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.


Divinities, Spirits, & Ingredients 

Common Gods & Spirits of Hedge Wizards
Hedge wizards could conceivably know spells by utilizing ingredients from any divinity's list, but they tend to work with ones that are more rustic, focused on the common folk, nature, crafting, magic, or medicine. Such associations are listed below. This tendency helps prevent them from angering certain divinities (and their followers) who may not take kindly to hedge magic. Most hedge wizards draw upon a variety of gods and spirits just in case.
..

Greek / Roman
Asclepius - medicine (link)
Artemis - nature
Demeter - 
common folk & nature
Pan - nature
Hecate / Trivia - magic
Hephaestus / Vulcan - crafting
Hestia / Vesta - medicine & common folk

Norse
Eir - medicine
Freya - 
magic & nature
Thor - common folk
Volund / Weyland - crafting

Celtic
Cernunnos - nature
Ceridwen - magic
Danu - nature & magic
Dian Cecht - 
medicine
Goibniu - crafting

Slavic
Baba Yaga - magic
Mokosh - common folk & medicine
Perun - common folk
Svarog - crafting

Finnish
Ilmarinen - crafting
Mielikki - nature & common folk
Louhi - magic
Vainamoinen - magic & common folk

Spirits
Ancestors - common folk
Bear - nature & medicine
Dwarves - crafting & common folk
Elves - magic & nature
Fey - magic
Horse - nature & common folk


Ingredient Type
A hedge wizard's choice of gods & spirits can then be used to determine the ingredient categories that must be used in his various spell preparations. Referees and players may even wish to be more specific as to what the actual ingredient is, though it isn't necessary. Roll 1d12 for each one.

1- herb
2- gem or crystal
3- metal
4- bone
5- other animal parts
6- wood
7- number
8- color
9- gathered in a certain way
10- gathered at a certain time
11- gathered from a certain place
12- reroll twice

For example, a hedge wizard who knows Speak with Animals from Pan might have to include bone that's sacred to that god to make a potion of it. One who knows Bless from Vesta could need something of a certain color that's gathered in a certain way when casting that spell with his implement. The Referee can be as specific with these requirements as he deems appropriate. In any case, without these ingredients, a hedge wizard can certainly try to work his magic, but it also certainly won't work. 


Artificers
Similar to hedge wizards, they use more reliable and reusable objects that are harder to replace and cannot usually be lent to others. Some might argue that they don't actually use magic, but their ability to do much as what spellcasters do may cause many to disagree. 
  • Treat them as clerics, except that these talented smiths and apothecaries cannot turn or cast spells normally. Most follow smith gods, such as Hephaestus, gods of civilization and reason, such as Athena, or gods of medicine, like Asclepius.
  • They instead use devices and substances to cast their spells, though they refer to them instead as 'effects'.
  • When they use their devices, roll on the table below in addition to their divinity's table. Of course, as with hedge wizards, without their devices, artificers cannot work their 'magic'.
  • Still, these device effects are not considered magical, and can thereby bypass magic resistance. They are physical / elemental only.
  • Each artificer has 1 or more device, each tied to 1 or more effects (spells) that he knows, though if heavily damaged or destroyed, each can take 1d6 days to replace per spell level(s) they would allow. They typically have an AC of 5, have 5 hit points per spell level they hold, and only an artificer can make them work.
  • Artificers also have an ongoing magic resistance at 5% per level. It is applied against both helpful and harmful magic that might effect them though.
Artificer Side-Effects (d12)
   1. Malfunction: The device doesn't operate this time. It has a 50% chance of losing its effect too, and even a 10% chance of becoming inoperable until repaired for 1d20 rounds if that happens.

   2. It May Need Calibrating: The device's effect only occurs at 50% of its usual power.

   3. Give it a Moment... The effect that the device is supposed to produce occurs 1d6 rounds later.

   4-10. Std. Effect: The device functions within parameters. And rather than rolling further for the spell's effects (if any), use the average results for any variables this time instead, including damage.

   11. Encouraging: Functioning quite well, the device's result, range, or duration is improved 50%.

   12. Eureka! The device exceeds expectations, doubling the effect's result, range, or duration. What is more, it is not expended, so it can be used again that day.

For example, rather than casting a spell such as Hold Person with gestures, a holy symbol, words of power, and/or his devotion, an artificer might point his special tube and press a switch or throw a vial at his target in order to make that effect happen. On the other hand, he may apply some ointment from his healing jar to convey Cure Light Wounds. When he does so, a 5 is rolled for his Artificer Side-Effect, so he heals 4 hit points. A roll should be made on his divinity's table too to see if anything else occurs or is needed.


The Magic Shop
A hedge wizard encounter


Algar the Magnificent, Lvl 5 hedge wizard
Align: N, MV: 40’, AC: 9, HD: 5, HP: 18, Atk: 1, Dmg: 1d4 (club), SP: hedge wizard abilities, spells known (via various divinities, most prepared as components- see below)
   1st Level: Command, Remove Fear, Jump*, Sleep* - can prepare 2
   2nd Level: Augury, Hold Animal (D),Strength*- can prepare 2
   3rd Level: Locate Object, Neutralize Poison (D)- can prepare 1
SV: M5, Mor: 6, Items: various rustic symbols, brown robes, copper bracelet, 2 silver rings, pet rock (implement), 33 gps. Appearance: medium complexion, light brown hair and beard, medium build.

Components for Rent
Unlike most shops that sell things, hedge wizards necessarily rent them. For how long the component is away, is how long a hedge wizard cannot use or give it to others. Therefore, those who use such items more quickly will pay less. It is up to the renters if they wish to return the material parts to Algar- he is only concerned with the magic being freed so that he can prepare (and sell) the spells within them again- except for the pricey amulet of course.

In any case, make sure to roll for hedge magical side-effects when they are used to see just how well they work. (link)

Cake of Command
Requires something of a certain color, gathered in a certain way, sacred to Hecate.
Takes 3 rounds to quaff, expires in 9d6 days
Rental is 10 gps per day.

Elixir of Remove Fear
Requires a gem sacred to Freya.
Takes 2 rounds to quaff, expires in 6d6 days
Rental is 10 gps per day.

Amulet of Augury
Requires wood, gathered from a certain place, sacred to Vesta.
Has 1 charge, lasts until needed.
(Will cause the one affected using it to save vs. death/ make a Will save DC 10 to not behave in a prophetic manner- with no actual prophetic ability- in each new situation for the next 1d20 days, thanks to a hedge test that Algar experienced).
30 gps per day, 150 gp deposit (no refunds).

Talisman of Strength
Requires an herb sacred to Thor.
Has 1 charge, expires in 3d3 weeks.
20 gps per day.

Charm of Neutralize Poison
Requires an animal part sacred to Mokosh.
Has 1 charge, expires in 1d3 weeks, unless arranged to be given to a specific individual.
40 gps per day.


Next week: Witchcraft


RPG srd Old School 1st ed AD&D Herbalist Alchemist Apothecary