Ogham in Beyond the Bridge | World Anvil
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Ogham

Ogham is a ritual language that uses trees and plants to represent metaphysical concepts. Practitioners use rods carved from the appropriate plants with a specific set of lines to work magic, alongside a host of other vegetation-based materials. Spells are learned by mastering the properties and uses of each sacred tree, and mastery of multiple trees grants combined benefits.   The Ogham attribute grants mastery over a number of sacred tree of your choice equal to your Ogham attribute score. Each sacred tree you have mastered grants you access to various boons, banes, and damaging attack spells, but often with restrictions unique to that sacred tree. For every tree that you master that grants access to a particular boon or bane, the effects for that invocation stack; this includes both ways it can be used and Power Level, though your maximum PL for any invocation is still your Ogham attribute score.   Spells can be cast ritually or normally. Ritual spells take 1 minute (or more if the invocation’s normal casting time is higher), but suffer no penalties. However, because Ogham is the magic of trees, it is by its very nature a slow-moving thing, and trying to wield it in the heat of combat is difficult: your action dice are reduced by 2 steps when casting an Ogham spell without a ritual. Ritual casting does not require words or gestures, but rather the correct arrangement and uses of the proper plants, incense, powders, and other materials, alongside meditation and focus on the caster’s connection with nature. It can be done silently, and usually only requires a 5x5 square worth of space. In addition, because it is a ritual, the casting automatically benefits from the +1 Advantage granted by using a Focus action, unless the caster is Concentrating on something else while doing the ritual.   Ogham magic is almost never a spectacular thing. An Alder spell might light a soggy campfire, but there are no theatrics to the act - the ritual is completed in silence, and a moment later, for no apparent reason, a trail of smoke rises from the wet logs, followed by a small crackle as flames begin to grow around the kindling. Even great magics seem more as if nature itself decided to do the caster a favor, rather than the caster manipulating grand elemental forces.   Ogham cannot be used with the Attribute Substitution feat. Boon Focus cannot reduce the time required to complete an Ogham ritual below 1 minute. The Heightened Invocation feat interacts well with Ogham rituals; for the purposes of this feat, treat the time required to cast an Ogham ritual as its normal invocation action requirement, rather than 1 minute.  

The Sacred Trees

  Birch (Beth)
Beth is the first letter of the Ogham alphabet, and birch is the tree of beginnings, controlling illusions and simple creations. Druids use bundles of birch twigs in ritual cleansings.   Transmutation PL +3 (cleaning and repair only, cleaning is permanent until it gets dirty again)
Shapeshift PL +4 Absorb Object Telekinesis PL +3 Genesis PL +4 Silence Phantasm PL +5   Rowan (Luis) Rowan (mountain ash) is the tree of magical protection. Its virtues focus on its berries, while its wood is used in some divination-related workings, and to compel ghosts and demons.   Resistance (Magic only) PL +5 Summon Creature PL +3 (summons ghosts or spirits) Precognition PL +3 (asking the spirits for knowledge) Nullify PL +3 (only works against outsiders, elementals, and undead)   Alder (Fearn) Alder, which burns hotter than any other wood, is the tree of fire. It opposes water, controls the wind, and is associated with oracles and resurrection. Because it produces three different dyes, it also governs color magic.   Transmutation PL +3 (alter the color of the object only) Energy PL +3 (fire and light only) Knockdown PL +5 (wind blast) Forced Move PL +5 (wind blast)   Willow (Saille) Willow is associated with death, the moon, the feminine aspect, and female spellcasters. It also governs magic that’s favorable to water, rather than controlling it.   Detection (Death only) Energy PL +2 (ice only) Darkness PL +3       Ash (Nion) Ash controls and dominates water (whereas willow loves it). It’s also the tree from which broomsticks are made, and relates to flight spells.   Flight Telekinesis PL +3 Energy PL +3 (water only)   Hawthorn (Uath) Hawthorn is the tree of bad luck and curses (although it’s also said to have associations with cleansing). It’s very bad luck to bring hawthorn blossoms indoors.   Darkness PL +3 Incapacitated PL +3 Stunned PL +3 Sickened PL +3 Blinded PL +3 Deafened PL +3 Silence (functions as Entropy) Persistent Damage PL +3 (entropic)   Oak (Duir) Oak is widespread in the lands of the druids. Its roots are said to stretch as far below the earth as its branches reach above, so it governs spells of both earth and air. “Duir” also means “door,” and this tree governs spells that grant movement between worlds.   ...   Holly (Tinne) Holly is the tree of good luck and of all blessing spells. It’s also the tree of weather prediction, because examining its berries can reveal a coming hard winter.   ...   Hazel (Coll) Hazel represents wisdom and knowledge, and governs information-seeking spells. It’s sometimes called the most magical of all trees, as it’s found growing in many magical sites and realms.   Tongues PL +5 Bolster PL +3 (Perception only)   Vine/Bramble (Muin) Vine, in the form of grapevine, is associated with intoxication and joy – and also with control and madness. Because grapevines only grow in warmer parts of the druids’ territory, bramble takes the same role elsewhere.   Charm PL +5 Command PL +3 Stunned PL +3 Immobilize PL +3 Slow PL +3 Incapacitate PL +3 Fear PL +3 Demoralize PL +3 Modify Memory PL +3   Ivy (Gort) Ivy relates to mental skills, languages, and extracting truths.   Precognition PL +3 (entrail reading) Tongues PL +5 Mind Dredge Truthfulness   Reed (Ngetal) Reed relates to bonds and made things. Its roots knot together as it grows, binding the damp soil. It grows quite profusely, and its stems have various uses.   Resistance PL +3 (vs Forceful & Precision only) Restoration PL +3 (can only use to cleanse earth and plants) Absorb Object Transmutation PL +3 (only on objects small enough for the caster to hold or carry comfortably)   Elder (Ruis) Elder governs healing and control over illness. Its flowers and berries are used to make healing draughts.   Restoration PL +5 (non-magical maladies only) Heal (all PLs) Regeneration (all PLs)   Silver Fir (Ailm) Silver fir is the “birth” tree, governing enchantment and creation. Ailm governs the feast of Imbolc: February 1.   Shapeshift PL +4 Polymorph PL +5 Grants the option to take the Craft Extraordinary Item using Ogham magic. Allows the use of the Hallucination feat with Ogham-based Phantasms Summon Creature PL +4 (animates nearby plants)   Gorse (Onn) Gorse is regarded as the most powerful tree of magic, especially of protection. Gorse governs the festival of Beltane: May 1.   Defend action vs magical attacks Nullify PL +4 Restoration PL +5 (Influence and Entropy effects only)   Heather (Ura) Heather is another “tree” of blessing and generally favorable effects, and also of personal control. It governs the festival of Lughnasadh: August 1.   Restoration PL +5 (curses and other magical effects only) Resistance PL +3 (vs Influence only)   Aspen (Eadha) As the tree from which shields are usually made, aspen governs physical protection. It also governs the festival of Samhain: November 1.   Resistance PL +5 (Forceful/Precision only) Defend action vs physical attacks Bolster PL +3 (Fortitude only) Alarm (effects similar to the Pathfinder spell of the same name) Immobilize & Slow PL +5 (only in plant-filled areas)   Yew (Idho) Idho is the last letter of the Ogham alphabet, and yew is the tree of death. It governs weapon and death spells, as well as magic concerned with both decay and preservation. Idho governs the eve of Samhain – the fearsome night of October 31.   Bolster PL +3 (can only be applied to a weapon, and only bolsters rolls using that weapon) Genesis PL +5 (only to create weapons; note that this requires another tree in order to reach PL 9 and be able to create crafted items) Death Disarm PL +5 Persistent Damage PL +6 (entropic) Preservation (preserves food, drink, corpses, and any organic material) Entropy damage PL +5 (objects only)


Cover image: by Alexander Pohl

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