Hedge Wizards
Practical Magic
Though they make up a majority of who wield magic, hedge wizards are not members of any great tradition. They typically learn a handful of practical spells, passed down from a mentor or discarded grimoire. They serve many communities as sages and healers, though occasionally a mage will rise to true greatness from this humble origin.
History
The use of "low magic" is recorded in the most ancient imperial histories. It has existed for millennia and always exist, so long as the least bit of magical knowledge can be obtained by the common people.
Low magic is most often wielded by those without access to the ancient secrets. In poor and remote communities they act as sages, healers, and religious leaders. In the north, where few women are permitted to study magic, hedge wizards are a major exception.
Tension between mages and the church is constant, and hedge wizards lack the legitimacy of the established orders. For this reason, hedge wizards are far less common in the "civilized" regions of the world. Churchmen on the frontier, especially those of the lowest ranks, are usually inclined to ignore those who wield low magic.
Game Rules
Restrictions:
Intelligence is your spellcasting ability.
Hedge wizards have no special restrictions on their spellcasting.
Proficiencies:
Class Skills: Appraise, Concentration, Craft, Diplomacy, Heal, Lore, Perform, Profession, Sense Motive, and Spellcraft.
Background Skills: Choose any 3.
Skill Points at 1st Level: (6+Int modifier) * 4
Skill Points at Later Levels: 6+Int modifier
Equipment: Hedge Wizards are proficient with all simple weapons. They are not proficient with any type of shield or with armor other than the leather coat.
Initiate Bonus: Determined Student
Your intelligence bonus counts as two points higher for the purposes of the spell mastery class feature. When you expend a recovery die to recover spell points, the die result is maximized.
Master Bonus: Practiced Mage
You gain a +4 bonus on all Spellcraft checks. Spells from outside your tradition no longer count as one level higher when learning them.
Tradition Spells
Learning magic without proper instruction is difficult, but still develops certain skills. Hedge wizards can learn these spells normally.
Uncommon spells which are simple and practical can be added to this list.
Cantrips
Arcane Mark - Inscribes a personal rune (visible or invisible).
Dancing Lights - Creates flying lights.
Daze - Target loses next action.
Detect Magic - Touch an object or creature to detect magic on it.
Discern North - You know which way is north.
Ghost Sound - Create a phantom sound.
Know Time - You know the time until sunrise or sunset.
Light - Creates a lasting light.
Mending - Makes minor repairs on an object.
Minor Illusion - Create very minor illusions.
Minor Ward - Ward an object against dirt and water.
Peaceful Sleep - Creature sleeps peacefully.
Prestidigitation - Performs minor tricks.
Sense Life - Know how close a creature is to death.
Summon Elemental Sprite - Very small elemental provides heat or cold.
Touch of Rust - Rust spreads from your fingertip.
Tier 1
Burning Hands - 1d4 fire damage in 20 ft cone.
Charm Person - One person treats you well.
Close Wounds - Roll a check to stop touched creature from bleeding out.
Conjure Ice - Ice spreads from your fingertips.
Detect Undead - Talisman detects undead.
Distract - Target is momentarily distracted.
False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.
Hold Portal - Holds door shut.
Ice Dagger - Ice shard deals 1d4 cold damage.
Manipulate Fire - Small fires burn faster or slower.
Mask - You appear beautiful.
Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam.
Reveal Poison - Causes poisons to emit stinking vapor.
Shocking Grasp - Touch attack deals 1d6 electricity damage.
Sign - You gain a bonus on your next initiative check.
Veil of Shadows - Shadows conceal subjects.
Warp - Your touch warp slightly warps matter.
Tier 2
Arcane Lock - Magically locks a portal or container.
Blindness/Deafness - Subject is blinded or deafened.
Blur - You gain concealment.
Darkness - Lights with a large area are snuffed out or suppressed.
Embrittle - Metal becomes easier to damage.
Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.
Enthrall - An audience is fascinated by your performance.
Heal - Heal a wound, at the risk of permanent scarring.
Invigorate - Target can immediately roll a recovery.
Locate Object - Senses direction to an object (specific or type).
Stay the Hand - Causes an attacker to hesitate.
Tier 3
Displacement - Attacks miss subject 50%.
Gentle Repose - Preserves one corpse.
Magic Circle - Circle traps or wards off fey, daemons, and undead.
Rage - Subject goes berserk, gains combat bonuses.
Water Breathing - Subjects can breathe underwater.
1 Comment
for the regen mechanic, let them add Con too