Hedge Magic

[Power 1] Cleanliness: Clean target object or substance from grime, poison and disease.
+[Power 1]: Affect an additional target.
+[Power 1]: Affect all within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected.

[Power 1] Admonish: As an Attack against Will impose Disadvantage on a targets next Test.
+[Power 1]: Affect an additional target.
+[Power 1]: Affect targets within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected.

[Power X] In Sickness, Ritual: As an Attack against Vigor increase targets Vigor Burden by Power + Degree and provoke a Burden Test. On a failed Burden Test target suffers Sickness Affliction decreasing Defense of your choice by one. If this would take a Defense to zero they suffer a Wound.
+[Power 1]: Increase effect by +1.
+[Power 1]: Affect an additional target.
+[Power 1]: Affect targets within Reach or Increase area by a Distance Step. Channeler can choose to be unaffected.

[Power 2] Hedge Augury: Roll 1D6 and ask a question based on die result. Bearer will give you a true answer.
1+: Ask a question about places in local area.
4+: Ask a question about events inside a home or a dwelling.
6: Ask a question about hopes and desires of an individual you have met.
+[Power 1]: Roll an additional 1D6. Dedicate each die to a different question or gain multiple answers for the same question.

[Power 3] In Health: During Downtime or at Deaths Door Heal with a Channeling Test.
+[Power 1]: Affect an additional target.

[Power 4] Goodwill, Ritual: Target is protected for duration. Attacker has to beat your Channeling Test to attack the target. This does not work when the target initiates a Clash.
+[Power 1]: Affect an additional target.

[Power 4] Hearth, Ritual Only: Channel magic into a flame increasing maximum Hit-points and Burden Treshold by one for anyone Resting by the flame.
+[Power 1]: Increase Hit-points and Burden Treshold by +1.
+[Power 1]: You have awareness of the flame and the direction it is in.

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