Hedge Wizard Tests
Buyer beware. Such things happen when rolling a 1 for a hedge magical side-effect and failing to save, or when rolling the same side-effect number thrice. All may occur regardless of it being a customer or the hedge wizard himself.
1-7. Your concoctions may vary. Whether a poultice, potion, talisman, charm, amulet, or the hedge wizard's own implement, something may not go quite as intended. Instead, roll 1d6.
- The implement or component undergoes what could be called 'being a dud' and turns out to have expired early, and is thereby useless. The hedge wizard cannot cast its associated spell for the next 1d12 days too.
- A random spell that the hedge wizard knows is conveyed by the implement or component instead.
- The implement or component has the opposite effect of what it's supposed to do.
- The user undergoes an odd and unpleasant effect, suffering a -1d12 penalty to a random ability score for the next 1d12 hours, whether becoming weakened, struck dumb, intoxicated, palsied, sickened, repulsive, or the like.
- The user believes that the implement or component works, even though it actually doesn't, and must save vs. spell/ make a Will save DC 15 or act accordingly. If not the one using it, then the hedge wizard might realize it doesn't work, but also realize that he probably shouldn't admit it.
- Reroll twice.
8-13. One might become what one consumes. The component may work indeed, but some of its effects can outlast their intended spells, whether upon the hedge wizard or its user (an equal chance of either), occurring for the next 1d20 days. Roll 1d4.
- An ingredient used in the last component that the hedge wizard made becomes quite appealing. The one affected will use it whenever possible now, causing a -1 penalty to his hedge magical side-effect rolls 50% of the time. This penalty can be caused either from a hedge wizard not using the best ingredients or a user of such magic refusing the best concoctions for the spell effects.
- The spell that's paired with the last component the hedge wizard created lingers in some way, causing the one affected to act so as to reflect it. He will thus need to save vs. death/ make a Will save DC 10 to not behave in such a manner in each new situation.
- General quirks overcome the user, perhaps due to too much use of hedge wizardry. When interacting with others, he'll experience a -2d3 penalty to all social rolls, unless of course they too are users of hedge wizardry, in which case they may find him amazing (a base 50% chance).
- Reroll twice.
14+ The luck of hedge wizardry can run out. Such may be the ways of mortals to suffer in order to better comprehend the immortal. Roll 1d6.
- The implement or component / spell combination that triggered this test no longer works for the one using it. Other combinations must be used instead.
- The hedge wizard loses the ability to make the last component or ingredient he used. Perhaps he is no longer meant to make potions or include a certain herb?
- The hedge wizard's implement is damaged or lost, preventing him from using any magic until he acquires a new one (per Referee).
- A god or spirit that's associated with the spell takes a more direct interest in the maker or user of the component (an equal chance of either). Roll on their test table instead and apply it to that individual. For a list, see Part III.
- Local, mortal authorities (and likely some former customers) have had enough of the hedge wizard. They will attempt to apprehend and deal with him in their outraged ways.
- Reroll twice.
There is much that a hedge wizard uses, but he must always use something. Still, having more experience will help.
Implements - Can be anything, though it is likely advantageous if the hedge wizard can carry it around. Some may even utilize a tree or a statue as their implement, making it much harder to lose or destroy, but also making it much harder to transport. Note that for as long as a hedge wizard is unable to access his implement, he will have no magical power. As such, getting a new implement to replace a lost or badly damaged one can take a long time. And, unlike components, they are never given to others, unless of course the hedge wizard decides to quit being one.
Poultices - The fastest to make, mainly composed of herbs and sundry other items that are applied to the skin. They are mashed together and smeared on.
Ointments - More clarified, they can be applied quicker than poultices, taking just 1 round, though they take x2 longer to make, but last x2 longer, requiring the hedge wizard be at least 3rd level.
Powders- Don't expire (until used of course), but also take x2 longer to create too, and requires a hedge wizard's skill of at least 4th level
For example, a 3rd level hedge wizard may wish to make an Ointment of Cure Light Wounds instead of a poultice. It would take him 2d6 turns to craft, but lasts for 6d6 hours until used, and it is used more quickly.
Potions - They must be made sure to be at least somewhat palatable (and not too noxious) when quaffed. Also made of various herbs, as well as other odd things, and boiled in water (hopefully), often with a distinct taste, sometimes suggesting what their intended effect could be.
Elixirs - Take 2 rounds to quaff, but last twice as long before expiring, likely due to their heavy inclusion of heavy alcohol. A 3rd level hedge wizard or higher can make them.
Cakes - Understandably tasty, they take 3x longer to make, 3 rounds to eat for the full effect, and require a 4th level hedge wizard's expertise or better to bake. Still, they remain potent for thrice as long and can even count as a form of sustenance, if not health, not to mention being made in various delicious shapes and flavors.
For example, a 4th level hedge witch can bake a small, ringed pound Cake of Resist Cold, taking her 6d6 hours, lasting for 9d6 days, nourishing those with a sweet tooth..
Body Parts - Specialized, requiring a hedge wizard level of 5th or greater, they are often eaten (a 75% chance) and are almost always challenging to get. In return, they have a +1 bonus to the hedge magical side-effect roll when such rarities are used that would match the augmenting effect, taking 1d3 rounds to consume if not worn. Due to their exoticness, any tests triggered by them have their results increased by 5 though.
For example, a 5th level hedge wizard could prepare a tongue of a draco lizard that he acquired from an adventuring party. If used in a way that would match such a creature, such as delving underground, it would grant a +1 bonus to hedge magic side-effects of the Feather Fall spell that it contains, hopefully consumed in time before one reaches the ground...
Charms - Who they are meant to be used by can make them more potent and last until used when only carried by that specific person. Charms can also be created to work against a type of foe, such as fire or giants, granting a +1 on the hedge magical side-effect roll when so applied, but -1 when not. It also helps to know the secret word or rhyme (hopefully conveyed by the hedge wizard to its recipient) that allows it to work when needed. Individual charms can hold up to 1d3 spell effects, all imbued individually by the hedge wizard.
Figurines - Specially carved, they take x2 longer to make, allowing them to last indefinitely until activated, no matter who holds them, though the secret to their activation must also be known. Such expertise requires that of a 6th level hedge wizard or higher.
For example, a 6th level hedge wizard could craft a toy cavalier figurine that allows for Bless and Sleep to be cast by saying "Good Knight" (the pun may be lost on those hearing it, but it would still be effective). Attuned against night terrors, it would grant a bonus to hedge magic side-effects when activated to defeat such things, the opposite when used on any others. It would take the hedge wizard 12d6 hours to craft, since both spells are 1st level and it is a figurine. At least he won't have to worry about its potency expiring early, even if the one he gives it to doesn't keep it on their person.
Amulets - Forged with metals and gems, they are the most involved of usual hedge wizardry concoctions. A suitable (and costly) container might have to be created, with a value of 1d3 x 100 silver pieces per spell level (a high price for most hedge wizards), unless it can be otherwise found. Once acquired, amulets then take a while to imbue, but last until needed, even holding multiple spells if they are protective.
Brooch or Periapt - Whether a fancy pin or jewel, they cost 1/2 as much to create and require 1/2 the time to prepare. Still, unlike amulets, if they hold multiple spells, then they all must be the same ones, and they still must be protective. 7th level hedge wizards and higher can do such things.
For example, knowing that some trouble may be arriving sooner than later, a 7th level hedge wizard decides to make a Brooch of Shield rather than an amulet. Once he has a suitable form for it, it only takes him half of 1d3 days to enchant it with at least 1 Shield spell, though if he wishes to add more, then they must also be Shield spells too.
Next week: Hedge wizard spells, ingredients, gods & spirits, a new class option, & a hedge wizard encounter
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