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Hedge Wizard (Wizard Kit)[]

Hedge wizards are humanoids who have learned magic through private study. Though they are usually hermits or social outcasts, they will often provide aid in time of need, though they realize that no hedge wizards are really trusted by those around them. They are often blamed for general misfortune: bad weather, poor crops, soured milk, bad luck.

Hedge wizards spend their time puttering about, collecting unusual objects for study, searching for odd and obscure facts, recording keen observations, and carrying on mysterious researches that keep the humanoids around them in awe and fear. They sometimes disappear for weeks at a time, only to suddenly reappear with unique counsel, a singular item, or an experimental solution to a local problem.

Requirements: This kit can be taken by any humanoid wizard, regardless of race, gender, or alignment. This kit requires a minimum Intelligence of 9.

Role: While most other humanoids tend to leave hedge wizards alone, there is always a small traffic in charms, tonics, elixirs, love potions, and the like, which the hedge wizard provides. Hedge wizards will often work with adventurers or most skillful hunters in the community, for they always require odd components and rare commodities for their researches. In return, the hedge wizard provides knowledge, advice, and the odd potion.

Hedge wizards often take on apprentices to keep up their dwelling places and assist with their observations and experiments. The most adept apprentices may eventually become hedge wizards themselves.

Fremlins taking this kit are usually more interested in having the reputation than in actually doing any real work. They also tend to develop obscure and fairly useless proficiencies, such as Blowing Smoke Rings.

Weapon Proficiencies: Hedge wizards can use any weapon allowed to standard wizards.

Nonweapon Proficiencies:

Equipment: Hedge wizards can have any equipment used by standard mages, if it is available in the hedge wizard's locale.

Special Benefits: A hedge wizard can create antidote for any poison. Brewing takes up to a day (assuming materials are available). The brew remains effective for three days per level of the wizard. Its chance of successfully countering a poison is 25% + 5% per wizard's level.

At 7th level, the hedge wizard can brew magical potions. The formula for each type of potion must be researched separately, according to the guidelines in the Dungeon Master's Guide. To make the potion, the hedge wizard must collect the proper ingredients.

Special Hindrances: Hedge wizards are restricted to the following schools of magic: abjuration, conjuration, divination, and enchantment/charm. They can also take either illusion/phantasm or necromancy. They cannot learn spells from forbidden schools.

Wealth Options: Hedge wizards start with (1d4 + 1) x 10 gp.

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