Hedge Magic

*Whilst fireballs and great feats of healing require either draconic heritage or the favour of the Gods, there exists a type of magic that permeates all things. Whilst not as powerful as that weilded by sorcerors, wizards, clerics and druids, this magic has its uses.*

*It is always cast using material components, and requires no magical heritage or prowess to use. Anybody can do it; the type of magic passed down from mother to daughter, father to son.*

## Spells

### Autumn Rain

*Hedge Spell*

**Casting Time**: 1 action

**Range**: 60ft

**Components**: V S M (a preserved, flattened leaf from last autumn, a few droplets of rainwater)

**Duration**: 15 minutes

**Description**: While dabbing the rainwater on the leaf and blowing a soft wind over it, you bring down a gentle patter of rain on the surrounding area. This can be used to lightly obscure the area, and to hush out the sound of whispering conversations.

### Bottled Noise

*Hedge Spell*

**Casting Time**: 5 minutes

**Range**: 30ft

**Components**: M (incense burning consistently for 5 minutes within an arcane sigil with the necessary runes. Also, a glass bottle etched with the matching runes, with a small crystal or crystal shard inside of it. A cap for the bottle is recommended.)

**Duration**: 5 minutes, once activated.

**Description**: This spell captures the noise in a 30ft radius as smoke in the bottle. Once the cork is taken out, the smoke fills the surrounding area with the same sounds for up to 5 minutes. A common usage of this is to spread bardic music, or for the dying to record their last words to
their children, and so on. 5 minute bursts of tavern-ambience are a popular keepsake sold in the
great cities of the world. Once opened, the smoke and its sound is gone forever.

### Fey Bells

*Hedge Spell*

**Casting Time**: 30 minutes

**Range**: 30ft

**Components**: V S M (a bell of silver, touched by a newborn within a week of their birth, kissed by
the eldest living family member they have within that same week. Inscribed with the names of those
the caster holds dear.)

**Duration**: Until dispelled.

**Description**: Commonly passed down from parents to children when they come of age to leave home, or to children who are going out to play in the woods, these bells do not ring when the wind blows. Rather, they ring when danger is near, be it of this world or any other. Adventurers commonly carry these into the world as young adults, to protect them in the wilds as they sleep.

### Ghost Writer

*Hedge Spell*

**Casting** **Time**: 5 minutes

**Range**: Self

**Components**: V S M (parchment inlaid with the correct runes, ink from a crystalline inkwell, and a crystal-tipped quill)

**Duration**: 10 minutes

**Description**: Once summoned with the ritual and tools, an invisible servant will take the pen and paper and stay near to you, jotting down any thoughts that you have during the 10 minute duration. If it runs out of space on both sides of the parchment, Ghost Writers have been known to start scribbling on skin, doors, tables and cats, so take care.

### Gravebloom

*Hedge Spell*

**Casting** **Time**: 1 minute

**Range**: 10ft

**Components**: V S M (Flowers of any kind arranged in a bouquet, an open flame atop a candle, a few drops of rainwater, and sunlight)

**Duration**: 1 round

**Description**: When cast over a recently deceased (12 hours, approximately) corpse, this brief ritual causes the body to burst into floral bloom. Not only does this remove most of the infection/disease risk of a dead body, but it makes it impossible for dark forces to use the corpse/skeleton as a servant. Often, blood-drenched battlefields are swarmed by clerics and priests who will turn it into a field of
vibrant flowers to stop supernatural predation.

### Create Moss Golem

*Hedge Spell*

**Casting** Time: 1 hour

**Range**: Self

**Components**: M (a drop of mortal blood, moss covered rocks, a bowl of fresh water)

**Duration**: Until dispelled or otherwise destroyed.

**Description**: A moss golem is usually the first construct spell taught to young spellcasters, in order to show them the importance of clear instruction given to golems and other constructs. The blood and water bind with the moss and rocks to create a small, stupid, but loyal golem that can serve many purposes. Many graduates of magical schools remember their first Moss Golem fondly, and some still keep them around to tend to gardens and do housework.

**Moss Golem Statblock**

HP: 1

AC: 10

Speed: 20ft

All stats are 4 (-3) except CON, which is 10 (+0)

Senses: blindsight, 20ft.

Languages: none

Actions: Smash. -3 to hit. 1 bludgeoning damage.

### Memory Lantern

*Hedge Spell*

**Casting** **Time**: 1 minute

**Range**: 30ft
Components: V S M (a lantern that burns with a candle, three filled journal pages of genuine memories)

**Duration**: 10 minutes

**Description**: A favourite of investigators who lack magical insights, this spell merges memory, fire and light to illuminate the recent memories in a place. Once the 3 pages of journalled memory are burned (it has to be 3, at least, for some reason), the lantern will give the caster an impression of the lasting memories and feelings in an area, without giving specific details. Often used to track down missing spouses, to catch out upper class infidelities, and so on.

### Shambles

*Hedge Spell*

**Casting** **Time**: 1 minute

**Range**: Self. Detection range: 30ft.

**Components**: M (Something living, something dead, something plucked from out your head.)

**Duration**: 10 minutes

**Description**: A shambles is a small magical detector made by weaving together a living and dead object, using a strand of half-living material such as your own hair. A shambles will move when no wind is blowing; it will chime despite having no chimes upon it. They behave strangely and are extremely sensitive to changes in the local background magic. They typically explode when even slightly powerful is active nearby.

### Summon Minor Inconvenience

*Hedge Spell*

**Casting Time**: 1 minute

**Range**: 20ft

**Components**: V, S, M (a piece of string, a piece of chalk, some metal tacks or nails, and some glue, some ink, all put into a pot marked with the name of your victim)

**Duration**: 10 minutes

**Description**: Popular among students and training soldiers, a Minor Inconvenience is exactly that. When summoned and directed to its victim, the tricksy spirit will rise from the pot and, if it is able to find the target in time, commit a minor inconvenience against them. These effects can be specified but are generally limited to: Tying together of shoe laces. Binding of book pages. Writing of offensive messages. Drawing of hilarious markings on sleeping victims, and nails/tack in shoes.

### Watch Companion

*Hedge Spell*

**Casting** Time: 1 minute

**Range**: 10ft

**Components**: V S M (dried pine needles entwined with your own hair)

**Duration**: 4-8 hours, or until dismissed

**Description**: This spell is for lonesome watchmen and guards on the plains. The Watch Companion is a harmless spirit which has access to the same knowledge and memories as you do. It appears as a flaming version of yourself, and must stay within 10ft of a roaring campfire to stay summoned. It is used to keep people company with mild conversation, to stave off loneliness. It is not real fire and as such poses no threat to the surrounding plants, etc.

### Writ of Empathy

*Hedge Spell*

**Casting Time**: 1 minute

**Range**: Touch

**Components**: V S M (parchment dabbed with wine, tears, spit, and slightly singed, before having the runes daubed on it with lemon juice so as to be invisible)

**Duration**: Instant

**Description**: When touched by the next person other than the caster, the Writ of Empathy redraws a sigil or symbol on itself to indicate what kind of troubles or mood the target is in. If given to a man in debt, for example, it may show coins. To someone who is guilty, it may show a noose or a prison cell, etc. To somebody in love, a heart, and so on. Only works once.