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.