The Hedge Mage

A young Halfling girl pours through a book of basic spells, hidden away in the back of a library and rarely checked out by the residents of her village. Though she never learned the letters, she understands their meaning instinctually. As she traces the symbol they describe, a flower appears in her hand. She places it among the bouquet she has conjured over the course of the evening, each flower subtly longer and richer in color than the last.

Children drag their parents through a town square, toward a garishly dressed Human making every effort to be seen. As he conjures explosions of light and illusion, the children are delighted and the parents reward him for brightening their day, tossing a silver piece into the hat he has set out. None of them see the spectral hand he has conjured behind them, ensuring their donation will be more generous than expected.

A lone gnome flits through sun-dappled ruins, an ancient treasure firmly latched to her belt and its reanimated guardian hot on her trail. She draws an arrow from her quiver and focuses on it briefly before turning with a quick flourish and firing at her pursuer. The arrow finds its mark, and ice erupts from it, impeding the guardian's movement long enough for her to escape to safety.

The hedge-mage is an often comical figure, one on whom more lofty scholars of the arcane frequently look down on. Yet the Hedge-Mage is much more tricky and powerful than their appearance might suggest, and some have a huge number of tricks up their sleeves to confound and deceive their enemies. The hedge-mage, sometimes known as the street mage or conjurer of fancies, is a wandering wizard who lacks the wealth, resources and learning of other wizards. Instead, the knowledge that they have was taught to them by a mentor or parent, repeated through word of mouth rather than read in the musty pages of a book. At some point, the hedge-mage sets out on their own, though, and starts to develop their own magic, cobbling together spells and tricks from the fragments they already know.

Hedge-mages scrounge and grub around for what they can- theirs is not a profitable life, but one of a dedication to what they see as a tradition to be maintained. Few learn more than the most basic magic and they are rarely more than performance artists, exercising their feeble powers to stun audiences in small towns and villages that don't come into much contact with magic. A small minority of hedge-mages do become more powerful, however, and gain a versatility in their magic that is often just as impressive as what can be achieved by a more formally tutored mage. Make no mistake, though, the hedge-mage does not have a 'knack' for magic. Instead, they must work their fingers to the bone perfecting the tricks of their trade.

Most hedge-mages use a spell book like any other wizard, though theirs tend to be tattered, stained and in poor repair after years on the road. A few hedge-mages are a little more creative in how they store their spells, though- one might them have them tattooed onto his body, while another might write each of them onto a card from her playing card deck. Whatever the case, these repositories of magic function just the same as any other spell book or magical store, despite their outlandish appearance.

Hedge Mages are magic users that lack formal training, often found among common folk that might never discover their talent or be able to access magical education. Instead, they study and learn magic themselves through hard work and determination. This power is innate to them - though it must be discovered and carefully refined, as best they can by themselves, or taught only by the similarly limited. Though they might never achieve the might or esteem available to those who are taught the breadth of magic, they master the fundamentals and achieve their own particular type of power.

Hedge Magic

Cantrips

At 1st level, the Hedge Mage knows three cantrips of their choice from the Wizard Cantrip list. They learn additional cantrips of their choice at higher levels, as shown in the Cantrips Known column of the Cantrip and Spells Table. The Hedge Mages magic comes from instinct and practice, often without access to reagents and magical sources- not that they would know what to look for. What they lack in training, they make up for in tenacity. Hedge Mage cantrips deal an additional 1d4 damage. As they gain levels in this class, the die size of the additional damage increases, as shown in the Hedge Mage table.

Spells

At 2nd level, Their spells are cobbled together from the teachings of a mentor, bits of spellcraft picked up and imitated from other spellcasters and their own invented incantations (which often wield more style than substance). While this gives them less precision than other wizards, it allows them to be unpredictable and versatile with their spellcasting, creating bizarre and impressive effects. A hedge-mage's fireball might burn with a chilly bluish flame, or their lightning bolt might be formed from a glowing, radiant energy.

When they cast a spell of 1st level or higher, they may choose to apply one (and only one) of the following effects to it-

  • Replace each instance of one of the following damage effects in the spell's text with another of the following damage types- acid, cold, fire, force, lightning, necrotic, poison. Each type will add any side effects related to the damage type. ie save vs poison or extra damage, Ice spell with fire damage on creatures immune to cold. etc.
  • Replace each instance of one of the following saving throws in the spell's text with a different type of saving throw- PS, PP and PE.
  • Replace each instance of one of the following saving throws in the spell's text with a different type of saving throw- IQ, ME and MA.
Once they've used this, they can't use it again until they have slept.

Their natural inclinations and capabilities direct the development of their magic and the technique they will form with it. A Hedge mage, starting at 2nd level, when able to cast true spells is not restricted to Wizard Magic Spell. They may select a spell from any spell list, as shown in the Cantrips Known column of the Spells Table, so long as it is of a level they are allowed to learn. The highest level of true spell learned is level 4.

Magical Evolution: At 3rd level, the Hedge Mage's travels and practice with rudimentary magic have enabled them to use their power in new and unique ways. They discover 2 Magical Evolutions of their choice (see Evolutions below). THe Hedge mage can learn an additional 2 Evolution each level forward

Hedge Mage Abilities

  • Beginning at 2nd level, the Hedge Mage creates magical trinkets and knickknacks that store spells. Most often these are sold to punters for their amusement and the mages monetary gain. They only have a short duration, so the Hedge-Mage has to be sure to make themselves scarce once the bauble loses its power. When you casts a cantrip on a small item such as a scrap of paper, necklace or other trinket, the spell is stored within that object rather than being normally cast. At any time for the next day, a creature holding that object may cast the spell from it. To cast the spell, the creature must be aware that the spell is contained within the object. The next day, the trinket loses its magic and if the spell has already been cast, all of its magical effects end early.
  • At 3rd level, the Hedge Mage can cast detect magic as an action a number of times equal to their I.Q. divided by 3.
  • At 5th level the Hedge Mage develops more control over their cantrips. When they cast a cantrip that inflicts damage and targets only one creature, they can reduce the damage inflicted by 1 die of damage. If they do so, the spell can target an additional creature within range.
  • At 6th level the Hedge Mage can imbue magic into their weapon. Once a day, they can touch a melee weapon they are proficient in and choose a cantrip known that inflicts damage. If they hit a creature using the chosen weapon, the creature takes additional damage equal to the Hedge Mage's P.E. modifier and that of the chosen cantrip. This effect ends after use.
  • The hedge mage has learned all sorts of tricks from all sorts of places, and knows how to draw on their arcane magic to replicate the powers of entirely different disciplines. At 6th level and again at 10th and 14th level, They may add two spells of 1st level or higher from another Man of Magics spell list to their spell repitoire. These spells can not be of a higher level then the Hedge MAge is allowed to learn. These spells count as wizard spells for the Hedge Mage, though other wizards cannot copy them from their spellbooks.
  • At 8th level, as a bonus action the Hedge Mage can imbue a piece of ammunition or a thrown weapon with one of their cantrips that inflicts damage and targets only one creature. If they hit a creature with a ranged attack using the imbued ammunition or weapon before the end of their next turn, the spell triggers, inflicting the damage, and any effects of the chosen cantrip. They are not considered to be casting the cantrip for the purposes of features or Magical Evolutions that take effect when the spell is cast.
  • The Hedge Mage's knowledge of enchanting equipment and worldly experience allows them to readily understand magical essences. At 10th level, you gain the ability to cast Identify Magic at will, but only on objects.
  • At 13th level, practice with cantrips has increased the Hedge Mages consistency with them. If He misses with a cantrip or when a creature succeeds on a saving throw against his cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect.

Spells Table

LevelMax Spells KnownMaximum Spell Level
1st0N/A
2nd11st
3rd21st
4th31st
5th42nd
6th52nd
7th62nd
8th72nd
9th83rd
10th93rd
11th103rd
12th113rd
13th124th
14th134th
15th144th

Magical Evolutions

The following are some of the possible Evolutions of cantrips that a Hedge Mage can create. Any created Evolutions must be approved by the Game Master.

Mage Hand: When you cast the mage hand cantrip you can make the conjured hand invisible. Alternately, when you cast the spell you can make the hand opaque, in which case it can carry up to 20 pounds.

Be the Leaf: When you cast the gust cantrip you can instead conjure the winds around a willing medium or smaller creature within 30 feet, raising them 5 feet off the ground for 1 round. If you cast the spell on the creature again before this effect ends and they are still willing, you can move them 5 feet through the air in a direction of your choice. The creature falls at the end of any round you do not cast the spell.

Bend Flame: When you cast the control flames cantrip, you can choose magical flames and flames that fit within a 10 foot cube.

Best Friends: When your friends cantrip ends the creature no longer turns immediately hostile, though it still realizes that you used magic to influence its mood.

Biting Cold: When you a damage a creature that is concentrating on a spell or effect with your frostbite, they have disadvantage on the saving throw they make to maintain concentration.

Condense Water: When you cast the control water cantrip, you can you can control water that fits within a 10 foot cube. You can also increase the casting time to 1 minute. If you do so, you can gather humidity from the air, forming up to a gallon of water in an open container or as rain that falls in 1 foot cube at the end of the spell's casting time.

Conducted Grasp: If a creature that takes damage from your shocking grasp cantrip is holding or wielding a metal weapon or shield, they must also succeed on a Constitution saving throw against your spell DC. On a failure, they drop the object if they can.

Dancing Suns: When you cast the dancing lights cantrip, you can cause any number of the lights to instead shed bright light within 10 feet and dim light for an additional 10 feet.

Death's Bath: When you cast the acid splash cantrip, each creature within 5 feet of the targeted creatures must attempt the save as well or take the spell's damage. A creature cannot be affected twice by a single cast of this spell.

Divine Mischief: When you cast the thaumaturgy cantrip, you can instead cause yourself or a medium or smaller object that isn't being worn or carried to float up to 5 feet in the air for 1 minute. A creature must succeed on a Strength check against your spell DC to physically move the target.

Echo of Radiance: Creatures that fail the saving throw against your word of radiance cantrip are outlined with light until the end of your next turn. For the duration, they shed dim light in a 5 foot radius and can't benefit from being invisible.

Enchanted Stone: Objects that you have imbued with your magic stone now have a thrown range of 120 feet and attacking with a sling at long range using your magic stones doesn't impose disadvantage on your ranged weapon attack rolls.

Grave's Touch: If you hit an undead target with your chill touch cantrip, you ignore resistance or immunity to necrotic damage.

Grip of Frost: Creatures hit by your ray of frost cantrip are unable to take the dash or disengage action until the start of your next turn.

Guardian's Ward: When you cast the blade ward cantrip, you can choose another creature within 30 feet to gain the effect instead. Additionally, creatures under the effect of your blade ward spell also have resistance against bludgeoning, piercing, and slashing damage dealt by spells and magical effects.

Harvest Witchcraft: When you cast the druidcraft cantrip, you can increase its casting time to 1 minute. If you do so, all plants within a 5 foot radius centered on you become enriched for 1 week. The plants grow twice as fast and yield twice the normal amount of food when harvested.

Healing: You can cast the mending cantrip on creatures to stimulate their natural recovery. If you do so, at the end of the spell's casting time, the creature can spend one hit die.

Hydra's Breath: When you cast the poison spray cantrip, you can change its range to a 15 foot cone originating from you. If you do so, all creatures within the cone must attempt the save as well or take the spell's damage.

Indomitable Light: When you cast the light cantrip, if any of the spell’s area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled

Inevitable Toll: Creatures that fail the saving throw against your toll the dead cantrip take damage as if they were missing hit points regardless of their current health.

Impart Flame: When you cast the produce flame cantrip, you can also pass the flame to another willing creature within 10 feet, transferring the flame into their hand. That creature can also hurl the flame as an action, using your spellcasting modifier.

Insightful Strike: When you cast the true strike cantrip you learn more about the target defensive capabilities. The DM tells you if the targeted creature is your equal, superior, or inferior in regard to either AC or a saving throw of your choice when you cast the spell. If the creature is disguised or shapeshifted, you only learn the capabilities of its apparent or current form.

Lasting Infestation: If a creature fails the saving throw against your infestation cantrip the parasites linger around the creature until the end of the creature's turn. If the initial target passes within 5 feet of another creature, you can cause the parasites to attack the second creature as well, forcing them to attempt the same save as if they had been initially targeted.

Magnetic Lure: If a target fails their saving throw against your lightning lure you can instead cause them to be pulled 10 feet toward another creature of your choice that you can see, taking the damage if they are within 5 feet of the second creature.

Moderate Illusion: When you cast the minor illusion spell you can create an object that fits within a 10 foot cube instead.

Mold Rock: When you cast the mold earth spell you can choose earth that fits in a 10 foot cube and can excavate, move, and deposit stone as well as loose dirt.

Rending Savagery: When you cast primal savagery you can also make the attack against a second creature within 5 feet of you.

Resilience: if a creature under the effect of your resistance spell is attacked, they can roll a d4 and add the number rolled to their AC. The spell then ends.

Roaring Blaze: When you cast the create bonfire cantrip you can make the spell fill a 10 foot cube.

Sage Guidance: When a creature under the effect of a guidance spell you have cast rolls a d4 as part of the spell's effect, they may also roll a second d4 and take the higher result of the two.

Sacred Ray: When you cast the sacred flame cantrip you can change the range to a line 30 feet long and 5 feet wide extending from you. If you do so, each creature in that line must make a Dexterity saving throw or take the spell's damage.

Spare the Dead: You can target a corpse or other remains with your spare the dying cantrip. If you do so, the target is protected from decay and can't become undead for 1 hour. Only one corpse can be protected in this way at a time, and once a corpse has benefited from this effect, it cannot do so again unless raised from the dead. When cast in this way, the spell also effectively extends the time limit on raising the target from the dead

Subtle Showmanship: When you cast the prestidigitation cantrip you can make the effects only perceptible to creatures of your choosing when you cast the spell. Other creatures cannot perceive the effects, though they may still notice vocal or somatic components of casting the spell.

Sword Dance: When you cast the sword burst cantrip you can choose a creature within 60 feet for the blades to sweep around instead of yourself.

Thorn Lash: When you hit a Large or smaller creature with the thorn whip cantrip you can move it up to 10 feet directly away from you.

Thunder's Roar: When you cast the thunderclap cantrip any creature that fails the saving throw is also pushed 5 feet away from you.

Wandering Flame: When you make a ranged spell attack roll with your fire bolt cantrip and miss, you can reroll the attack roll against a different target within 60 feet of the original target. You can only reroll once per cast of the spell.

Whisper: When you cast the message cantrip it's range increases to 240 feet and it is no longer blocked by stone, metal, or wood.

The Hedge Mage O.C.C.

Attribute Requirements: I.Q. 10 and M.E. 12 or higher.
Alignment: Any
Gender: Male or Female
Race: Any
O.C.C. Bonus: Bonuses: +1 to pull punch, and + 1 to save vs horror factor at levels 1,3,7, l0 and 13.
O.C.C. Skills:

  • Languages: Native Tongue at 98% plus two of choice (+10% each)
  • Literacy: Two of choice (+ 15%)
  • Research:(+20%)
  • Lore: One of choice (+15%)
  • Mathematics: Basic (+20%)
  • W.P. One of choice
    Hand to hand: basic can be selected at the cost of one "other" skill, or hand to hand: expert for the cost of two "other" skills or to Martial Arts for the cost of 3)

    O.C.C. Related Skills: Select eight other skills at level one, plus 1 per level starting at level 2. All new skills start at Level. One proficiency

    • Communications: Any (+5%)
    • Domestic: Any (+5%)
    • Espionage: Forgery, Escape Artist and Intelligence only (all +5%)
    • Horsemanship: General Only
    • Labour: Any
    • Magical/Religious: Any
    • Medical: Any (+15%)
    • Military: Any
    • Naval: Any
    • Performing Arts: Any (+15%)
    • Physical: Any
    • Rogue: Any
    • Science: Any (+5%)
    • Scholar/Noble/Technical: Any (+5%)
    • Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.
    • Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.

    Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Level. One proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

    Starting Equipment: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse/satchel, two small sacks, a water skin, 3D4 sheets of parchment paper, a 100 page notebook, three crow quill pens, two bottles of ink (each may be a different color), 1D4 sticks of graphite, 1D4 sticks of chalk, 1D4 candles, a wooden cross, small mirror, and a tinder box.

    Armour: Starts with soft leather (A.R. 10, S.D.C. 20).

    Weapons: A knife and one additional weapon of choice. All are basic S.D.C. weapons of Medium quality. Magic weapons and additional items must be acquired later. Favorite weapons among wizards include the knife, short sword, staff, blunt weapons, sling and cross bow.

    Money: The character starts with 100 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty.

    Experiance And Magic Combat:
    LevelMagic CombatCantrip Use/LevelSpell Use/levelExperience
    1+1 vs. Spell Magic 200-2,240
    2+1 vs. Circles/Wards412,241-4,480
    3+1 Spell Strength624,481-8,960
    42 spell attacks/melee 838,961-17,920
    5+1 vs. Spell Magic10417,921-25,920
    6+1 vs. Circles/Wards12525,921-35,920
    7+1 Spell Strength14635,921-50,920
    8+1 Fae Magic 16750,921-70,920
    9+1 vs. Circles/Wards18870,921-95,920
    10+1 vs spell magic20995,920-135,920
    11+1 spell strength 2210135,921-185,920
    12+1 vs Fae Magic2311185,920-225,920
    13+1 vs. Spell Magic2612225,920-275,920
    14+1 vs circles/wards2813275,920-335,920
    15+1 spell strength3014335,920-375,920

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