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September 05, 2015

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September 05, 2015

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Woodland Magic

Faerie folk are known to be fond of Elves. This kinship causes some to believe that Elves are creatures of magic and may have a deeper connection with faeries. Faeries are often depicted in art as very attractive and with pointed ears, qualities shared by Elves, with nymphs appearing as a ghost-like Elven maiden. Some eye witnesses also confirm this Elf-like description, but not all who have seen a faerie agree. It's possible that these witnesses did not get a good look leading to the different reports, or perhaps that there are as many variations of each faerie folk as there are races on the Palladium World. Another theory speculates that the appearance of faeries is influenced by the belief in those looking at them, a type of visual illusion that goes with someone's expectations.

One of the later successors to the Wild Hunt allied with a nymph. This kinship went beyond mere fondness and the two spent considerable time with each other. The two are considered to have been friends, something few can claim with the unpredictable faerie folk. From this friendship the Wild Huntress came to understand nature in a way others could only hope. It is from this understanding that she created the ways of Woodland Magic. This limited form of magic has since been passed down to each new successor. The magic is not an invocation and cannot be simply learned by a wizard or other practitioners of magic.

Woodland Magic is cast through a series of whistles, and is different from typical magic. It is believed this type of magic has more in common with druidism and elemental magic than wizardry. The character is not casting a spell to force a magical change, but communicating and working together with nature. A character lends energy to nature and in return nature uses this energy to help the character. This type of magic must affect physical things that are present and always have a limited duration after which the effects will disappear and things will return to the way they were before the magic's influence.

 

Conditions and Restrictions

1. Nature. This is a required aspect to all Woodland Magic. Most notably nature includes plants, trees, and animals (primarily dogs and birds). Also included are faerie folk and spirits. Though neither is actually considered to be nature itself, both have connections to it. It does not work on humans, Elves, and other sentient beings.

2. Consent. The spells are a communion with nature, not control over it. There are no saving throws because it requires the target to accept. It is possible for any target to reject the magic automatically (with the exception of "Commune with ..." spells), but this is uncommon. Most targets are plants and vegetation, neither of which is considered sentient. Without it conflicting with loyalties or natural instincts there is little reason to refuse the magic. Though it is true that animals tend to fear magic instinctively, these spells are considered natural and will not cause an animal to run in fear.

3. Whistling is a necessary aspect of casting. Instead of spoken incantations, hand gestures, or other method of casting, a series of whistles are used. If the character cannot whistle then the character cannot cast Woodland Magic. The whistling is quite harmonious with a sing-song quality to it. Some suspect its origins are connected to Faerie Speak, which is not a stretch considering the original teacher of Woodland Magic. Despite this fact, whistling does not give any language or language bonus for Faerie Speak.

4. "Commune with ..." spells are just that, the ability to communicate with a type of being. The character can speak to as many types of that being in the area as long as the spell lasts. These spells do not summon the type of creature forth and do not force the being to obey.

5. "Summon" spells will bring forth the type of creature desired (if within range), but does not compel or force the being to obey orders. It is closer to a "calling" than a true summoning. If the being has any type of loyalties to another (such as someone's pet) then it's possible to ignore this summons, though it will be sensed regardless. Those that answer the summons will likely help as long as it doesn't go against their natural instincts and/or conflict with prior loyalties.

 

Alphabetical List of Spells

Animal Friend (20)

Animate Plants (10)

Commune with Animals (10)

Commune with Faerie Folk (5)

Commune with Spirits (15)

Dowsing (5)

Hounds of the Hunt (12)

Identify Plants (3)

Repel Animals (10)

Reveal Tracks (6)

Song to Prey (6)

Summon Canines (12)

Summon Faerie Folk (18)

Summon Songbirds (6)

Summon Spirit Boar (20)

Summon Spirit Horse (35)

Summon Spirit Wolf (60)

Untrackable (9)

 

Level One

Commune with Faerie Folk

Range: Self

Duration: Five minutes per level of experience

Saving Throw: None

P.P.E.: Five

The Wild Huntress can speak and understand Faerie Speak, the language of the faerie folk. During the duration of this spell the character will not be plagued by the pranks and tricks of faeries. Faerie folk will treat the character as kin, but that does not mean the faeries will obey any commands. They must still be reasoned with normally, and with the warped mentality of faerie folk that is easier said than done. This merely provides a character with the ability and chance for communication. Note: While this may seem like a higher level spell, the fact that Woodland Magic originates from faeries makes this a fairly simple spell for a Wild Huntress.

 

Dowsing

Range: Self; sensing range is 100 feet (30.5 m) per level of experience.

Duration: Four melee rounds per level of experience

Saving Throw: None

P.P.E.: Five

Identical to the earth warlock spell of the same name (see Palladium Fantasy; Second Edition on page 227).

 

Identify Plants

Range: 10 feet (3 m); line of sight.

Duration: Three minutes per level of experience

Saving Throw: None

P.P.E.: Three

Identical to the earth warlock spell of the same name (see Palladium Fantasy; Second Edition on page 228).

 

Summon Songbirds

Range: 10 miles (16 km).

Duration: 30 minutes.

Saving Throw: None

P.P.E.: Six

The first step is to draw a circle of berries. Due to the small size of song birds the circle does not need to be very large, just large enough for each of those summoned to roost. At the center of the circle there should be a pile of grains or insects as an offering to the birds who attend. Songbirds are primarily used to carry messages and scout an area from the air. It can also be useful when combined with another spell such as Song to Prey.

The spell will summon two songbirds per level of experience within a 10 mile (16 km) radius. Any songbirds answering the summons will arrive at the circle within a half an hour. This spell does not open a portal to instantly bring them forth and if there are none of the desired animals within range of the summons then none will be able to respond. While within the circle those summoned will be able to understand the Wild Huntress and can chose to accept or deny any assistance requested. Once outside of the circle a communication spell must be used to further speak with those summoned. Range and duration only apply to the actual summoning aspect of the spell. Those agreeing to help can travel as far away as necessary for as long as it takes, rarely more than a couple of days.

 

Level Two

Commune with Animals

Range: Self

Duration: Five minutes per level of experience

Saving Throw: None

P.P.E.: Ten

This spell allows the character to communicate with animals (mammals, birds, reptiles, and amphibians – not insects or fish). Animals will not instinctively fear the character, but they are not compelled to obey and will attack if provoked. Domestic animals will always serve the orders of their masters as long as they are treated well, though mistreated and unhappy animals may help the caster if treated well. Wild animals are more likely (80%) to help the Wild Huntress as long as it does not go against their animal instincts. Remember that this is a communication, not a spell to compel and control.

 

Reveal Tracks

Range: Self

Duration: 10 minutes per level of experience

Saving Throw: None

P.P.E.: Six

This is a spell that requires a woodland area to be successful. By communing with the plants and trees it is possible to better recognize the signs of passage. The Wild Huntress receives a +10% bonus to tracking and negates any attempts by the prey at counter tracking. It still relies on the skills of the Wild Huntress to successfully track the target.

 

Song to Prey

Range: Touch or within 5 feet (1.5 m).

Duration: One melee round (15 seconds) per level of experience.

Saving Throw: None

P.P.E.: Six

A spell that is capable of transforming an ordinary song bird into a large bird of prey similar to a falcon that can attack targets. Sparrows are among a favorite to be used by a Wild Huntress.

Bird of Prey

Size: 15-20 inches (0.4 to 0.5 m).

Hit Points/S.D.C.: 25

Attacks per Melee: Three.

Damage: Talons or bite do 2D4 damage; dive bomb does double damage.

Bonuses: +2 on initiative, +4 to strike, and +4 to dodge.

 

Level Three

Animate Plants

Range: 40 feet (12 m) diameter plus 5 feet (1.5 m) per level of experience

Duration: Four melee rounds per level of experience

Saving Throw: None

P.P.E.: Ten

Identical to the earth warlock spell of the same name (see Palladium Fantasy; Second Edition on page 229).

 

Commune with Spirits

Range: Self

Duration: Five minutes per level of experience

Saving Throw: None

P.P.E.: Fifteen

Identical to the invocation of the same name (see Palladium Fantasy; Second Edition on page 203).

 

Summon Canines

Range: 10 miles (16 km).

Duration: 30 minutes.

Saving Throw: None

P.P.E.: Twelve

The Wild Huntress must first draw a circle in urine. Her own or other canine is preferred, though any will suffice and could have been stored for future use. It effectively "marks" a territory that will be safe and under her protection. This circle should be large enough for all the canines summoned to sit in. At the center of the circle, chunks of raw meat should be available as an offering. It is important to note that if the caster has any intention of harm, the canines will be able to sense it from scent alone. While asking to track or fight an opponent may be acceptable, intent to hunt or sacrifice the canine will drive them away. Harmful intent is transmitted as part of the magic and cannot be hidden.

The spell will summon 1D6 canines plus one per level of experience within a 10 mile (16 km) radius. Any canines answering the summons will arrive at the circle within a half an hour. This spell does not open a portal to instantly bring them forth and if there are none of the desired animals within range of the summons then none will be able to respond. While within the circle those summoned will be able to understand the Wild Huntress and can chose to accept or deny any assistance requested. Once outside of the circle a communication spell must be used to further speak with those summoned. Range and duration only apply to the actual summoning aspect of the spell. Those agreeing to help can travel as far away as necessary for as long as it takes, rarely more than a couple of days.

 

Untrackable

Range: Self

Duration: Five minutes per level of experience.

Saving Throw: None

P.P.E.: Nine

A Wild Huntress can pass through heavy brush, undergrowth, and trees without leaving any tracks. All the visual tracks of travel are covered up including broken branches and footsteps as long as it is in a woodland area, allowing the trees and plants to adjust to cover the character's tracks. Traditional methods of following tracks are impossible. Due to the communion of nature, favorable winds will help to dissipate the scent trail and the vegetation provides new scents to cover the trail. Within a couple of hours the scent will be too faint to track, with a -10% penalty to any attempts to track by scent before that time. The spell does not conceal noise and the character can still be heard by anyone within range.

 

Level Four

Animal Friend

Range: Touch

Duration: Indefinite

Saving Throw: None

P.P.E.: Twenty

The spell only works on an animal already present and requires the Wild Huntress to be able to touch it. As long as the animal has no prior loyalties, this includes another owner or even a mate and/or offspring that needs attention, the animal is likely to agree to the caster as a friend. This is a normal animal in every way and will act accordingly. It does not gain any extra intelligence, no mental or magical bonds, or any benefits other than friendship. As long as this magic is in effect the animal will act as a devoted, life-long companion and can obey simple commands like a well trained animal, but for deeper communication a spell to Commune with Animals must be cast.

Keep in mind the larger and more powerful the creature, the harder it is to get the animal to agree. A small and weak animal may enjoy the chance for a strong provider and protector while larger and powerful creatures are less likely to find real benefit. Alignment and animal mentality also play a part. Good aligned animals are not as likely to befriend an evil individual, and vice versa. Meanwhile, a pack or herd animal may be more likely to join a group while fiercely independent animals may loathe such an alliance. Most wild huntresses have an affinity for the company of canines and songbirds which they most commonly use in their hunts. It can also be used on Spirit Animals to help form a "willing attachment."

In order for the magic to continue the animal must be treated well. If the wild huntress abuses that friendship or mistreats the animal it can willingly decide to break the magic. As long as the friendship is nurtured then the spell will last indefinitely. The spell can be cast multiple times for multiple animal companions, but only once per animal and up to once per month. Each casting only affects one animal and if it is refused cannot be cast again for at least a month. Once a bond of friendship is broken it remains broken forever. The number of animal friends a wild huntress may have is determined by her ability to inspire trust (M.A. attribute)

M.A. 12 or lower: One animal companion.

M.A. 13 to 17: Up to two animal companions.

M.A. 18 to 25: Up to three animal companions.

M.A. 26 or higher: Up to four animal companions.

 

Hounds of the Hunt

Range: Touch or within 5 feet (1.5 m).

Duration: One melee round (15 seconds) per level of experience.

Saving Throw: None

P.P.E.: Twelve

Legends of the Wild Hunt speak of terrifying black dogs with glowing red eyes that could rip a prey to shreds. This spell is the source of such legends and empowers an ordinary canine with magical energies transforming it temporarily into a large monstrous version. Supernatural and creatures of magic are not acceptable, even if considered a canine. Greyhounds are a particular favorite of the Wild Huntress. Historical accounts of these animals predate the first use of woodland magic by a Wild Huntress.  Some believe that this is an inaccuracy in the historical records as a result of the myth surrounding the hunt, but it is possible that a previous Wild Huntress actually used Fenry (see Palladium Fantasy; Second Edition on page 328) without the need for magical amplification.

Monster Hound

Size: 4 feet (1.2 m) tall at the shoulder and 8 feet (2.4 m) long.

Hit Points: 45

S.D.C.: 25

Natural A.R.: 8

Attacks per Melee: Four.

Damage: 5D6 from bite and 3D6 from claws. Damage is considered supernatural.

Bonuses: +4 on initiative, +5 to strike, +2 to dodge, and +10 to save vs. horror factor.

 

Repel Animals

Range: 30 feet (9 m) plus 5 feet (1.5 m) per level of experience

Duration: Immediate

Saving Throw: Standard for animals

P.P.E.: Ten

Identical to the earth warlock spell of the same name (see Palladium Fantasy; Second Edition on page 230).

 

Summon Faerie Folk

Range: 20 miles (32 km).

Duration: 30 minutes.

Saving Throw: None

P.P.E.: Eighteen

A circle must first be drawn in flower petals and then toys or candy included at its center as offerings to any faerie who answers. The Wild Huntress cannot control what type of faeries will be summoned, but as a general rule only faeries genuinely willing to at least consider helping will respond. A target hunted for harming a child will illicit the services of many faeries. When dealing with the summoned faeries it is important to stay honest as the magic of the circle will indicate any false statements. As long as there is no attempt to lie to them faeries will either help or simply leave if they refuse, but not likely to attack or play pranks without instigation.

The spell will summon one faerie per every three levels of experience within a 20 mile (32 km) radius. Any faeries answering the summons will arrive at the circle within a half an hour. This spell does not open a portal to instantly bring them forth and if there are none of the desired animals within range of the summons then none will be able to respond. While within the circle those summoned will be able to understand the Wild Huntress and can chose to accept or deny any assistance requested. Once outside of the circle a communication spell must be used to further speak with those summoned. Range and duration only apply to the actual summoning aspect of the spell. Those agreeing to help can travel as far away as necessary for as long as it takes, rarely more than a couple of days.

 

Level Six

Summon Spirit Boar

Range: Varies

Duration: 30 minutes per level of experience.

Saving Throw: None

P.P.E.: Twenty

A circle drawn in salt and mixed with a drop of the caster's blood must first be made. The wild huntress waits in the center. If a spirit boar can arrive to the circle within the time limit, one will arrive to listen to this caster without fail. She cannot leave the circle until the summons is answered or the spell will be broken. If she leaves even for a second any spirit animal answering the summons will turn around and leave immediately. Spirit boars will always help in a legitimate Wild Hunt, but that is the extent of their assistance. They will not help in any other way except for tracking down and ripping apart a victim. See Spirit Boars and other Spirit Animals for more information.

 

Level Eight

Summon Spirit Wolf

Range: Varies

Duration: 30 minutes of experience.

Saving Throw: None

P.P.E.: Thirty-five

Salt is the only necessary component for this spell, but it must be drawn on a ley line. The wild huntress waits inside the circle and if a spirit wolf can arrive to the circle within the time limit, isn't currently attached, and willing to consider helping one will arrive to listen to the caster. She cannot leave the circle until the summons is answered or the spell will be broken. If she leaves even for a second any spirit animal answering the summons will turn around and leave immediately. A spirit wolf can be among the most difficult to befriend, but once it calls someone friend there are none more loyal. Some spirit wolves will agree to an attachment with someone they're simply not strongly opposed to in the hopes of finding someone more suited to their liking, but will always make this very clear. See Spirit Wolves and other Spirit Animals for more information.

 

Level Ten

Summon Spirit Horse

Range: Varies

Duration: 30 minutes per level of experience.

Saving Throw: None

P.P.E.: Sixty

The Wild Huntress must draw a circle in salt mixed with quick silver (mercury) then wait inside of it. If a spirit horse can arrive to the circle within the time limit, isn't currently attached, and willing to consider helping one will arrive to listen to the caster. She cannot leave the circle until the summons is answered or the spell will be broken. If she leaves even for a second any spirit animal answering the summons will turn around and leave immediately. Spirit horses are among the most willing spirit animals to help. For more than simply information the wild huntress will often use an Animal Friend spell for an attachment. See Spirit Horses and other Spirit Animals for more information.