Hedge
wizards are informally taught wizards who have learned the art of spellcasting
from another untrained wizard, from observing a wizard cast spells, or are entirely
self-taught. They are always looked down upon by other spell casters who hold
them in contempt for their lack of training and basic understanding of magical
theory. Never the less, these individuals, with only the rudimentary
understanding of the art of magic are able at second level, to cast spells and
use magical items the same as a fully trained magic-user. These individuals
tend to be loners by choice or social outcasts. As such, they tend to stay on
the move, travelling the world and finding adventure wherever they go
regardless of whether they wanted too or not. They tend to be clever and
charismatic people who live life to the fullest. The prime requisites for a hedge
wizard are Wisdom and Charisma. Any hedge wizard character with a Prime
Requisite with a 13 or greater will gain a +5% bonus on earned experience
points. A character with a 13 or higher in both Prime requisites gains a +10%
bonus on earned experience points.
Restrictions: Hedge wizards use a
four-sided dice (d6) to determine their hit points. They may wear nothing more
protective than leather armor, and a shield. They may use any one-handed melee
weapon, sling or short bow.
Special Abilities: At first level hedge
wizards may pick two Thieves Abilities, these abilities improve as they go up
in level just as a thief’s would. At second level, and every level thereafter
the character gains one 1st level spell, they can cast 1 spell per level, per
day. They cannot learn to cast any spell above 1st level, and are not required
to have a spell book as they may very well be illiterate.
XP: 2200
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