So I've finished reading Blood and Bramble: the newest Short supplement of 4th Ed (forcing on Hedgecraft and Witchcraft.)
The short supplements are always a bit of a gamble, some of them like 'Patrons of the old World' have enough in them that I would say that they are great value for 4 euro.
while others like Sullasara's Spells of Unrivalled Utility, are a right up Reprinting scam.
This book is the same type of book as SSoUU, but this time actually has a lot of new spells, which is great for Witchcraft as it's always been a bit light in options and content throughout the Editions.
for Witchcraft: 10/10 was badly needed. (or at least was badly needed enough that I will take what I can get.)
Now Hedgecraft... I'm on the fence, all of the spells are pretty nice, but they don't really have 'The Hedge!' feel to them that the older spells and the 4th ed core book have.
instead, it focuses on the blessed few as spiritualists, and as a pre-telis and pre-cults culture.
which means the spells are all over the place in what wind or 'cult theme' they have. (.... Maybe that's good? I'm having a bit of mix reaction to it, it doesn't feel 'lore wrong' that they have spells that act like they are casting minor magic for the different winds, and they always had a bit of Spirt stuff going. but there is an involatiery reaction I can't explain.)
New Lore of Hedge spells (edited for copyright)
One thing about Lore of Hedge is that all the spells are quite easy to cast, just costs ingerdents (5 brass coins worth) and you have it spend it.
Badwill
You create an atmosphere of mistrust, aggression, and outright hatred among a group. creating prejudices and turning prejudices into outright hate. You may exempt yourself from this spell's effects if you wish. Caution: not only is there a strong possibility of causing a brawl, this spell often also draws malicious spirits from the surrounding area.
Bonesetter
The wise have many techniques for speeding along the healing of a bone, when done correctly and with a subtle touch of magic, the recovery time can be greatly shortened. The treatment must be administered within a week of the injury occurring.
Cleanslate
The single most requested spell of any Hedgewitch (for those who know of such things): A hedgewise may cleanse an individual of the effects of most forms of harmful magic, curse or Hex by immersing them in running water or dousing them with a small philter of clean spring water.
Most ill-intentioned magic will be washed away with this spell. However, curses inflicted by powerful Wizards or Witches, particularly baleful Daemons, or the Ruinous Powers themselves are another matter. and often require the addition of far rarer ingredients and/or require the person to undergo a series of unusual or painful trials, such as scaling every peak of the Middle Mountains or pulling out most of their own teeth. If so, casting this spell will reveal these requirements.
Even when not required, many Hedgewise will demand a (more annoying than perilous) trial anyway. As many people get testy about paying if they knew the matter could be so easily resolved and the theatre helps people feel better about the whole thing.
Fertilise
A good harvest will mean the difference between prosperity and poverty, and perhaps even life or death, to many a peasant. and the Hedgewise are far more likely to respond to the requests for magical help from the average villager than the Wizards of the Jade College. By whispering words of supplication to the spirits of the earth and peeing at the four corners of a field, you ensure a good harvest the following season regardless of weather, pests, barren earth or other mitigating circumstances. the harvest is guaranteed to be at least average for the field in question.
Fetterfetch
This spell is casted on an instrument used for dowsing, The instrument is attuned to the essence of a specific spirit, whom you must be able to name. This instrument may be used by anyone to track down whatever it is that binds the spirit to the mortal world (known to the Blessed Few as a fetter).
In the case of a nature spirit, such as the Spites found in the Laurelorn, this spell will lead to the tree, glade or spring where they have made their home. For the ghostly remnant of a once living creature, it typically leads to their mortal remains, or an object or person to whom they felt a strong bond in life — not necessarily a positive one.
Geistbane
The Blessed Few claimed to have shared the making of this spell with the Priests of Morr, hoping that the cult would help to preserve them from prosecution. The cult claims tell that this spell's secrets were stolen from a Priest of Morr's dreams centuries ago. Regardless, the spell assists in dealing with spirits and the undead, and both the cult and many Hedgewise can replicate its effects by spell or divine blessing.
By casting this spell on a prepared concoction of oil and herbs, the mixture becomes abhorrent to spirits. Smearing it on the entrances to a home can bar a spirit from entering it. when smeared onto a weapon, that weapon counts as magical for the purposes of harming spirits, ghosts, and other undead entities who can only be harmed by such means.
Kindle
By gathering together some kindling, you strike a fire that cannot be extinguished by normal means while the spell endures, so long as sufficient fuel is available. This fire is particularly warming and food cooked over the fire will never burn; even rancid or poisoned ingredients cooked over such a blaze will be rendered safe, if still gross and not entirely appetising
Onerion
You weave a subtle web of magic over a prepared power of herbs and a sleepless owl's droppings, and thereby influence the dreams of any who imbibe it, usually hidden in a drink. This can be used to grant someone afflicted by recurring nightmares with a night spent in pleasant dreams, or you may choose to subject someone to a terrible nightmare. The details can be specified by you, or you may leave the target's own subconscious to conjure up whatever pleasures or torments you wish. You may also use this spell to pass on specific messages, though how they are interpreted remains up to the subject
Stout Spirit
This spell must be cast over a container of strong alcohol, usually a bottle, containing at least 10 good swigs. Anyone who drinks from it find it to be particularly strong and invigorating, and become fearless, at least for a moment or two.
Trankraft
By imbuing a prepared broth with invigorating magic you can stave off sleep and tiredness for a time, rendering you and others better able to continue a long slog. This spell must be cast upon a bowl of hot broth suitable for serving one person. Once this has been done, the broth must be consumed in full immediately and, by the traditions of some Hedgewise, a loud and appreciative burp must be issued — the louder the better. though once the spell ends, all fatigue they should have felt will return until the subject of the spell has rested properly.
Woecharm
You gather up a miasma of ill will — this can often be usefully found at a public event such as a hanging or Middenball game — and imbue its malicious essence into a piece of jewellery such as a ring, amulet or bracelet. Once willingly worn, the item brings its wearer ill luck and misfortune. Their food spoils quickly, their coin purse develops holes, they lose more frequently at games of chance, and other minor inconveniences assail them daily. such cursed jewellery are subtle and hard to detect. The Second Sight Talent reveals nothing unusual about such an artefact except for when its effects are in use. However, Detect Artefact is useful in detecting such a cursed item.
Godspakt
In ancient times the Blessed Few struck many pacts with the spirits that inhabit the Hedge: the liminal space between civilisation and older, wilder places. In recent times these pacts have been all but forgotten, by spirit and Hedgewitch alike. However, a handful still endure. When casting this spell, you must select both a spirit and the task you wish them to perform on your behalf. The spell must be cast in a place of suitable resonance to the spirit in question. Once they have appeared, you may make your request. If the spell is successful, the spirit will perform the requested task, though most will demand something in return — as is their right under the pact. This ranges from simple for simple tasks: a song sung in their name or a drop of wine spilled at their feet — but for more formidable tasks a greater boon is always required. from the esoteric: The sacrifice of a favoured memory or the colour of one's eyes. To the malicious: The slaughter of a fine horse not your own or the burning of a new river mill, an awful eyesore on the edge of a beautiful river.
(the Book has some examples of ''PACT KEEPERS" but also recommends that the GM make their own if they are up for it.)
Example: BRÜCK WHO BABBLES (water spirit)
Brück is the guardian of a small but rapidly flowing stream in the Middle Mountains. She speaks in a ceaseless flow of words, speaking of things both relevant and irrelevant to the current conversation. Who was the one that first bound Brück is no longer known, but she finds the deal chaffing, saying that the boons she gets are always disappointing.
Summoning: Brück can appear in any torrent of falling water, such as a small waterfall or even the rainwater spilling from a damaged gutter
Tasks: Brück can parley on the behalf of the summoner with minor river gods such as Grandfather Reik, or Bögenauer or She may locate specific boats on any body of water. or if paid well enough, ensure someone drowns the next time they enter a body of water.
Boons: Brück's demands always start out small, like the first trickles of a flood. becoming steeper with future summonings. At first, she requests just a morsel of food or a silver coin be tossed into a flowing stream. Eventually, her demands will increase, until she finally requests that a living person she has taken a dislike to be brought to her stream in the Middle Mountains and drowned there. Once she has demanded this, she will hound the Hedgewise until her request is granted, even if her services are declined.
(the others are great too, the pact keepers are the best part of the pdf)
The Lore of Witchcraft
Banishment of Böl (CN 8)
Many witches experiment with different ways of warding off the sorts of creatures their magic ultimately draws. Using this spell, you may 'banish' such a creature by directing its interest elsewhere. . If the beings Will is weaker than your's, they immediately lose interest in you and turn their attention to someone else instead. If the target's will is equal or greater, you must win a contest of said will for the spell to take effect, But ence the creature's new target is dead, their attention will return to you again, though you may cast this spell again to direct them elsewhere. If you wish, you may direct the creature's interest to a specific person by presenting the creature with a memento: a lock of hair, a vial of blood, or another suitable personal item.
Bonesnapper (CN 6)
You smear a drop of your own blood on a stone taken from a dilapidated building or ruined monument, invoking the essence of crumbling decay. If cast successfully, the stone greedily drinks up your blood, and begins to glow with a faint-red light. If you strike a target and wound them (by throwing or just hitting them with it), they have a high chance of immediately suffering a Broken Bone on that location regardless of how hard they were hit. Once the stone has done its job, it returns to just being a rock.
Congeal (CN 4 easiest)
You whisper to the blood in your victim's veins, slowing its flow, and causing it to become viscous and sticky. slowing the blood in your victim's vein, bring on lethargy of mind and body. if your victim fails to fight off the weakness they will Unconscious.
Curse of the Treacherous Tongue (CN6)
Crushing the dried tongue of a deer or other ungulate in one hand, you direct a mote of magic to wrap itself around your victim's tongue, stealing their next words as your own if you succeed. You cannot compel them to speak, but once they do, they will say whatever you want them to. This effect lasts for a single sentence and the words will be delivered in the voice and cadence of the target, exactly as if they had chosen to speak them. The target will become aware of what they have said as soon as they have said it, but will not otherwise know why they chose to speak those words.
Fatethief (CN 9)
You capture the fleeting moment of acceptance that a small creature felt in the moments before its death, and plant it in your victim's mind.
Lodestone (CN6)
By taking a smear of your victim's blood — even a single drop on a blade is sufficient — and dipping it on a lodestone, you gain the ability to track that person for the duration of the spell. The blood must be fresh, no older than a day, or the spell fails. what the 'lodestone' is can be broad, rusty nails and bent horseshoes are popul, the lodestone may be floated in water, suspended on a string, or even sewn into the target's skin on their forearm. Some witches have tattoos made for the purpose of this spell, spilling fresh blood across the ferrous ink each time a new victim is chosen.
Mirrored Abyss (CN16 hardest spell, as it should be)
One suitable mirrored surface you touch becomes a gateway to a nameless liminal space, a yawning void of darkness and perpetual silence. Anyone who passes through this portal immediately becomes trapped there, and for each day they remain in that place they risk being vanished forever, food for whatever atheyric creatures call that place home. While in this realm and still alive, victims may attempt to appear in reflective surfaces nearby. A second casting of this spell may be used to free those so trapped, and indeed there may be other means of undoing the spell, however simply dispelling it does nothing but close an active portal if one is open.
Outcast's Curse (CN 6)
By channelling Dhar into a lingering miasma and attaching it to your target's physical form, you create a sense of unease and distaste in any who meets them. For the duration of this spell, all who meet the victim feel ill at ease and suspicious, as though something was off about them. In addition, the lingering essence of Dhar is indistinguishable from that which would linger about the Witch herself, and those with talents such as Second Sight will notice it and draw what conclusions they may...
Pactbind (CN 5)
Taking a ritually prepared blade infused with Dhar, you cut a gash in your own hand, inviting any and all nearby entities to bear witness. By speaking the words of an agreement aloud, you bind the terms of that agreement into the bloodied blade. Another living creature must then willingly take up the implement, cut their own hand, and grasp yours. They may not amend or otherwise alter the terms you have spoken, they merely choose whether or not to consent to your terms. If they do so, they are bound by the terms of the agreement, and become a subject of this spell. Should you foolishly have agreed to any conditions during the speaking of the terms, you are likewise bound and also a subject of this spell.
If the subject is about to undertake an action which would break their agreement, they receive one warning. This typically takes the form of a painful physical phenomena, such as the burning of one's tongue or the sudden loosening of a tooth. If the subject breaks the terms of the agreement anyway, they are afflicted with a curse as the residue of Dhar in their blood seeks to undo them. From that moment on, until they have made amends with other pactmate they become beset by a terrible frailty.
Painjar (CN 7)
You recall the essence of unbearable pain from a creature at the moment of its death, typically having bottled its dying breath, or otherwise preserving a memento of its suffering to use when casting this spell. if your target fails to resiet, they become wracked with the pain of a terrible injury that they did not in fact suffer. If they fail this Test, immediately determine a hit location and roll for a Critical Wound, exactly as if one had occurred. Bones will seem to snap, blood will appear to flow from terrible wounds, and indeed limbs may appear to be lopped off.— the victim may become Stunned or Prone, they may believe they are dead, and so on. To observers there will be no visible damage, but to the victim it will seem all too real. Once the spell ends, all such effects cease and the victim may again act normally.
Wayward Path (CN 13)
By walking a path, you render it almost impossible for anyone else to do so without becoming lost. When casting this spell, you must walk the path in question yourself, chewing on a mixture of herbs and offal as you do so. For the duration of the spell, the path becomes incomprehensible to any who would attempt to walk it, whether or not they are following you. To them, the path will seem to twist and turn, fade away and reappear, and ultimately double back on itself, leaving the travellers back where they starte. can be cast anywhere, including in towns and villages. If this is the case, only those following the exact path you have walked will find themselves becoming lost — those merely crossing the street or alleyway will be unaffected. This always leads to confusion, arguments, and even panic, as some folk find themselves becoming lost in a town they may have spent their entire lives in. Those who can sense the Winds of Magic, will know that something is afoot, and may be able to dispel your sorcery. However, until they do so, they will find themselves just as long as any other.
Nameless Summons (CN 10)
You weave vast quantities of Dhar into threads of vile power, creating a space conducive to the summoning of entities you barely understand. This space is an invitation to any being of power, and the nature of this spell gives you control over neither the entity that is summoned, nor their behaviour after they are made manifest. Most beings who accept your invitation will require something in return before they agree to aid you, and some will simply attack you on the spot, happy for the sport of slaying a foolish witch.
Very bad result: A greater daemon grasps you and drags you into its home.
Bad result: A Lesser Daemon or a powerful spirit such as Cairn Wraith or a Tomb Banshee, The immediate sacrifice of 1d10 living, sentient creatures or your booty, your choice.
nutual: A Lesser Daemon or powerful spirit, as above, but is in a nuteral mood: Sacrifice a living sentient creature and it will lision to what you want.
good: As Above, but is happy to see you can help, as long is it gets a favour in the future.
Very good????: A Greater Daemon with an interest in speaking with you rather than killing you outright.
These are fuuuuuunnnnnn, and really needed for the Lore.