shifty louts

Fyvrian Spells for ODnD Hârn

I've been slowly chipping away at the Shek-Pvar spells in some way, shape, and form for my ODnD hack of HârnWorld. Below is essentially the Green Wizards of HârnWorld spell list that I've cobble together from the Hârn Magic Book and some third-party fanon material

Note: Details on the Shek-Pvar and the Hârn Hack

Fyvria (FIV-ree-ah) Fyvria is the magic of the green and growing, the pale and dying—essentially the cycles of growth and decay that underlie the natural world. The base of Fyvria is fertile earth where life swarms. Fyvrian mages use organic objects as foci, including petrified wood, bags of earth, even living plants and animals as elemental objects.

Fyvrians divide all living entities with a physical body into three exclusive categories:

Some Fyvrian spells can affect Plants and Animals, but cannot affect Persons, and vice versa.

Balm of Gresan

Allows a person or animal touched by the caster to heal faster.

  1. Healing a living subject: Restores 1d6+1 hit points of damage. This cannot raise the subject’s hit points above their normal maximum.
  2. Curing paralysis: Paralyzing effects are negated.

Figure of Aestras

An enchantment that causes a single plant to grow in a particular configuration. The enchantment could, for example, be used to shape a tree to look like a person, or, with multiple castings, to make a row of bushes weave themselves into a tight hedge/wall.

Putrid Hand

Inflicts 1d6+1 hit points of damage to a touched creature. In combat, a melee attack roll is required.

The Colors of Life

Changes the color of one characteristic of a target, living creature. For this spell to work, the caster must have in hand a natural item of the intended target colour and touch the willing target creature.

Hand of Iliam

An enchantment that prevents one injury/ailment from infection, or from getting worse if already infected. The enchantment does not promote healing, but stabilizes the patient for Duration.

Takara's Curse

The caster’s touch heals 1d6+2 hit points of damage in one living subject. This cannot raise the subject’s hit points above their normal maximum.

Neko’s Caliginous Vision

Enhances the caster’s eyesight in different natural environments.

For instance, if the caster were underwater, they would develop a second, transparent eyelid similar to a marine animal that allowed them to see underwater with minimal difficulty, if they were in a darkened environment (at nighttime or a cave) they would develop vision akin to the night vision of nocturnal animals, if desired they could use infrared vision similar to a snake’s to see body heat outlines or ultraviolet vision like a bird’s to have an advantage in foraging for food (The waxy surfaces of many fruits and berries reflect UV light that might advertise their presence.) and locating the trails that animals leave visually (some animals lay scent trails of urine and feces that reflect UV light, making them visible particularly in the spring before the scent marks are covered by vegetation.

Other situations might apply and would be subject to GM discretion and the practical knowledge and applications of the caster.

Verdant Hand

Accelerates the natural growth of any living thing touched by the caster. Verdant Hand cannot induce growth in things that are mature (fully grown). Dispelling the enchantment stops the accelerated growth, which then continues as normal.

Eye of Perfection

Analyzes the health of a single living creature. Determines the number of physical injuries/ailments or the nature of the worst injury/ailment

Syncope of Shalor

Causes creatures (except undead) to fall into a magical slumber. The spell may target either:

  1. A single creature with 4+1 Hit Dice
  2. A total of 2d8 Hit Dice of creatures of 4 HD or lower each.

When targeting creatures of 4 HD or less, the following rules apply:

Killing: A single attack with a bladed weapon can kill a creature enchanted by this spell.

Awakening: Enchanted creatures can be forcefully awakened (e.g. by slapping).

Favrin’s Bar

An enchantment which causes wood to temporarily expand, primarily across its grain. The enchantment is most often used to seal or open doors, seal leaky hulls, etc. A small expansion jams a door solidly, and a large one can destroy either the door or its frame. When the wood returns to its normal size, it has usually been weakened.

Power of Sharadorn

A self-enchantment to temporarily increase one of the caster’s physical attributes (Strength, Constitution, Dexterity, etc.) by +3. The enchantment cannot be combined with another attribute-enhancing spell (even itself).

Mask of Taur

The caster takes on the traits of the chosen flora they are in contact with. This may involve colour changes, growths sprouting from limbs and body or whatever other minor alterations that will serve to effectively camouflage the caster. With the basic spell, the caster must remain stationary, and the alterations only affect the caster.

Neko’s Augment Vitality

Caster is self-enchanted to be able to move and act twice as quickly as normal:

Nolomar’s Boon

Used to transform light from the sun into food from thin air.

Traceless Path

allows the caster to move through the wood silently and without a trace. It does so by making the plants and underbrush softer and malleable so they are less likely to snap and scrape.

Once the caster has passed, the spell causes the flora to return to its natural shape, erasing signs of passage and producing extra gases to muddle the scent trail.

A 15’ radius area is rendered utterly silent.

Balm of Herl

This spell has two usages:

  1. Cure a subject of any disease, including those of magical origin.
  2. Transfer disease from one subject to another.

Nurture of Isla

The caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot raise the subject’s hit points above their normal maximum.

Dream of Galega

Causes a person or animal to fall into a deep slumber that promotes healing. The subject must be touched by the caster to lay the enchantment. Dream of Galega cannot be a self-enchantment. The subject heals 1d6 HP per hour asleep. The enchantment may not be cast on the same subject more than once per day.

Vine of Alguinas

A dense, thorny thicket of vines and brambles overwhelms an area of normal woodland or scrub within range.

Mankor's Curse

Inflicts 2d6+2 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Varia’s Bind Familiar

The caster releases a magical residue similar to pheromones that specifically affects one target of more than 3 HD. This residue stimulates an already existing relationship with a mundane creature to create a sympathetic emotional and physical connection. With effort, the caster and the familiar may communicate telepathically. Strong physical or emotional stimuli are passed readily

Subject can make a save versus spells or be bound as follows:

Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.

Regenesis

This spell doubles the size and strength of a single animal or plant.

Animus of Nithri

An enchantment to restore a small portion of a dead creature’s animus, which can, to a limited degree, be controlled by the caster. This is a kind of necromancy to produce a zombie.

The basic enchantment activates the corpse’s metabolism to a small degree (perhaps the vocal cords and memory of a dead human), but it is not possible to make the cadaver move under its own power. With the example given, the corpse could be asked questions and made to talk about its past life or events in its “view,” but corpses are not very intelligent and will not volunteer information. The effects depend on the condition of the corpse (the more recently dead, the better).

Grow Moina Coia

Cast upon a portion of material from a dead animal, which is then buried in good soil. Beginning the next day, a small, unusual plant begins to grow at this location, bearing the color of the deceased animal. From this day forward, the caster imbues the plant with magical energy. The visible plant never changes for the duration of the spell, but the plant tuber root becomes a womb-like sac in which the familiar grows in the same form as the animal seed. At the end of the spell’s duration, the caster digs up the tuber and opens it, releasing the now complete animal, which has a strong empathic bond to the caster and instinctively understands and obeys commands of a complexity matching its intelligence.

Silme's Ward

This spell has two usages:

  1. Normal plants: Communication with normal plants. The caster may ask for simple favors, and plants may comply if the request is within their comprehension and capabilities. For example, densely overgrown plants may clear a passageway through which the caster and party may travel.
  2. Monstrous plants: Communication with plant-like or plant-based monsters.

Succour of Blezil

This spell has two usages:

  1. Characters: Neutralize the effects of poison on a character. A character who has died from poisoning can be revived if Succour of Blezil is cast within ten rounds.
  2. Items: Remove poison from an item.

Regrowth of Evala

Summons a 6HD earth elemental is summoned to do the caster’s bidding.

Vessel of Galanda

Grows a body from an unliving embryo or fetus. In general, the spell will only work on mammals. The fetus must have been dead for less than six hours and more than 24 hours. The body will grow normally, but very rapidly, and will have an ethereal essence or will or soul. The usual purpose of the spell is to create a new host body for a disembodied spirit.

The sorcerer must spend about ten hours in the initial casting and at least four hours per day in attendance.

The body must be kept fully submerged in a vat containing water and finely sifted earth. The spell approximately 50 gallons of water daily.

If the body is not occupied with a few of culmination, it will “die”. A spirit that occupies the body may be considered native after a month and will continue aging normally.

Passage of Chabar

A self-enchantment to allow the caster to “ooze” through stone, earth, or wood, but not forged metal or enchanted objects. With the basic enchantment, only the caster’s naked body is affected. The speed of penetration varies according to the substance

The obstacle must be traversed before the Duration expires or else a character may be buried alive. Entities undergoing Passage of Chabar are often unnerved by the experience

Neko’s Clone

Creates a living clone of any natural, mundane creature by using an equal amount of bulk living material  (another animal, plant, etc.) and a fresh tissue sample (of the animal to be cloned). The clone has the statistics, instincts, and behaviors of the original animal being cloned. Humans cannot be cloned with the basic spell.

Essence of Sinad

This spell halts biological aging and involves the transfusion of a litre of Elf blood or similarly immortal species, and also requires a secure source of fresh water for purification purposes

The spell leaves a resident of enchantment, which interacts dangerously with this or other rejuvenation spells.

Touch of Ptaris

Transforms a living creature (including equipment) into stone. The victim may save versus paralysis to resist.