Wednesday, November 5, 2025

Gods & Spirits of Hedge Wizardry, Part III

Hedge Wizard Spells
Everything they do relies on a substance to work. Typically something crude, though for the hedge wizard, his potion or personal wand is effective enough (usually, at least). Note: hedge wizards aren't the best spellers.

Each hedge wizard knows 1d4+2 spells per spell level. For instance, a 3rd level hedge wizard might have three 1st level spells and five 2nd level spells that he can select to prepare. Each one they know is drawn from a god or spirit's list (see below). What the spell is can then be chosen or selected at random, though they cannot be ones that cause any damage- at least not on purpose. Hedge wizardry is generally more subtle than that. 

They can otherwise cast the same number of spells per day as a magic-user of equal level, though of course, those prepared as a component can only be cast again once they've been used or expire.

Wednesday, October 29, 2025

Gods & Spirits of Hedge Wizardry, Part II

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.
  1. 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.
  2. A random spell that the hedge wizard knows is conveyed by the implement or component instead.

Wednesday, October 22, 2025

Gods & Spirits of Hedge Wizardry, Part I

Hedge Wizard Gods & Spirits
Concoctions can yield some interesting results. 


Ways of 
Hedge Wizardry

  • Implement magic with the things at hand
  • Do so with ingredients of a spirit or divinity
  • Some components are better than others


Wednesday, October 15, 2025

Gods of Druidry, Part III

Druid Spells
Like other types of nature priests, druids know the spells of their divinity, though they can select other druid ones to be ongoingly substituted instead. Druids can also prepare a bonus druid spell of their choice for every spell level they have. In addition, they can access other spells thanks to their druid mysteries, detailed in Part II.

For example, a druid of the Dagda would usually have Enlarge on his spell list, but could opt to replace it with Entangle from now on. In any case, he can prepare an additional druid spell for each level on his list, which could also be Entangle or other ones.

Wednesday, October 8, 2025

Gods of Druidry, Part II

Mysteries of Druidry
As discussed in Part I, druids can select another class's ability that they can use for a total of 1 round per level, giving up the mysteries of their own divinities from now on in the exchange. They can select other classes or the same again as the druid grows in level, gaining additional uses. Having so many abilities to draw from is fitting for the various roles that druids can serve in a society, though they do so in their own, druidic ways. 

Wednesday, October 1, 2025

Gods of Druidry, Part I

Druid Gods
Nature is essential.


Ways of 
Druidry

  • Honor Nature, holding wild places sacred
  • See that the folk remain pure and attune with the Natural Order too
  • Ensure that the Old Ways are followed
  • Keep such teachings secret, free of the written word, and within one's order
  • Follow the tenets of your divinity


Wednesday, September 24, 2025

Gods of Wizardry, Part III

Wizard Spells
Wizards can learn spells from the magic-user spell list. In addition, not only does their deeper understanding of concepts allow for better castings, but makes such spells more acquirable too (see Wizard Divinities, below). What is more, if their deeper understandings would include cleric or druid spells, such as with Light or Beast, then they can learn spells of that nature from those lists too. Of course, wizards remain barred from casting any spells that directly cure wounds, for that remains the province of cleric-types. Otherwise, follow the rules for one's campaign with regards to magic-user starting spells known, ones added at new levels, and processes for learning additional ones when found.

Wednesday, September 17, 2025

Gods of Wizardry, Part II

Wizard Tests
The magic we bind might bind us too.

1-12. Despite his best efforts, the wizard experiences an unpleasant consequence for the next 1d12 days. Roll 1d6.
  1. One random spell that he knows is removed from his mind. During this time, he will be unable to cast it, nor comment to others about it.
  2. Those who lack any of his wizardry understandings will find him especially odd, whether from just his eccentricities or from the strange phenomena that occur around him too. He will thus suffer a -2d6 penalty to all Charisma rolls to relate to such mundanes. 

Wednesday, September 10, 2025

Gods of Wizardry, Part I

Wizards & Gods
Great knowing brings great power.


Ways of 
Wizardry

  • Study well, increasing your understanding
  • Use one's mastery of such concepts
  • Work great things