After a great deal of time and exposure to the magical fields of Convergence, many people have begun to be able to cast independent spells, known as Hedge Magic. Hedge Magic spells are not a field of study, unlike Casted Magic schools, and tends to be something someone discovers or picks up, often rather spontaneously. Hedge Magic spells are much more limited in scope than Casted Magic, usually only having a singular purpose, unlike Casted Magic which allows for new spells to be developed by the practitioner, within the Casted Magic school. Despite the limited scope, Hedge Magic often requires less magical energy, less time, and less reagents than Casted Magic, making it more useful in time-limited situations.
Hedge Magic, on the whole, is rumored to have existed in the past, and some older races may remember it from times which were more magic-oriented. The rise of Hedge Magic in Convergence coincides with the longevity of some residents within the magical fields of Convergence, as well as bursts of magic which occurred with the re-opening of Avalon.
Hedge Magic is legal to perform in public as long as it is not a "Rank 3" Hedge Magic. There are three levels of Hedge Magic. Rank 1 (harmless), Rank 2 (minor harm possible) and Rank 3 (harm likely). Rank 3 magics will be denoted with "Rank 3" beside them.
On an OOC note, Hedge Magic is offered to players who have shown long-time loyalty to Convergence sim, both as a reward, but also because many of them have run out of other things appropriate to buy for their characters.
All players may buy up to 6 points of Hedge Magic with XP at any time.
Players may purchase further Hedge Magic spells with XP if:
1) They have been in play for a year. 2) They are a human character who has been in play six months.
Non-human characters may take up to 12 points of Hedge Magic. Human characters may take up to 24 points of Hedge Magic. Mage-kin characters may take up to 28 points of Hedge Magic. (This is to reflect that this particular type of magic IS, in fact, heavily studied by the Mage-kin, who often teach each other spells.)
This point system is intended to reflect the fact that humans absorb ambient magic faster than non-humans, who tend to already have energies directed towards other aims (be it casted magic, mutations, augmentations, etc.).
Hedge Magic Spells:
Flitterlit: The tips of the caster's fingers light up, enough to provide ambient light for an area 10ft in diameter.
Flavor Savior: By swirling your finger around in a liquid, you can change the taste of it.
Step Up: You can hover up to two feet off the ground for up to five minutes. Great for when the floor is literally lava. (It's Convergence. That's happened.) (Suggested by Eve Gaelyth.)
Hydrophobic: This is a very specific type of shielding which repels light applications of water. Basically, it protects you from rain and splashing. Great for the ever-rainy Convergence. Bad for umbrella salesmen. (Suggested by Eve Gaelyth.)
Two post cast:
Repeat: A type of kinetic magic, repeat allows you to enchant an simple, non-electric object to repeat an action once daily for up to a week, or once a week for up to a month. For instance, if you cast Repeat while sweeping the floor, the broom can then repeat the action, the next week, without your assistance.
Giggle Fit: A favorite of robots, due to being classified as non-violent, Giggle Fit causes a nearby person to break into uncontrollable giggles for up to two minutes, often distracting them from what they are doing. However, it also causes the caster to break into giggles, meaning your target knows exactly who cast it. The target, but only the target, of a giggle fit can end the fit by causing themselves physical pain. (Suggested by Eve Gaelyth)
Thermostat: You can bring the temperature of a room up or down by 10 degrees F. By putting your hands around something completely, such as encircling a mug, you can cool something as much as an average fridge or warm it as much as 30 seconds in the microwave.
Magical Sensate: Casted daily, this spell allows a person to realize when magic is being casted on them. They won't know who is casting the magic, what magic it is, or how to stop it -- but they'll at least know someone's putting the hoodoo on them. The magic must be cast directly on the person (and simply in not the area). How this presents depends on the person, and could be everything from your eyes turning another color, to breaking out in hives, to just getting a tingly feeling. (Suggested by Carlodaddy1.)
Mend: Mend does exactly what it says. It will mend a rip or tear in fabric, or allow a person to put a dish cracked in half back together. The item being mended must be fairly simple, have broken recently, and not be magical or have magic cast on it. Does not work on organic things which are still alive.
Fireball: It just produces a fireball that you can physically fling at someone. If you are not fireproof, the fireball will begin to burn you if you hold it for too long. (Rank 3.)