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.