: 1 round Cost: lose 1 HP Effect: Stare into a person's eyes (or an animal smart enough to be trained to do tricks). They must Save. If they fail, they regard you as a good friend for 1d6 minutes and will, in a slow and dopey semi-aware state, obey any requests that do not directly harm them. When the effect ends, they will realized they've been bewitched (if superstitious) or shrug it off as a strange coincidence (if not). In either case, they might be very annoyed. If you made them do anything embarrassing or harmful, they are immune to future Bewitching.

Emblem Spells

Bookworm Emblem Work - Friends in Low Places

R: N/A T: Being D: Session

The Bookworm may summon aid from the mythos people she has familiarity with. Barring any usual circumstances (finding oneself in another plane, for example), help will arrive in d6 hours and will remain until the end of the job, the session, or it becomes too dangerous. Caster gets only one free use of this spell: a further favor must be fulfilled before it can be cast again

Librarian Emblem Work - Shielded from their Eyes

R: Touch T: Object D: [sum] hours

The target object (and anything inside it) is shielded from preternatural detection and the attentions of the Old Ones or Crawling Chaos for as long as the spell is active. If this spell is cast with 10+ [dice] during the Witching Hour, the effect will last for a full year and can be extended to the size of a house.

Ibis Emblem Work - Artifact Destruction

R: 5' T: Magical Object or Being D: Instant

This spell will only work if all Work Dice are burnt. The targeted item or possessed individual is immediately and completely consumed in fire and will be destroyed instantly with no save. This spell only affects material targets; the enchantment has a blowback chance as it dissipates (save vs. magic).

MAIDEN EMBLEM: Black Cat R: 0 T: self D: [sum] minutes Turn into a black cat without a shadow. You can shift at will between it, and the cat's disembodied would-be shadow. While in shadow form, you gain a bonus of [dice]*2 to stealth, but you can only manifest where there is light to cast shadows. The shadow is as vulnerable to attacks as an actual cat. Casters trying to cast a spell on you in this form always get a Mishap or its equivalent.

MOTHER EMBLEM: Witch's Cauldron R:0 T: 0 D: [sum] minutes This spell summons a witch's cauldron over a fire, filled with a bubbling potion: any caster that fires a spell or magic within 50' of the cauldron must save or have their spell sucked into the pot. The pot can hold [dice]*2 magic dice and [dice] spells. Once it has either hit its dice limit or the duration is over, the cauldron boils over, firing 1 MD versions of random spells it contains as close to itself as possible, until its MD run out.

CRONE EMBLEM: Transmogrify R: 30' T: 1 creature D: - Turn a creature of into a harmless, tiny animal, like a newt or a frog. if it has more HD than [dice]*2, it can save to get better after [sum] hours. If it fails, it can only be turned back by a true love's kiss. Alternatively, turn yourself into any creature with [dice]*2 HD or less for [sum] minutes.

Perks

Perk: A Maiden weighs as much as a duck, as she is not yet grounded by her knowledge and wisdom. This means she floats on water, and can be lifted very easily.

Perk: You simply do not take most things seriously enough to be intimidated by them. Gain a bonus of 2 to save against fear.

Perk: You're familiar with the language and culture of one of the mythos peoples. You gain a +1 to reaction rolls with them, and have a 3-in-6 chance to answer difficult questions about them.

  1. Deep Ones
  2. Ghouls
  3. Tcho-Tcho
  4. K'n-Yani
  5. Sand Dwellers
  6. Cats

Perk: You have a network of contacts to pull on for aid and information. Roll 2d6: on a 10+ they're able to help you out no problem. On 7-9, there is some sort of cost involved (information is spotty, you owe them a favor in return, etc). On 1-6, no one can help you. You may use this ability [Template] times per session.

Perk: You get +2 to reaction rolls when interacting with the rural poor and working class, and people with a bit of sense.

Sense Strangeness You can detect magic, supernatural effects, and general weirdness. 100' range for minor enchantments, charms,and sorceries. 1 mile range for seriously worrying magical trouble. It might be a premonition, a vision, a cold shudder, a glowing aura, or just a sense that something is "wrong". You can see ghosts and spirits, and they will know and respect you. Any structure you enter is warded against casual attack.

Limited Immunity Choose one source of damage from the following list: 1. steel and iron melee weapons, 2. lead and iron ranged shot, 3. arrows, 4. fire, 5. drowning and cold water, 6. cold weather, 7. hot weather, 8. teeth, claws, and venom of mammals, 9. teeth, claws, and venom of fish, 10. magic and sorcery (other than your own). You are completely immune to it.

Drawbacks

Drawback: Your legs aren't what they used to be, unfortunately, and the days you could eat anything without a worry in the world have been over for a while. Suffer a penalty of 2 to Movement.

Drawback: People are very fearful of your presence. They will be extremely hesitant to say anything they think you don't want to hear, and lie to divert your attention away from themselves.

Drawback: 25% of income goes towards maintaining the Club.

Drawback: You've gone batshit. You have developed an obsessive phobia or a mania from your interactions with the Mythos. It has served you well and kept you alive, but its hold on your life has become absolute.

Drawback: You get -2 to reaction rolls when interacting with wizards, politicians, academics religious leaders, fundamentalists of all stripes, and people with not nearly enough sense. You get no reaction bonus, not even from Charisma, when dealing with other witches.

Cantrips

  1. You ask small creatures like birds, bats, beetles and mice simple questions. Sometimes they might have a useful answer, often they will just ask for breadcrumbs.

  2. You make a square foot of plants flourish.

  3. You make an item of food taste slightly better, or at least bearable. This sign can mask the taste of minor poisons.

  4. You can cure a very minor disease, like a cough or a cold, with a touch.

  5. You can light or extinguish any existing light source that is no brighter than a torch within 30'

  6. You can open or close any window, door, or other hinged portal that isn't locked within 30'. They open/close slowly with an ominous creak.

  7. You can ping the presence (general distance and direction) of your coven-mates.

  8. Can memorize a single page of text; new input overwrites old.

  9. You can send a secret message to the home of anyone you have shared a meal with. Messages must be less than 20 words and will vanish after being read, of if read by the wrong person.

  10. You have a familiar (cat, dog, crow, rat-thing) and can assign it simple tasks**.**

  11. You can create a hideous droning piping noise at will.

  12. You can remove an eye and roll it around like a marble. It still works.

1: You can spend five minutes to create a shamble, which allows you to detect if magic has been worked nearby. It will only tell you yes / no and relative strength.

2: You always have a piece of string, a stub of chalk, a smooth pebble and a coin in your pocket.

3: You can silently summon your familiar. This may take a few minutes if they are far away. A note on familiars: familiars are ordinary animals that can be sent out to do ordinary animal things. they cannot speak and you are not mind linked, but they are smarter than usual and will tell you what they might see or do in their own way.

Attentions

  1. Local fairies have noticed your presence. They won't pass up on the opportunity to mess with you. Your saves for the remainder of the day suffer a penalty of 2. If you put out a cup of milk for the fairies, you may save to prevent this.

  2. Local spirits are upset at you disturbing their rest, so they are going to disturb yours. Replenish no health or WD next time you rest. A sacrifice of food and flowers allows you to save to prevent this.

  3. Some local peasants have seen or heard about your magic and it frightens/upsets them. Within the next day they will find a moment to throw stones at you and shout profanities, dealing 1d6 damage. Saving a peasant's life or livelihood prevents this.

  4. A minor devil or demon tries to steal a bit of your magical power: this spell uses up an extra WD (1d4 damage if no WD left). No save.

  5. A local wizard fears your competition and messes with your magic. For the next spell you cast, reroll the WD and take the worse [sum] result. Putting a wizard in his place prevents this.

  6. A minor god is insulted by your general being (gods are envious and petty creatures), and smites you. Roll a random mutation, and after 4 hours, save or it is permanent. Making a significant offering to said god before the save for permanence ends the mutation prematurely.

  7. Take 1d6 damage.

  8. Grass dies, flowers wilt, milk spoils in a 50' radius.

  9. Vomit cobwebs, hair, and tomato juice for 1d6 rounds.

  10. Familiar vanishes for 1d6 hours.

  11. Bleed from forehead for 1d10 hours, freaks everyone out.

  12. Transformed into a cat for 1d6 hours. You can still cast spells.

  13. The Haunter in the Dark

  14. The Bloody Tongue

  15. The Faceless Pharaoh

  16. The Bloated Woman

  17. The Crooked Man

  18. The Thousand Eyes

To remove an attention

  1. Pound of flesh - sacrifice 1d6 HP.
  2. Lay low, lay low - You may not cast at above 1 WD for the rest of the day.
  3. Fast and meditate - regain no HP or spells tonight.
  4. Snuff the candle - burn off all WD used for this spell.
  5. Show of Strength - all spells require an additional WD to cast.
  6. Keep your cool - WD spent today are rolled with disadvantage.

Alterations

  1. You become hateful of the simple-minded, and easily fall into the habit of spiting them out if bitterness. When dealing with people less intelligent than you, reroll any rolls for social situations and take the worse result (intimidation is exempt from this).

  2. Your bubbling vitriol for others in general turns you physically ugly and gives you a most bizarre appearance. Roll two mutations, and take the most weird-looking result. Do this twice.

  3. You simply don't see the point in even trying to be nice anymore. Remove Charisma from your character sheet entirely. You dementedly try to compensate for this with garish expressions of niceness, such as a house made of candy, laughing (or rather cackling) at inappropriate moments, and giving yourself a overly sweet nickname like Auntie or Missy.

  4. You've went and done it. You've put little Timmy into the soup. And it's only downhill from here. You've gone full hag. You lose your humanity and become a child-eating monster. [roll a new character]

  5. The magnitude of what you're attempting to do hits you like a lead brick. The spell fizzles out, and the strain of blooming existential crisis prevents you from casting again for d7 days.

  6. Isfet strikes back at you. Roll d6 to select a horrible wound table, then roll d6 for the wound.

  7. A horrible wound as above, but this time it heals wrong; you bear a cursed branding mark of isfet. Dogs and cats hate you. Humans know something is very wrong with you at a moment.

  8. There's nothing left to be done, and there's nowhere else to go. You've reached fail-state. You have two options: taking your life, or throwing yourself into the embrace of isfet as its servant.

  9. A bleak mood lingers on you like grease on fingers. Your reaction malus is doubled for 24 hours.

  10. A witchhunter demon has been drawn to your scent. It cannot harm you directly, but it will follow you for three days, dealing mental strain damage through its attacks. If damage > WIS, the witch must save vs fear - on success, fight/flight/freeze. On fail,you will be rendered too strained to make any normal action at all until the days have transpired.

  11. You've gone too far on the outside, cut your ties to people, lost the things that keep you grounded. You've gone bad, a hag of the worst kind.

This doom can be avoided by pulling the millstone-in-the-pond trick in Clearsight Lake, or by delivering an accurate omen to a king and watching the fallout to the end.

1d12 Mundane Magics/Cantrips?

  1. Mend: Cause an object to repair itself. There is a level in 6 chance that this spell will work. On a failure, this spell cannot be cast on the same object again until the sun has risen again. Such repairs typically don't last because the spell only repairs as well as the caster could repair such an object and it fades with time. This fix will last for 1d4 days of use for this object if the caster is unknowledgeable about the kind of craft the object was constructed with. If the caster is knowledgeable, the fix will last 1d6 days of use.
  2. Find: So long as you have a piece of something or someone, you can find them. To do this, you must spend an hour binding the piece to a compass, necklace, or other makeshift directional devices. After which point, the device will gently point in the approximate direction of the target.
  3. Animate: Cause a small object no bigger than a peasant's chair to come to life for a Turn (10 minutes). There is a level in 8 chance that the object will naturally obey your spoken commands. If not this object will require convincing. Objects keep their tendency towards pliancy or rebellion even after this spell has worn off. They retain their personality if animated again. Thus, casters of this spell are known to carry around loyal objects that they can rely on.
  4. Call Wind: Cause a favorable wind to come your way. On a hot day, this might be a cool breeze. On a ship this might be a gentle push int he right direction. There is a level in 4 chance of this spell succeeding. On a failure, you may not cast it again until the next sunrise or until a drastic change in the weather has occurred.
  5. Ease: Remove a level of exhaustion from a creature and add it to yourself.
  6. Douse: You know the direction of the nearest source of water. This spell requires use of a peculiarly shaped stick or dousing rod. If there are multiple sources of water there is a level in 4 chance that this spell will point you in the direction of the most easily attained water.
  7. Predict Weather: You have knowledge of the next week's weather. There s a level in 6 chance of this being a perfect prediction. On a failure, 1d4 days of weather prove to be different than expected.
  8. Heal: You cause a creature you can touch to regain 1 HP and give them Advantage on their next save against a physical malady. This spell requires use of herbs that you have prepared. Each dose takes an hour to prepare and 1 sp in reagents. A target of this spell can only be effected once every 24 hours.
  9. Evil Eye: A creature you see gets a dose of bad luck. PCs lose 1 Luck. if they are the target. In the next 24 hours something goes wrong for this person. Milk is spoiled. The target might step on a rake. Ect. This can only be used on the same creature once every 24 hours. There is a level in 6 chance that this bad luck takes effect immediately.
  10. Tonic: You prepare a tonic with 1 gp of reagents and an hour's work. This tonic allows the person to drink it to gain Advantage on their next check, regrow a little lost hair, remove a little pain from their joints, etc. Each person can only receive the benefits of this tonic once every 24 hours and a person who uses this tonic daily for more than a week find that it begins to deliver diminishing returns, dwindling to nothing.
  11. Speak to Beast: You understand the language of an animal. Mind you, it is only that animal. So should you cast this on a squirrel, you would only be able to understand squirrels. This spell can only be cast once every 24 hours and it lasts for 24 hours.
  12. Clean: You make a thing or person clean. Each target can only be affected by this spell once every 24 hours.
  13. Ease: Remove a level of exhaustion from a creature and add it to yourself.
  14. Speak with the Dead: You enable a corpse you touch to regain the power of speech for a Turn (10 minutes). This can only be cast on a target once per day.
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