Friday 1 December 2017

Hedge Wizard





I've been thinking about a simple Hedge Wizard class for basic D&D, a wizard that can never use a spell over 3rd level. The wizard could advance levels, but any 4th or 5th level spell normally gained would be changed to 3rd level. That's the negative. The bonus is a Hedge Wizard can use Spell Combination for non-attack spells. All spell slots can be pooled and redistributed among the three spell levels. So a 6th level Hedge Wizard could have twelve 1st level spells ( 2 attack, 10 non-attack) or four 3rd level spells (2 attack, 2 non-attack).

The Principalities of Glantri pg.59 "Spell Combination: This technique allows the student to mix his spell levels in any combination, so long as the total spell levels memorized do not exceed his capacity. For example: a level 4 magic-user normally casts two 1st level spells, and two 2nd levels (for a total of 6 spell levels). With this technique, he can choose to memorize six first level spells. Or three second levels, or any other appropriate combination."

Here are some examples of non-attack spells suitable for combination casting by a Hedge Wizard. This list is limited to detection/tinker/protection spells, instead of illusion based (Invisibility, Phantasmal Force). A Hedge Wizard can still cast Invisibility or Fireball, they just can't use a combination slot to do so.

1st Alarm, Chime of Release, Dancing Werelight, Detect Magic, Feeling Fingers, Identify, Mend, Read Magic,Unseen Servant, Hold Portal, Run, Shield, Feather Fall, Floating Disc, Jump, Spider Climb

2nd Detect Evil, Detect Invisibility, Dexterous Digits, Knock, Preserve, Locate Object, Magnify, Scent Mask, Shatter, Wizard Lock, Protection from Normal Missiles

3rd Clairvoyance, Clairaudience, Expeditious Fire Extinguisher, Dispel Magic, Item, Material, Tiny Hut, Golden Revelation, Marvellous Shield

A Hedge Wizard will never do more damage in combat than a traditional MU. The Hedge Wizard's function is to be more of a swiss army knife than an artillery piece.