Packet Color (GREEN)

Root-world: The Blighted Fen

Spells

 Names          Type 
 Alligator’s Big Teeth  Instant (touch)
 Spider’s Nasty Web  Circle
 Possum’s Smelly Fur  Instant (caster)
 Cottonmouth’s Poison Spit  Instant (packet)
 Armadillo’s Secret Burrow  Readied (touch)
 Snappy-Turtle’s Stubborn Way  Instant (caster)
 Swamp Rat’s Silly Lie  Instant (caster)
 Crayfish’s Angry Pinch  Readied (packet)
 Moth’s Fine Cloak  Ward
 Crow’s Thieving Beak  Readied (packet)
 Grasshopper’s Far Leap  Instant (caster)
 Anteater’s Slimy Tongue  Readied (touch)

 

Rituals

 Name  Duration
 Heydeguy Dance  5 or 10 minutes
 Gift of Roots  5 minutes
 The Fen’s Offering  1 minute or 3 seconds
 Pagan Idolatry  5 minutes
 Beguiling Neighbors  1 minute
 The King’s Lament  5 minutes
 The Queen’s Tears  5 minutes
 The Neglected Castle  5 minutes
 Redcap Tricks  1 minute
 Weemish Duty  3 seconds
 Pwckish Burden  5 minutes
 Joys of the Old Court  15 minutes

*Each completion of a Swamp Mojo ritual generates a spell-like effect, as noted in the description for that ritual.

Spells

Alligator’s Big Teeth

Type – Instant (touch)

Requirements
The caster must bear a toothy necklace (Small Rustic Craftwork or better), or the spell can not be cast.
The caster must lay the weapon at their feet before they start the verbal, picking it up as they complete it, or the spell fails.
The caster must make a loud, single clap at the appropriate part of the verbal, or it is flubbed.
The weapon must be marked with a number of tiny dots (teeth marks) up to the caster’s level of Mastery.

 

Casting Verbal

“A Pwck watched Old Alligator take a long minute to open his mouth. Thinking himself too fast to catch, the fool tried to hit his snout, and (*clap!*) those big ‘ol teeth bit one short second–and one short Pwck–into (Mastery) million pieces!”

(after 1 minute of concentration)

 

Description

Upon completing the verbal, picking up its target, and marking it appropriately, this spell enchants a Heavy or Giant bladed melee weapon such that it adds 1 damage to all Power Strikes called with it for a number of hours equal to the caster’s Mastery, or the number of teeth marks the weapon bears, whichever is lowest. A user of the weapon may, at any time, expend the enchantment to call a single, free Mighty Blow X with it, where X is twice the user’s normal power strike damage with the weapon, including the +1 from this spell. If the user does not have the ability to call power strikes with the weapon, neither effect will be of use. Note that all Power Strike enhancers from different sources add together to determine Mighty Blow damage.

Mighty Blows cannot be Parried or Deflected, but are otherwise treated as Power Strikes.

Empowered: The caster gets +3 to the damage of all power strikes called with a weapon enchanted by this spell, instead of +1. Note that the Mighty Blow effect is modified accordingly.

 

Spider’s Nasty Web

Type – Circle

Requirements
The caster must lay the phys-rep after 1 minute of concentration, and when the circle drops, it must be immediately taken up.
Spider’s line must be said in a creepy voice, distinct from the rest of the verbal, or the spell is flubbed.

 

Casting Verbal
“One day a Redcap spied some bundles hanging in a tree. Figuring them Pagan gifts, she moved closer, only to see that they were stuck in a nasty web! ‘I only wrap presents for myself, little Bogie,’ said Old Spider from above…and the redcap jumped clean out of her skin.”

 

Description
Anyone who steps into this circle, even with only one foot, is afflicted with a Slow effect that is completely irresistible as long as they remain within: they cannot break free with feats, nor use resists of any kind on the effect, for only outright immunity will prevent the condition. Anyone who leaves the circle after suffering its effects will remain Slow for 5 minutes, though once outside they can break the effect as normal with feats of strength and a 3 second count (“Strength 1, Strength 2, Strength 3!”). Attacking “through” the circle does not cause the slow effect. The caster of this spell is entirely immune to its effects while maintaining the circle, though not slow effects from other sources. Like all circles, Spider’s Nasty Web can measure 5 yards per Mastery in circumference.

While Slow, a victim can only move at a maximum of 1 step every 3 seconds, and they may physically attack no faster than once every 3 seconds, though they can defend, feint, and maneuver normally.

This circle takes the form of a ring of unwholesome, mottled green spider silk, stuck fast to the earth.

Empowered: This spell is cast at +2 Mastery. As long as they are maintaining this circle, the caster may burn a SM charge to call a Poison Strike 4 with any weapon.

 

Possum’s Smelly Fur

Type – Instant (caster)

Requirements
The caster must indicate this spell is active by wearing a wide, fur bracelet around the wrist, which must be scented with musky perfume or cologne.
The caster must sniff the bracelet at some point during the verbal, or the spell cannot be cast.

Casting Verbal
“A Pagan glanced in the Hut Witch’s window, so she cursed him and all his children to stink like (Mastery) middens. Everyone avoided them, save furry Old Possum; to him they smelled quite fancy. And that’s how his cult began.”
(after 1 minute of concentration)

Description
For one hour per level of the caster’s Mastery, the caster can speak to, and understand, animals and animalistic monsters. Speech between the caster and any animals or monsters is only heard by the caster (and others under this spell) and any other beasties present. This does not automatically change the behavior of animals or monsters, but it does allow characters to inform them, reason with them, bargain with them, or intimidate them. Creatures whose speech this spell translates are never so stupid that they cannot communicate, and will probably appreciate someone who speaks their language. As with all “aura” based enchantments, the caster should inform applicable beings that they are under its effects by saying the name of the spell and showing them its manifestation, otherwise the targets need not abide by its effects.

Empowered: While this spell is active, you may burn a SM charge to call a Feat of Empathy, or two SM charges to call a Greater Feat of Empathy.

 

Cottonmouth’s Poison Spit

Type – Instant (packet)

Requirements
The caster must bear a patch of snake or lizard skin about their person (imitation is fine), touching it before they intone the verbal, or the spell fails.

Casting Verbal
“Don’t get into a spittin’ contest with old cottonmouth; you’ll both get poisoned (Mastery x 2) ways, but she likes it!”

Description
This spell does the caster’s Mastery x 2 in magic damage to the location it hits. If the target suffers a wound from this spell, they are Poisoned at a strength equal to the damage they took. If this spell does not cause a wound, no other effect takes place. Whenever they cast this spell, the magician takes a Poison 2 effect just as if they had drunk a Poison Draught 2. This secondary effect cannot be warded or magic-resisted, though it may be resisted as a normal poison effect. Note it does no resilience damage to the caster, regardless.
A Feat of Toughness may be used to resist the Poison, but not the damage.

Empowered: As a permanent, passive ability, you become entirely immune to Poison and Quick Venom.

 

Armadillo’s Secret Burrow

Type – Readied (touch)

Requirements
The caster must have their nails painted brown or black, or this spell cannot be cast or maintained.

Casting Verbal
“Hoping to bribe Armadillo out of (Mastery) dozen treasures, a creepy Weem buried himself with a big fake ring, knowing she would dig it up, and him along with it. That marriage didn’t last long.”

Activation Verbal
“I conceal you in a secret burrow, though Armadillo’s bound to dig it up.”
(after 3 seconds of concentration)

Description
The caster gains their Mastery in uses of this spell. With a single touch, the caster can Conceal a willing person after 3 seconds of concentration. Note that concealed characters must cross their arms in front of their chest to indicate their status; if they move but a single step from their location, they are revealed. As with the Conceal ability from Survival, targets may be freely revealed as this spell takes effect.

Empowered: If you become concealed by an activation of this spell, from any source, you are instead Greatly Concealed.

 

Snappy-Turtle’s Stubborn Way

Type – Instant (caster)

Requirements
The caster must wear armor of some point value, or this spell cannot be cast.

Casting Verbal
“A pagan wanted a dry place to rest, so he found a stone hill and lay down to sleep. As he began to nod, the hill lurched forward, and though he called out, it would not stop on its stubborn way. For (Mastery) full days he was trapped, sleeping not at all. Snappy-Turtle’s shell makes a poor bed indeed!”

Description
When this spell is cast, the caster immediately gains points of magical protection equal to their Mastery. While under this spell, the caster may take no more than one step every 3 seconds, else it immediately ends. Becoming prone or touching the ground with any part of the body save the feet will end the spell, as well. As with all magical protections, this spell replaces any protection already in place, and cannot stack with itself. If a character under this spell accepts any other spell or effect that grants magical protection, this spell ends immediately. This enchantment lasts until sunset, the protection is lost, or the spell drops as above.

Empowered: The caster may move at a normal walking pace while under the effects of this spell. Running will drop the effect as per its basic restriction.

 

Swamp Rat’s Silly Lie

Type – Instant (caster)

Requirements
The caster must bear a length (at least 1’) of bandages visibly on their person, or the spell cannot be cast or maintained.

Casting Verbal
“A Redcap saw Swamp Rat fall into a pit, and he climbed down after to help. The silly Rat kept lying about where he was hurt, so the Redcap just bandaged him head-to-tail, (Mastery) layers thick. Old rat limped around for weeks like that, becoming the first Bog Mummy ever.”

Description
While this spell is active, if the caster takes a torso wound from any source, they may instead transfer that wound to an unwounded limb of their choice (calling “Rat’s Lie” immediately upon taking the wound). This spell lasts for a number of hours equal to the caster’s Mastery. Note that a Mortal Blow does cause a torso wound as its special effect, and thus the caster could instead take a limb wound as a result, though they would still lose all Resilience, of course.

Empowered: This spell no longer requires a charge. Whenever this spell is cast, the caster chooses to gain +1 to their maximum Vitality, +1 to their maximum Prowess, or a level of enhanced healing. Only one of the three effects may be active at a time.

 

Crayfish’s Angry Pincers

Type – Readied (packet)

Requirements
The caster may hold nothing in their hands, or this spell ends immediately.
The caster must bear stylized crayfish claw drawings on the backs of each hand, or the spell cannot be cast or maintained.

Casting Verbal
“One day, Crayfish got angry and pinched Snappy-Turtle with the force of (Mastery) dozen vices, and was promptly bitten back in kind. Some bogies made bets as to who would let go first, and as far as I know, no one’s collected.”

Activation Verbal
“Crayfish tears at your limbs with angry pincers!”

Description
The caster manifests their Mastery in packets. Targets stuck by this spell take a limb wound to the location of their choosing. This spell does not harm a target’sResilience in any way, and also has no effect on characters that already have two or more limb wounds.

Empowered: This spell is cast at +2 Mastery and the caster may hold items normally while maintaining it.

 

Moth’s Fine Cloak

Type – Ward

Requirements
The caster must pretend to wipe tears away (or actually do so) as they complete the verbal, or the spell fails.

Casting Verbal
“Mother Moth and old butterfly were in love, but he slept by night and she by day, so they could never fully be together. A sneaky Weem once spied on them as morning crept in, and he saw butterfly draw moth’s fine cloak about her as she slept. Only one tale is sadder than this.”

Description
With this spell up, a caster may “burn” a Swamp Mojo charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward” when activated. The caster may also “burn” the ward itself for a free instance of this effect, or to call Threshold on any single attack that does no more than 1 point of damage. Threshold cannot be called on damage that has been Reduced.
Wards last until deliberately ended or for one event, whichever comes first, and a character may only have one ward up at a time.

Empowered: If the caster concentrates for 1 minute prior to casting, this spell does not cost a charge. The caster may burn the ward to call Threshold X against one attack, where X is equal to their Mastery.

 

Crow’s Thieving Beak

Type – Readied (packet)

Requirements
The caster must bear a large black feather on their person, or this spell cannot be cast.

Casting Verbal
“One day, Armadillo decided to trundle around the fen (Mastery) times, and Crow followed after, hoping for treasure. Each time Crow picked up a gem with her thieving beak, she lost the one she already had. When Armadillo stopped, both were poorer for the journey.”

Activation Verbal
“May Crow’s Thieving Beak steal all that you hold!”

Description
The caster manifests their Mastery in packets. Targets struck by this spell must immediately drop everything that they are holding or wielding. Note that worn objects like rings, bracelets, and gloves are unaffected. Shields, unless they are bucklers which are securely strapped to the arm, count as held objects for purposes of this spell. If, for some reason, a character cannot drop an item within 3 seconds, they instead take an immediate and irresistible limb wound to the arm that held it. Those affected by this spell may not hold anything for 3 seconds. If this spell is cast on those who are not holding anything they obviously have nothing to drop, but they are similarly prevented from holding anything for 3 seconds.

Empowered: If you concentrate for 1 minute prior to casting, this spell grants you a Feat of Agility as a separate, bonus enchantment. You may have only one extra feat from this spell active at a time and it dissipates at sunset if unused, but this spell need not be maintained in order to keep the feat.

 

Grasshopper’s Far Leap

Type – Instant (caster)

Requirements
The caster may hold nothing in their hands, or this spell ends immediately.

Casting Verbal
“Old Grasshopper leapt so far that he missed (Mastery) meals and landed right where he began!”

Description
When this spell takes effect, the caster becomes Hasted. Characters under the Haste effect must move at at least a jog, or else the effect ends. Also, if a hasted character attacks someone, casts a spell, activates a spell effect, or uses a skill, the effect ends. Hasted characters cannot be chased by anyone who is not also hasted, nor can they be blocked from escaping an area. In addition, as long as the spell remains up, the caster gains their Mastery in Dodge effects, which can be used at will to avoid all manner of attacks. Both mundane and called defenses will not drop this spell. The extra Dodges this spell grants disappear as soon as the target is no longer Hasted. Hasted characters must indicate they are under this effect by saying “Haste” with every stride they take while near someone who could hear them.

Empowered: This spell may be cast while holding items. As a permanent, passive ability, you may burn 3 SM charges to call “Invoke: Dodge” against any attack a normal dodge can be used against.

 

Anteater’s Slimy Tongue

Type – Readied (touch)

Requirements
The caster must touch a dot of petroleum jelly or green greasepaint to the forehead of this spell’s recipient, or it has no effect.

Casting Verbal
“Long ago, a smart Weem reasoned that Anteater’s slimy tongue would be good for healing, so he glued on ants and stepped right in his way. Sure enough, the claw wounds he got healed up nicely, and he scraped off enough slobber to fill (Mastery) dozen vials. And that was how Alchemy got invented.”
(after 1 minute of concentration)

Activation Verbal
“Anteater’s Slimy Tongue is a balm to all wounds.”
(after 3 seconds of concentration)

Description
When this spell is cast, the caster gains their Mastery in activations. When activated after 3 seconds of concentration and a target marked as per the requirements above, they are immediately Stabilized. Characters Stabilized with this spell, as with all stabilization effects, will still go back to Critical upon moving at anything faster than a slow crawl (or aided walk), after casting a spell/activating an effect, or after using a skill or feat.

Empowered: This spell is cast at +2 Mastery and an activation counts as an application of Advanced Aid.

 

 

Rituals

Heydeguy Dance

5 or 10 minutes

With the heel of your shoe or a big old stick, draw a large circle in the grass or dirt (at least 10′ across). After this, dance around it chanting: “Hey! Deggy deggy deggy! Hey! Deggy deggy deggy!” for five minutes without stopping for more than 3 seconds..

Alternately, join in with one or more folks around an already-created circle, chanting as above for at least 10 minutes.

+Upon completion in either fashion, automatically restore an Inspiration, if applicable. You may only benefit from this effect once per day.+

 

Gift of Roots

5 minutes

Tie a bundle of dead grass, herbs, or flowers and give it to someone. If the bundle is given back somehow, this ritual is Fouled until the next sunset.

+Upon completion of this ritual, gain a level of enhanced healing until sunset as an enchantment effect. It will not stack with itself+

 

The Fen’s Offering

1 minute or 3 seconds

Destroy (tear the tag or actually break the phys rep, if possible) a pelt, fang, horn, or other harvested item from an animal or monster. If near a body of water and you make the offering to it (do not throw anything in), the ritual only takes 3 seconds. The item need not be one you have harvested yourself.

+Upon completion of this ritual, restore a Feat of Toughness. You may benefit from this effect only once per day.+

 

Pagan Idolatry

5 minutes

Make a clay sculpture of an animal god, and place a small trinket before it when you are done, meditating over the idol for any remaining ritual time.

+Upon completion of this ritual, restore a Feat of Perception. You may benefit from this effect only once per day.+

 

Beguiling Neighbors

1 minute

In an animated fashion, greet at least five people, who all must be in your presence for the entire duration of this ritual. To each of these people, say or repeat their name and say something cryptic. Make small talk for the remainder of the ritual’s time.

+Upon completion of this ritual, restore a use of Etiquette, if applicable. You may benefit from this effect only once per day.+

 

The King’s Lament

5 minutes

Sing or play a sad song (or a series of them) for at least 3 people assembled before you. If any of them leave before ritual’s end, it fails.

+Upon completion of this ritual, restore a Feat of Charisma, if applicable. You may benefit from this effect only once per day.+

 

The Queen’s Tears

5 minutes

Water two or more trees that are near each other, speaking to them as if they were folk of great respect and dignity who had recently died. Use actual water from some sort of appropriate container (small rustic craftwork or better).

+Upon completion of this ritual, restore a Feat of Empathy, if applicable. You may benefit from this effect only once per day.+

 

The Neglected Castle

5 minutes

Stack and re-stack 10 or more small white stones into the shape of a tower and/or wall. If you stop moving the stones for more than 3 seconds, the ritual fails.

+Upon completion of this ritual, restore a Feat of Will, if applicable. You may benefit from this effect only once per day.+

 

Redcap Tricks

1 minute

Play three physical tricks on the same person. If they leave your presence before you have completed this ritual, it fails. The tricks cannot actually cause bodily harm (in-game or out).

+Upon completion of this ritual, restore a Feat of Agility, if applicable. You may benefit from this effect only once per day.+

 

Weemish Duty

3 seconds

Capture (with your hands or a stick) a moth, butterfly or caterpillar, name it, and release it. Please do not capture dangerous creatures or disease-bearing parasites; if you don’t know what kind of animal it is, leave it alone. If the animal captured is harmed in the process, this ritual is Fouled until the next event. You may not use this ritual on the same animal more than once.

+Upon completion of this ritual, restore a Feat of Learning, if applicable. You may benefit from this effect only once per day.+

 

Pwckish Burden

5 minutes

Stand guard over the sick, Critical, or incapacitated, without falling or allowing them to come to more harm (harm meaning any damage at all, or any hostile spell effects at all).

+Upon completion of this ritual, restore a Feat of Strength, if applicable. You may benefit from this effect only once per day.+

 

Joys of the Old Court

15 minutes

Sing, dance, play a tavern game, and drink copiously (become Intoxicated), reveling with friends and acquaintances. If you do not do each of these things, the ritual fails.

+Upon completion of this ritual, restore a Feat of Attunement, if applicable. You may benefit from this effect only once per day.+