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Folk Magic: Farmer’s Magic

Folk Magic: Farmer’s Magic

Many of us use cars, planes, television, and the Internet daily, without knowing how they really work—it’s almost like magic!

In a world suffused with magic, what kind of Deep Magic do the common folk use in their day to day lives? What kind of “hedge magic” is used by low level adventurers or NPCs (such as the local fantasy farmer), to make their lives more manageable, productive, and safe?

Spells for Farmers and Ranchers

None of these spells have a class specified. In most cases, they are divine spells for both cleric and druid who cast them for a community’s well being. Sometimes the casting is highly ceremonial, but often the caster meets with the farmer or rancher individually, like a visiting doctor. At GM discretion, these spells might also be available to a ranger.

Blessing of the Beasts

Abjuration Cantrip
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a bucket of animal feed or slop, which is consumed by the animals as part of the ritual)
Duration: 24 hours

This spell grants advantage for up to nine mundane animals or beasts on their next saving throw versus poison, disease, or any magical or mundane effect that grants a condition (e.g., paralysis).

Blessing of the Fields

1st-Level Abjuration (Ritual)
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (holy water, which the ritual consumes)
Duration: Instantaneous

This ritual calls upon the power of your deity to protect a field of crops. Pests, swarms, and fire do half damage against the crops of this field until it is harvested.

Blessing of the Seeds

Enchantment Cantrip
Casting Time: 1 day
Range: Touch
Components: S, V, M (seeds, legumes, or tubers)
Duration: Instantaneous

You bless a handful of seeds or legumes of any fruit or vegetable, or roots of common tubers. Any seed so blessed will grow three times as fast as usual, and bear three times as much fruit (or grow three times the normal size, as appropriate), and fetch up to three times the normal value at market. You must keep the seeds on your person for a full 24 hours for the spell to take effect.

Conjure Rainshower

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (at least one drop of water, which is consumed by the spell)
Duration: 1 minute

You cause a gentle shower to fall upon a field, providing enough moisture to prevent damage from arid conditions for one day, and giving the entire field resistance to fire damage for 1 hour.

Detect Pest

Divination Cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a crumb of cheese, which is consumed by the spell)
Duration: Concentration, up to 1 minute

For the duration of the spell, you know of the presence and location of any rodents, vermin, or other pests within 120 feet of you. You also know if there are any nests or burrows within 120 feet. The spell is not blocked by dirt, stone, or wood, but is blocked by any metal barrier, or any force barrier or wall.

Farmer’s Luck

Enchantment Cantrip
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 minute

This cantrip gives the target advantage on all Charisma (Persuasion) and Wisdom (Insight) checks while negotiating prices, terms, and conditions to sell animals or produce.

Guardian of the Fields

Abjuration Cantrip (Ritual)
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (a scarecrow)
Duration: 30 days or until the guardian is activated

This ritual calls a guardian, a fey or celestial spirit, to inhabit a scarecrow. When one or more creatures with intent to harm the fields where the scarecrow is set, or if anyone not living on the farm enters the scarecrow’s field, the scarecrow becomes an animated guardian. It attacks the threatening creature(s) for up to 1 minute, or until destroyed. Use the rules for the animate object spell, with the following exceptions: no concentration is required. The animated scarecrow is a Medium construct, but has the following statistics: hp 18, AC 14, Slam Attack x2: +4 to hit, 1d4 damage, Strength 4, Dexterity 16.

Pest Fog

1st-Level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of lavender, which the spell consumes)
Duration: 1 day

Invented by and for farmers and apiaries, this warding spell creates a gentle, fragrant mist to spring up around one creature, which prevents normal insects and their swarms from touching them. The insects cannot cannot bite or sting the target, or pass any poisons or diseases to the target. Giant insects and their swarms are unaffected by the mist.

At Higher Levels. When you cast this spell at 2nd level or higher, you can protect one additional creature or extend the duration for 1 day for each slot level above 1st (e.g., you can protect two creatures for two days by using a 3rd-level slot).

Scourge of Fumigation

1st-Level Abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (salt and sand, which the spell consumes)
Duration: See Text

This spell affects up to a 10-foot cube of grain or produce that is in a container (crate) or storage area (silo). When the food is sealed in and the spell is cast, the food is immune to pests or disease until the container or storage is opened again, or seven days, whichever comes first.

At Higher Levels. When you cast this spell at 2nd level or higher, add an additional 10-foot cube of foodstuffs for each slot level above 1st.

Speak with Livestock

Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

You gain the ability to comprehend and verbally communicate with nonmagical livestock for one minute. Their knowledge and self-awareness is limited by their intelligence, but the beasts can give you simple information about nearby events and how they are feeling (healthy, diseased, etc.), including whatever they have seen or heard or smelled within the last day or so. While the spell is in effect, you have advantage on all Wisdom (Animal Handling) checks.

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