700 lines
35 KiB
Plaintext
700 lines
35 KiB
Plaintext
Hedge Wizards from DRAGON(R) issue #163
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The low-level mages who make things work
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(C)1990 TSR, Inc. All Rights Reserved.
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by Gregg Sharp
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"Hedge wizard" is a term that's come up in my campaign to
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describe the proprietors of small "magic shops" in villages and
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cities in AD&D(R) campaigns. Hedge wizards specialize in minor
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but useful magicks, using spells like [mending] and [knock]
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rather than [magic missile] and [irritation]. Hedge wizards are
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usually low-level mages with sage and herbalist abilities.
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Hedge wizards are commonly between 3rd level and 5th level,
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sufficient to cast [knock] on a locked chest or [mending] on a
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broken axe handle. Hedge wizards can be up to 11th level,
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however, since magical potions cannot be brewed by a mage of
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lesser level, as per the 2nd Edition [Dungeon Master's Guide]. A
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number of items besides potions might be for sale at a hedge
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wizard's domicile. Prices for these items should be low in
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keeping with the common customer's finances. A hedge wizard will
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likely offer reduced prices to local customers, charging more to
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those from out of town.
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Hedge wizards are not generally considered to be powerful
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spell-casters, and they don't have the massive spell books or
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sophistication of their more experienced colleagues. Hedge
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wizards have more of a rustic image, preferring a comfortable and
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sedentary life. Hedge wizards are rarely good targets for
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thieves, since these wizards generally have no reputations or
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vast wealth. Anyone who can best a hedge wizard in a spell duel
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is unlikely to actually gain much from the accomplishment.
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Killing a hedge wizard is likewise of little value, though the
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other merchants and members of the town council may get peeved at
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people who come in and do such things. Finally, since hedge
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wizards aren't that powerful, they tend to stick together more
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than other wizardly professions. If a hedge wizard dies due to
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other than natural causes, other mages who find out may start
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proceedings to deal with the problem and make an example, if
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nothing else.
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In game terms, once a decision to become a hedge wizard has
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been made, level advancement is slowed dramatically. The
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character does not go on adventures and does not make magical
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items. Experience is only gained through adventures that come to
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the hedge wizard, such as meeting a burglar when opening up the
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shop in the morning.
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At least 90% of all hedge wizards operate in urban areas,
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usually toward the edges of town. Magic use generally has a poor
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public image, not all of it undeserved. One only has to think of
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the damage that could be caused by an out-of-control fire
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elemental in a city built largely of wood to appreciate the
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problem. Hedge wizards who set up shop outside city limits are
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either powerful ones (retired adventurers who don't really need
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the money) or ones who have been chased out of the city.
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<The specialist schools>
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Specialist wizards are much like doctors in America. The
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general practitioner or family-practice doctor fits the same role
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as the nonspecialist mage. With hedge wizards, this often means
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referrals to others within a limited circle of colleagues on a
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first-name basis. Because hedge wizards don't have the overhead
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and malpractice lawsuits that American doctors have, the need for
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wizard insurance to pay for all this has not yet fully
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materialized.
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The specialists among hedge wizards are those who do not see
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themselves becoming more powerful; either they have become
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discouraged from the effort of gaining levels, feel that they
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have reached their ultimate level of competence, or simply don't
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wish to rise to the level of power where they may become targets.
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They may also wish to live their own lives in relaxation instead
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of being dedicated to the pursuit of magic or power.
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Abjurers are specialists corresponding to
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surgeons or pathologists. To be effective in their specialty,
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they must be of higher than 5th level. As such, their prices and
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chances of success are greater when dealing with abjuration
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spells. Any decent abjurer can cast [dispel magic] at need, and
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quite a few have [remove curse]. Abjurers are likely to have a
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number of permanently inscribed protective circles set about
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their homes. Sagecraft will be also quite likely, with
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specialization in one of the following: curses, folklore, outer
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planes (at least one and possibly more), lower planes (same as
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with outer planes), and religion.
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Conjurer hedge wizards are 70% likely to have a
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familiar. The more powerful conjurers are on retainer to kings
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and powerful warlords, ready to conjure elementals on a few
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hours' notice. Because of their practices, large protective
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circles and the like will be permanently inscribed on their
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floors, and they are likely to be located a bit off the beaten
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path, away from other businesses. A remote location makes good
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sense, since no one wants the conjurer to be distracted while
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summoning up some extradimensional beast. Some very high-level
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conjurers go so far as to become "dimensional fishers," reeling
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in all manner of wealth from other planes. Sagelike knowledge
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that conjurers possess is likely to be of other planes, as well
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as about creatures that might be summoned. Conjurers who can deal
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with elementals are likely to further specialize in a particular
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elemental plane.
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Diviners are the ones the adventurers seek out
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when the latter come home laden with plunder. An honest diviner
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is not difficult to find, though a few cause bad reputations for
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the remainder. Any diviner in business has the basic detection
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spells, and the majority have [identify] and [detect curse]. If
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hired to cast [identify], the diviner automatically charges for
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the [detect curse] and casts it first. Because diviners have so
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few spells dealing with their specialty, they perform as sages
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with at least two major fields. Commonly a diviner has
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proficiencies in astrology and weather sense.
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Enchanters are the second most common of all
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specialists, transmuters being the first. The high-level ones
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work on magical items and potions, and most of those specializing
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in enchantment dream of reaching this stage. Those restricted to
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lower levels, by talent or otherwise, are hedge wizards who
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specialize in dealing with troublemakers by using spells like
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[charm person]. They typically become members of or are on
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retainer to the city guard. Because of the time this takes and
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the additional money that this generates, their magical shops are
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smaller than others. Sage areas are likely to deal with items of
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great power and legends, especially those of wizards and their
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creations.
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Illusionists deal with deception and distraction;
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it is as hard to find an honest illusionist as it is to find an
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honest used-car dealer or mechanic. Because they specialize in
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mind-affecting spells, they are the psychologists of the magic
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worlds, having to understand the mind's workings in order to get
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the most out of their specialty. Gnomes often go into this line
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of work, which allows them to work spells and keep close to the
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earth with their herbcraft. The use of illusion to enhance or
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entertain is simply the most obvious use of an illusionist's
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talents. Typical sagecraft deals with the mind, though history is
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a very popular topic.
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Invokers deal with bringing something into being
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through their spellcraft. Since many combat spells are in this
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category, hedge wizards specializing in invocation/evocation
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spells are often put on retainer by the local constabulary. One
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never knows when a barroom brawl will escalate, so having a [web]
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spell handy becomes a good reason to keep an invoker about.
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Invokers are also known to run [flaming spheres] out over fields
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to clear them before planting. The typical invoker has knowledge
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about a few special fields of interest, these being more
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individual hobbies than something suggested by their particular
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mind sets.
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Necromancers deal with dark magic and the raising
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of the dead. One would therefore expect them to be a particularly
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nasty lot, but they are often worse than imagined. Necromancers
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tend to go into taxidermy and have skeletal servitors do their
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fetching and carrying. (Necromancers who expect to get along with
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their neighbors should not consider using zombies, the odor being
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sure to lower all property values.) Little dead things are
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usually scattered around the shop, some stuffed and mounted, and
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visitors often get the feeling that those glass eyes are still
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scrutinizing them. The odors, even if no zombies are present, are
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sufficient to cause faint-hearted customers to flee outside in a
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matter of moments. Nonetheless, some necromancers are thoroughly
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pleasant fellows with good, if grim, senses of humor. They are
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often undertakers, and they can cause interesting problems for
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customers who don't pay their bills.
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Transmuters are the most common specialists,
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making alterations in existence itself. Low-level hedge wizards
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are likely to be around trade areas, casting [comprehend
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languages] in order to act as translators, or [mending] to fix
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pots and pans. Medium-level transmuter hedge wizards sell lamps
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with [continual light] on them, with shades that can be lowered
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to seal off the light. Finding a higher-level transmuter may be
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difficult, since they have so many useful spells that they may
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quickly run into the problem of "spellgunning wizards" --wizards
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who kill other wizards in order to increase their spellbook
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contents.
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Finally, don't discount the possibility of dual-class hedge
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wizards, or even "hedge wizards" who can't cast a single spell.
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Fighters who have gotten tired of killing, thieves trying for a
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degree of respectability, priests who have left the bureaucracy
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that is found in some temples--any may have learned enough
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woodcraft to open up a functional herbalist shop, with a few
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magical items and the like thrown in. Given the chance to learn
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something about magecraft, and the requisite ability scores, the
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possibilities for dual-class characters are quite diverse. Since
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nonhumans are almost always dual-class, a nonhuman hedge wizard
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is also likely to have a number of other services or surprises
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ready.
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There may also be utter charlatans pretending to be hedge
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wizards, but keep in mind that word of mouth is the most
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acceptable form of advertising in the semi-medieval society of
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the typical campaign. This cuts down on the utter charlatans, at
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least if one bothers to ask around.
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Priests may well go in for small temples that serve the same
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purposes as a hedge wizard, lacking only spells such as
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[identify]. The best Forgotten Realms deities for this purpose
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are: Azuth, Chauntea, Deneir, Mielikki, Mystra/Midnight, Oghma,
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and Selune. Some of these are more likely to be city-based
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(Azuth, Denier, Mystra and Oghma) and any "hedge wizards" who
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follow these faiths will be either outcasts from a larger temple,
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those who tired of internal politics, and those who have left for
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personal reasons.
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Small chapels out in the wilderness or near towns are best
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for this purpose. Typical cleric levels will be: 2nd to 4th if
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they left due to internal politics; 5th to 8th if they're an
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outcast or have personal reasons; or 9th to 14th if they fled due
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to failure at internal politics, advice from above, or personal
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reasons. If the cleric is above 14th level, the time just
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recovering spells makes having lesser priests and laymen about
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more attractive, hence the presence of the bigger temple complex
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with lower-level priests attending the needs of such a high
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priest.
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Fighters, paladins, rangers, and the like are not likely to
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have gone into such a line of business. Paladins will either
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consider such a job below their station or simply too rustic.
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Fighters have to rely on magical items to cast spells and rarely
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have the learning in sagecraft or herbal lore needed to work the
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other ends of the business. Rangers often have herbalist
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knowledge and may have reached the point where spell-casting is a
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possibility. But, because a ranger is often dedicated to
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protecting an area and fighting a particular species of monster,
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it is unlikely that a ranger will work as a hedge wizard.
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Rogues may operate a hedge wizard's shop as a front for a
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more profitable enterprise. Thieves lack spell ability but may be
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able to fake it using various magical items such as a [wand of
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magic detection]. Bards have spell ability but are not likely to
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ignore the possibility of selling their musical abilities along
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with every other service they can offer. Since bards can usually
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rely on their musical abilities more than their magical ones, it
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would be a rare bard who would go into something as "dull" as
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hedge wizardry.
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Hedge wizards are often in the "message board" business,
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since they often deal with adventurers of varying types. These
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keep track of jobs, referrals, out-of-work specialists,
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adventurers between quests, rumors, and local proclamations. They
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may even act as a placement service for would-be members of an
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adventuring group. Any fee for such things is paid up front.
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The magic shop generally does not have much in the way of
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magical items for sale. The reasons for this are given in the
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[DMG], page 83, and there is no reason to go into them here. Some
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items are "common" enough, though, and may be of great use in
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increasing an adventuring group's survivability ratio; these may
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therefore be included in just such a shop. There is a fair chance
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that any of the items on Table 1 can be found, priced around 2 gp
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per XP as shown in the [DMG] tables.
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As Table 1 shows, a potion of [healing] is in stock
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most of the time and will usually run about 400 gp--steep but
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well worth it, considering that the poor hedge wizard has to buy
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it from a temple. A scroll of [protection from poison] costs
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about 2,000 gp. There may be other items available, especially if
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another adventuring group just came through, but this is
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uncommon. If the DM wants to equip the group with something or to
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introduce a new magical item (say, a potion of [dispel magic]
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that must be thrown at the area of the magic to be dispelled) and
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relieve the group of some cash, then the last adventuring group
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may have sold it to the hedge wizard.
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The hedge wizard shop is likely to have a few knickknacks,
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curios, old tomes, and other oddities for sale or rent.
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Knickknacks in this case are small magical items, useful but
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without combat uses. Some examples: a mug that keeps any liquid
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within at a constant cool temperature, a stone that absorbs heat
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for later release at a slow gradient, a bedpan that magically
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empties itself and remains odor-free, a stone that finds lost
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people or items to which it has been attuned, a [broom of
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animated sweeping], a [collar of protection from fleas], a [chair
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of comfort], a [sleeping bag of warmth], etc. Magical knickknacks
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either have no combat use, are too bulky to be carried about, or
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both. These could be found in any hedge wizard shop, though the
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hedge wizard must be at least of sufficient level to enchant such
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things.
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Hedge wizards are generally held by their communities to be
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craftsmen, something like potters or carpenters with the addition
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of some minor spell-casting abilities (Tables 2 and 3 show costs
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for purchasing spells from these wizards). The statistically
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average hedge wizard is 5th level, human, male, in his
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mid-forties, and is not a specialist mage. He has few or no
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magical items. Various drying herbs and some alchemical devices
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are in the lab room, and a separate room houses a protective
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circle of some sort.
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The goods listed in Table 4 may be available at any hedge
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wizard's shop. Those in "Difficulty #1" are the most common,
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requiring a herbalism skill roll of 14 or better; the
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availability of ingredients may vary from area to area. Those in
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"Difficulty #2" require herbalism of 17 or better and may require
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alchemy of 14 or better. Those potions and other items under
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"Difficulty #3" are the most difficult of all to prepare,
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requiring very high skill rolls in both herbalism and alchemy to
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prepare. The situation is like that of a chef who is preparing
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blowfish, where with one slip, poison results.
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Most of the potions in Table 4 last for 1-4 hours after
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drinking (some last for a day), and their uses are usually self
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explanatory. Few, if any, are effective against magical effects.
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DM discretion is advised in deciding the uses for each item. The
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more unusual goods are described hereafter:
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[Babblejuice]: The imbiber must save vs. poison, or he
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will start speaking of anything that comes to mind. Questions may
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be answered truthfully, but the answers may be difficult to
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understand. This potion should be very rare.
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[Brainflight]: Wherever people are jaded, tense,
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dissatisfied with their lives, or ready to make a buck and hang
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the morality, there will be drugs like this one. Brainflight is a
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generic fantasy hallucinogen. It works directly on the nervous
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system, is highly addictive, and causes wildly erratic behavior
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in frequent users. The exact effects of brainflight should be
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determined by the DM beforehand, though they should be thoroughly
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nasty and cause a breakdown in behavior of its users that
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increases over time towards an alignment of chaotic evil. Because
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availability of this is so limited by demand and probable legal
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action against those using and selling it, the price is extremely
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high. As with babblejuice, brainflight should include ingredients
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that are very rare or hard to get, but it is not all that
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difficult to make.
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[Burnsalve]: Type I is simply an ointment that can be
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applied to burned skin or tissue. It keeps air off the burn,
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decreasing the "to hit" penalty applied if the burn was on a
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limb. Type II also promotes healing, at the rate of 2 hp healed
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of burn damage per day of rest. Type III is more effective,
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healing burn damage at twice the rate of Type II. Type III is at
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least four times as expensive as Type II.
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[Firegel]: This thick grainy ointment is highly fire
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resistant. Items treated with firegel receive a +6 to saving
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throws vs. normal fire. It is far too thick and expensive to be
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used on creatures, so it is typically used to treat pouches and
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packets containing valuable papers.
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[Hair restorer]: This restores hair to areas where it
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used to be and no longer is. If imbibed, then all the skin that
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can produce hair will do so (sort of a "potion of hairiness"). It
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is normally applied as a salve to the area afflicted by hair
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loss. Repeated treatments are needed at least once a month for a
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year. There is a version that acts as the reverse--a "salve of
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electrolysis," if you will.
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[Healing poultice]: On normal wounds, Type I doubles
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the normal healing rate, Type II triples the normal healing rate,
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and Type III quadruples the normal rate. Note that some wounds,
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such as those made by a [sword of wounding], are resistant to
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magical healing. Since poultices are nonmagical in nature, they
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can help overcome this difficulty.
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[Love potion]: This is not the same as a [philter
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of love]. The reaction is diluted, causing an individual drinking
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it to become more favorably inclined towards the next member seen
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of the opposite sex and a similar species. There is no [charm]
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effect, nor does the potion cause any behavior out of the norm
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for the affected person. The imbiber of the love potion will
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instead view the aforementioned member of the opposite sex as
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being much more charismatic (charisma 19) and of having some
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undefinable attractive quality.
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[Maidenweed]: This potion prevents pregnancy in
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females who drink it. The potion's duration is one month.
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[Mermaid's breath]: This one is always in stock if the
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hedge wizard is near a body of water. Application in two to four
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rounds to someone who has drowned will allow the victim a save
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vs. death to cough up all water and start breathing again.
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[Nullscent]: All this does is negate the scent on a
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creature or the scent that would normally be left behind on
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objects handled. It requires liberal application, covering the
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entire body surface of the creature to be affected. This one is
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popular with thieves.
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[Plant grower]: This nonmagical potion that is poured
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into the root network of a plant. This must be repeated weekly
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through the growing cycle. Plant grower increases the size of the
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plant by an additional 10-100%. This can be made in multiple
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gallon quantities.
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[Scented soaps]: The typical medieval soap was not
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anything like the "pure" soaps on the market now. The soaps sold
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as scented soaps by a hedge wizard should cost at least three
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times that of normal soap, but they also won't burn skin or cause
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more sensitive difficulties the way old fashioned lye soap can.
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[XYZ balm]: This is a general purpose ointment or
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salve that helps to cure burns, scrapes, and such difficulties as
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are caused by poison ivy. XYZ balm is semi-magical (see "New
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proficiencies: Alchemy") as it requires water that has run along
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the spiral of a living unicorn's horn. The price should be
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accordingly high. Being only semi-magical, it does not cure any
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poison or burn outright, but only speeds the body's own recovery.
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<New proficiencies>
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[Alchemy] (2): Skill roll=Intelligence-2. The
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wizard is familiar with the use of various chemicals and
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equipment required for the making of magical or semi-magical
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potions, ointments, infusions, and salves. (Semi-magical
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indicates that the item approximates a magical effect or requires
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magic in its making, but is not itself magical for purposes of a
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[detect magic] spell.) Alchemy requires the use of an alchemist's
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lab: alembics, retorts, distilling apparatus, pitch pots, and
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condensers. Other equipment may be needed for more complex
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operations.
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[Chemistry] (2): Skill roll=Intelligence-2.
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Chemists can attempt to brew poisons and acids from natural
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ingredients. Acids are usually weak, causing 1-4 hp damage but
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not dissolving materials rapidly. Some acids (aqua regia,
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hydrochloric acid, etc.) are possible but at a -4 modifier to the
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chemist's skill roll. If gunpowder is used in the campaign, then
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it requires this proficiency to manufacture it. Use of this
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proficiency requires the use of a chemist's lab, equal in price
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to an alchemical lab, and a certain degree of privacy. Any number
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of works dealing with the history of technology or science can
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help pinpoint exactly what is possible in a campaign.
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[Field of study] (1): Skill roll=Intelligence-2.
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This covers everything else in a sage's field of expertise not
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already covered under existing proficiencies. The more detailed a
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category, the more information the sage has and can turn up in
|
||
research (and the more expensive the research should be!). A
|
||
hedge wizard with a proficiency in "elven art" who looks at a
|
||
pair of old vases can tell one is an elven vase made about 1,500
|
||
years ago in Myth Drannor, and the other was probably made about
|
||
500 years ago in Everska. A hedge wizard with the field of study
|
||
of "elven art during the rule of King Alfroi" can tell that the
|
||
first vase was made by the master craftsman Iriam Talltree during
|
||
his revisionist period, but he can't tell anything about the
|
||
second vase at all other than it appears of elven make. Typical
|
||
major fields of study are: art, folklore, cryptography, languages
|
||
(doubles the number of languages spoken by the hedge wizard--not
|
||
all that important with [tongues] spells available), folklore,
|
||
genealogy, geography, geology, mathematics, mathemagics,
|
||
philosophy, and sociology. A failed skill roll means either no
|
||
knowledge (just missed the number needed) or misinformation (if
|
||
roll was off by more than four).
|
||
|
||
<New spells>
|
||
The following spells have been devised by hedge wizards, and
|
||
fewer than one in 30 spell-casters who are not hedge wizards will
|
||
have any spell below.
|
||
|
||
Alahandra's questing call
|
||
(Divination)
|
||
Level: 3 -- Components: V,S,M --
|
||
Range: 0 -- CT: 3 turns --
|
||
Duration: 3 rds./lvl. -- Save: Neg. --
|
||
AE: 10-mile radius around caster
|
||
Created by Alahandra of Waterdeep, this spell calls forth the
|
||
image of adventurers who are "between quests" at the moment. The
|
||
spell-caster is not in control of what sort of adventurers are
|
||
indicated by the spell, and the adventurers must be within range
|
||
of the spell. The spell often misfires (30%), showing either
|
||
nothing or scenes from another plane of existence entirely. Only
|
||
the vague shadowy image of one or two of the adventurers and
|
||
their approximate location is indicated by the spell. The
|
||
material component is a silver mirror, a small bell, and a candle
|
||
made from beeswax. Only the mirror remains after the spell's
|
||
completion.
|
||
|
||
Alvira's stasis shell
|
||
(Alteration)
|
||
Level: 6 -- Components: V,S,M --
|
||
Range: Touch -- CT: 2 --
|
||
Duration: 1 day/lvl. -- Save: None --
|
||
AE: One small nonliving object
|
||
Alvira of the Living City created this spell to use in
|
||
conjunction with [extension]. She then cast it upon a copy
|
||
of her spellbook and hid it where it would remain for years, just
|
||
in case something happened to her original spellbook. The largest
|
||
object that can be affected by this spell is a large standard
|
||
spellbook, and the smallest object is the size of a vial of
|
||
potion. An object protected by this spell cannot be affected by
|
||
any force less powerful than a [disintegrate] spell or a
|
||
successful [dispel magic]. Water, fire, acid, lightning,
|
||
and even dragon breath merely moves along the outer shell of the
|
||
stasis. The spell cannot affect living tissue directly, though
|
||
there are reports that living tissue within a container is
|
||
affected. For all intents and purposes, time has stopped for the
|
||
object held within the field.
|
||
|
||
Bugman's mug
|
||
(Alteration)
|
||
Level: 1 -- Components: V,S,M --
|
||
Range: Touch -- CT: 4 --
|
||
Duration: 1 turn/lvl. -- Save: None --
|
||
AE: 1 mug of water
|
||
Bugman, a thoroughly loathsome-looking individual with a
|
||
heart of gold, created this spell for a dwarven friend who often
|
||
visited. The spell alters normal water into a magical potion that
|
||
must be imbibed in the duration mentioned above. The potion
|
||
removes hangovers and other ill effects of inebriation and will
|
||
negate any current state of drunkenness. It is only effective
|
||
against alcohol-based changes in the target's physiology, thus
|
||
being ineffective against drugged stupors and poisons. No other
|
||
way to use this spell has yet been found. The material component
|
||
is a pewter mug full of water.
|
||
|
||
Heartcall
|
||
(Divination)
|
||
Level: 3 -- Components: V,S,M --
|
||
Range: Special -- CT: 3 turns --
|
||
Duration: 1 turn -- Save: None --
|
||
AE: Special
|
||
While adventuring in far-off Kozakura, the hedge wizardess
|
||
Majinhime discovered the belief that an invisible thread of fate
|
||
connected those destined to marry. Later research bore out this
|
||
belief, and this spell was created. This spell indicates
|
||
approximate direction and distance of the target's true love, if
|
||
such exists. Sometimes the spell garners no results, indicating
|
||
that either the target being has no true love or that the time is
|
||
not right for them to meet. If this true love is on a different
|
||
dimensional plane, some indication of what dimensional plane
|
||
(alternate Prime Material plane, outer plane, Astral plane, etc.)
|
||
is all the information that can be garnered by this method. The
|
||
material components are a spool of red thread and a glass
|
||
disk.
|
||
|
||
Hedge enchantment
|
||
(Enchantment, Invocation)
|
||
Level: 5 -- Components: V,S,M --
|
||
Range: Special -- CT: 1+ days --
|
||
Duration: Special -- Save: Neg. --
|
||
AE: Special
|
||
Similar in many respects to the sixth-level spell [enchant
|
||
an item], this spell is much less useful and restricted to
|
||
hedge wizards. It can typically be used to make a spell such as
|
||
[cantrip] a part of an object. Such enchantments have
|
||
little or no combat use and are usually restricted to comfort or
|
||
everyday use items such as skillets and blankets. The more
|
||
pronounced the effect, the more days the hedge wizard must spend
|
||
working over the item, to a maximum of one week (at the DM's
|
||
discretion).
|
||
Another version of this spell enhances plants that it is cast
|
||
upon. Any natural plant (i.e., no molds, shambling mounds, or
|
||
hangman's trees) can be enhanced in one respect. Kudzu could be
|
||
made to grow faster, have broader leaves, or form part of a
|
||
natural water filtration system. It is believed that some druids
|
||
have this version of the spell, though it is rare that even a
|
||
hedge wizard should have it. This version only enhances a single
|
||
quality, and the plant must be a normal non-motile plant (also no
|
||
venus flytraps, sundews, or snappersaws). Only qualities that the
|
||
plant normally possesses can be enhanced.
|
||
|
||
Isolde's answer
|
||
(Divination)
|
||
Level: 3 -- Components: V,S,M --
|
||
Range: Touch -- CT: 2 rounds --
|
||
Duration: 2 rds./lvl. -- Save: None --
|
||
AE: 1 mile/level
|
||
This spell temporarily enhances a magical mirror, [crystal
|
||
ball], or other scrying device. The spell-caster then asks
|
||
the scrying device a question, and the scrying device answers
|
||
that question by showing an appropriate scene if it is within the
|
||
area of effect. Typical questions include: "Where did I put that
|
||
book on magical apparatus?" "Who is the most beautiful in the
|
||
land?" and "Where are the fish biting today?" Note that a scrying
|
||
device must be in operation at the time the spell is cast. The
|
||
material component is the scrying device, which is not consumed
|
||
by the spell-casting.
|
||
|
||
Mental block
|
||
(Enchantment/Charm)
|
||
Level: 1 -- Components: V,S,M --
|
||
Range: Touch -- CT: 3 turns --
|
||
Duration: Special -- Save: Neg. --
|
||
AE: Creature touched
|
||
This spell can only be cast on a willing and living target.
|
||
The [mental block] affects a particular message, causing
|
||
it to be blocked from recall or mental examination until such
|
||
time as a predetermined trigger is met. The trigger can be as
|
||
simple as "when you are in the presence of King Azoun of Cormyr"
|
||
to "three days hence, when the cock crows" or any reasonable
|
||
similar condition. Torture, spells that probe the mind,
|
||
[dispel magic], or any number of other attempts to learn
|
||
the message will cause the permanent loss of the message instead.
|
||
This spell is commonly used by kings wishing to send secret
|
||
information by courier; the information is stored in the
|
||
courier's mind until the preset conditions are met. The material
|
||
component is a chip of granite.
|
||
|
||
Nimodes' major delousing
|
||
(Necromancy)
|
||
Level: 2 -- Components: V,S --
|
||
Range: 0 -- CT: 1 turn --
|
||
Duration: 2 hrs./lvl. -- Save: None --
|
||
AE: 60' radius
|
||
All normal insects within the area of effect are slain
|
||
instantly, and no such creature may enter the area until after
|
||
the spell's duration has ended. Note that the spell area cannot
|
||
be moved, and only normal insects are affected by the spell.
|
||
Summoned creatures, even if normal insects, can penetrate the
|
||
barrier due to the magical nature of the summons. Creatures
|
||
bedding down for a night in the swamps have been known to pay
|
||
good money for multiple castings of this spell.
|
||
|
||
Nimodes' unseen butler
|
||
(Conjuration/Summoning)
|
||
Level: 2 -- Components: V,S,M --
|
||
Range: 20 yards -- CT: 2 --
|
||
Duration: Special -- Save: None --
|
||
AE: 60 square feet/level
|
||
Nimodes has sold this spell to several enterprising hedge
|
||
wizards, so it can be found from Kara-Tur to Cormyr. This spell
|
||
creates something akin to a supercharged [unseen servant]
|
||
who races along like a whirlwind along the area of effect.
|
||
The servitor buffs and polishes, cleans and waxes, straightens
|
||
and sweeps. The spell lasts until the area of effect is clean,
|
||
usually three to four rounds. The material component is a piece
|
||
of string and drop of oil. This spell is used to clean the
|
||
wizard's own area as well as inns and taverns after a busy night.
|
||
All trash and broken items are collected in a single heap at the
|
||
end of the area of effect.
|
||
|
||
Rebinding
|
||
(Enchantment, Alteration, Invocation/Evocation)
|
||
Level: 7 -- Components: V,S,M --
|
||
Range: Touch -- CT: 2 turns --
|
||
Duration: Special -- Save: Neg. --
|
||
AE: One item
|
||
[Rebinding] is possibly the most powerful spell known
|
||
to be in the province of hedge wizards, and it is certainly the
|
||
most rare. Out of a thousand hedge wizards, one might know this
|
||
spell. [Rebinding] is cast upon a broken magical item such as a
|
||
[long sword +1] in order to bind the magicks into the materials
|
||
of the item. The item must be forged anew or repaired by an
|
||
expert (a master swordsmith for the long sword), then [rebinding]
|
||
must be cast again on the item. The item gets a saving throw on
|
||
both occasions and must fail both saving throws for the item to
|
||
be remade. This has no effect on an item that has run out of
|
||
charges, is disintegrated, or which is missing some pieces. (If,
|
||
in the example, the long sword was hit by a [crystalbrittle] or
|
||
[Mordenkainen's disjunction], it cannot be remade by this spell.)
|
||
This is typically used for the repair of family heirlooms, items
|
||
made in accordance with a prophesy, or similarly irreplaceable
|
||
items. The material component is two pieces of lodestone and a
|
||
skein of silver wire costing 50 gp, both vanishing during the
|
||
casting of the spell.
|
||
|
||
Sharpen
|
||
(Alteration)
|
||
Level: 1 -- Components: V,S --
|
||
Range: Touch -- CT: 3 --
|
||
Duration: Instant. -- Save: None --
|
||
AE: 10' square
|
||
An enterprising mage who lived near a castle gate came up
|
||
with this spell. It sharpens and straightens edges in weapons,
|
||
clearing the normal dents and nicks out. The edges will have a
|
||
normal sharpness, not conferring any bonus to damage or "to hit"
|
||
rolls. Blunt weapons are not affected by this spell in the
|
||
slightest, though piercing weapons are. Hedge wizards have been
|
||
known to cast this for city guardsmen at a discount especially
|
||
before inspection, just in case the mage needs a hand later on.
|
||
|
||
|
||
Table 1
|
||
Items and Services Found In a Hedge Wizard's Shop
|
||
|
||
Item -- Number in stock -- Chance in stock --
|
||
Potion of [healing] -- 1-8 -- 80% --
|
||
Potion of [extra-healing] -- 1-2 -- 35% --
|
||
Potion of [sweet water] -- 1-2 -- 40% --
|
||
Potion of [speed] -- 1 -- 10% --
|
||
[Philter of love] -- 1 -- 5% --
|
||
Potion of [rainbow hues] -- 1 -- 5% --
|
||
Potion of [polymorph self] -- 1 -- 1% --
|
||
Potion of [ventriloquism] -- 1 -- 3% --
|
||
Scroll of [protection] -- 1 -- 1% --
|
||
[Arrow +1] -- 1-6 -- 5% --
|
||
[Sling bullet +1] -- 1-4 -- 5% --
|
||
Common material components -- 1-20 -- 80% --
|
||
Sage categories -- 1-2 -- 75% --
|
||
Common poultices & herbs -- 90% --
|
||
Maps, books, & curios -- 2-20 -- 90% --
|
||
Referrals -- -- -- 99% --
|
||
Odd minor magical items -- 1-4 -- 10% --
|
||
|
||
|
||
Table 2
|
||
Prices of Spells Cast by Hedge Wizards from Scrolls
|
||
|
||
Spell -- Price -- Chance in stock --
|
||
[Clairvoyance] -- 300 gp+ -- 40% --
|
||
[Continual light] -- 1,100 gp -- 80% --
|
||
[Dispel magic] -- 900 gp+ -- 60% --
|
||
[Invisibility] -- 250 gp -- 20% --
|
||
[Legend lore] -- 1,200 gp -- 5% --
|
||
[True seeing] -- 5,500 gp -- 5% --
|
||
|
||
|
||
Table 3
|
||
Scroll Spells Sold By Hedge Wizards
|
||
|
||
Spell -- Price -- Chance in stick --
|
||
[Detect magic] -- 500 gp -- 95% --
|
||
[Feather fall] -- 500 gp -- 5% --
|
||
[Light] -- 500 gp -- 35% --
|
||
[Magic missile] -- 1000 gp -- 55% --
|
||
|
||
|
||
Table 4
|
||
Minor Potions and Remedies
|
||
|
||
Difficulty #1
|
||
Allergy suppressant -- Breath cleanser --
|
||
Burnsalve I -- Delousing powder --
|
||
Hangover remedy -- Healing poultice I --
|
||
Ivy ointment -- Maidenweed --
|
||
Purgative -- Nerve tonic --
|
||
Scented soap -- Smelling salts --
|
||
|
||
Difficulty #2
|
||
Babblejuice -- Brainflight --
|
||
Bloodstop (clotter) -- Burnsalve II --
|
||
Nullscent -- Numbing salve --
|
||
Sleeping draught -- Stamina draught --
|
||
XYZ balm -- Whiskerbane --
|
||
Healing poultice II -- Common poison antidotes --
|
||
|
||
Difficulty #3
|
||
Fish summoner -- Firegel (fireproofing) --
|
||
Flameoil (Greek fire) -- Glow water --
|
||
Hair restorer -- Love potion --
|
||
Mermaid's breath -- Plant grower --
|
||
Whiskerbane -- Healing poultice III --
|
||
|
||
END FILE
|
||
|