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
Hedge Wizards
- Special: Hedge wizards and commoners follow gods and spirits for the specific benefits of their associated blessings and ingredients. Treat the former as magic-users except for the rules here, including being limited to more subtle magic-user spells, along with gaining access to certain cleric and druid ones (see Part III). Treat the latter as frequent patrons of the former.
- Allowed Weapons: Club, dagger, sling, dart
- Allowed Armor: None
- Symbols: Per spirits and/or divinities that they associate with, though quite rustic
- Can Turn: None
- Mysteries of Hedge Wizardry: Rather than being able to use those of the divinity or spirit they're working with, hedge wizards prepare and cast their spells either by using their own implements or by making various one-use material components.
Their Implement - To only be used by themselves, whether a wand, divining rod, crystal ball, deck of cards, lucky rabbit's foot, pet rock, hand puppet, or the like, a hedge wizard's implement is required for him to cast his spells. He begins play with it, but if lost, replacing it can be quite involved.
Components - Such work takes time, but can be used by the hedge wizard himself or even given (or sold) to others who can then attempt to activate their spell effects, being treated as if they cast the spell.
- Until used, these components remain prepared by the hedge wizard for his spell slot, preventing him from creating more than his daily allowed spells. Once used, he can later prepare new ones, just as a magic-user of his level can have prepared new spells for a day.
- Components that are more involved tend to last longer and may even have additional benefits. Many hedge wizards have their favorites too of course, and required ingredients are usually found around their homes, all influenced by the deities or other beings that the hedge wizard tends to work with.
Poultices - Simple, they usually take 1d6 turns per spell level to prepare, staying potent for just 3d6 hours. They must be applied to work, taking an additional 1d3 rounds.
Potions - Convenient, they usually take 1d6 hours per spell level to create, lasting for 3d6 days. They need to be quaffed to gain their intended benefit, which is then usually quickly activated too.
Talismans - Augmentative, they are often paired with spells that can assist their bearers. Each usually takes 3d6 hours per spell level to make, almost always lasting for 3d3 weeks. They must be worn and can be activated when chosen by their wearers, even being able to hold multiple charges of prepared spells if they would empower their user to do something.
Charms - Versatile, whether a worn pendant or carried trinket, their intended wearers can also be considered. They also take 3d6 hours per spell level to make, but last for 1d3 weeks or as long as each one is held only by an individual that it is specially made for. Each then is activated by its own secret word or rhyme, and may even hold various prepared spell effects at once if meant to work against a certain type of peril or adversary.
Amulets - Protective, they are often used with spells that ward away that which is dangerous to their bearers. Some can be quite elaborate. When ready, each takes 1d3 weeks to imbue, but lasts until needed. Amulets may have numerous charges of prepared spells if they would help prevent their user from receiving harm. They activate when needed, even if their bearers are unaware of the danger. In any case, when expended, they can be recharged without having to make a new one as long as they haven't been damaged or lost.
For specifics, examples, and additional varieties, see Part II. For suggested ingredients, see Part III.
Hedge Wizard Magical Side-Effects
Those who use that which a hedge wizard makes get to find out just how well it works- by trying it out of course. Roll 1d12.
1. Careful with That: The implement or component has a 50% chance of working. In any case, its user must save vs. spell/ make a Will save DC 15 or experience a hedge wizard test. Even if he does save, he will automatically experience one for every time he rolls the same magical side-effect number thrice.
2. This One May be a Dud: There is a 50% chance of the implement or component working. If not, then it has a 50% chance of working after 1d3 more tries...
3. May Not Be for Everyone: Yes, the implement or component works, but only at half its usual strength.
4. Give it Some Time... Though the implement or component's effect proceeds at full strength, it will happen just 1d20 rounds later.
5-11. A Usual Concoction: The implement or component generally functions as expected.
12. Would You Look at That! The implement or component's effect occurs at 50% more than its usual power. The one using it will thereby be encouraged to use more hedge magic in the future. What could go wrong?
For example, a hedge wizard decides to brew a potion of detect magic, preparing one of his daily spells in that way. It takes 1d6 hours, and should remain potent until 3d6 days later. Once someone quaffs it, a roll on the Hedge Wizard Magical Side-Effects table is made. With a result of 4, the quaffer must wait 1d20 rounds until his conferred ability to detect magic kicks in. It is otherwise treated like the quaffer cast the spell. Until then, the hedge wizard cannot prepare another spell with the slot that was used for the potion.
If using just his own implement to work magic, then much the same can happen, though the hedge wizard's prepared spells are used immediately.
Next week: Hedge wizard mysteries expanded & tests
RPG srd Old School 1st ed AD&D Herbalist Alchemist Apothecary