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Hedge Wizards from DRAGON(R) issue #163 The low-level mages who make things work (C)1990 TSR, Inc. All Rights Reserved. by Gregg Sharp "Hedge wizard" is a term that's come up in my campaign to describe the proprietors of small "magic shops" in villages and cities in AD&D(R) campaigns. Hedge wizards specialize in minor but useful magicks, using spells like [mending] and [knock] rather than [magic missile] and [irritation]. Hedge wizards are usually low-level mages with sage and herbalist abilities. Hedge wizards are commonly between 3rd level and 5th level, sufficient to cast [knock] on a locked chest or [mending] on a broken axe handle. Hedge wizards can be up to 11th level, however, since magical potions cannot be brewed by a mage of lesser level, as per the 2nd Edition [Dungeon Master's Guide]. A number of items besides potions might be for sale at a hedge wizard's domicile. Prices for these items should be low in keeping with the common customer's finances. A hedge wizard will likely offer reduced prices to local customers, charging more to those from out of town. Hedge wizards are not generally considered to be powerful spell-casters, and they don't have the massive spell books or sophistication of their more experienced colleagues. Hedge wizards have more of a rustic image, preferring a comfortable and sedentary life. Hedge wizards are rarely good targets for thieves, since these wizards generally have no reputations or vast wealth. Anyone who can best a hedge wizard in a spell duel is unlikely to actually gain much from the accomplishment. Killing a hedge wizard is likewise of little value, though the other merchants and members of the town council may get peeved at people who come in and do such things. Finally, since hedge wizards aren't that powerful, they tend to stick together more than other wizardly professions. If a hedge wizard dies due to other than natural causes, other mages who find out may start proceedings to deal with the problem and make an example, if nothing else. In game terms, once a decision to become a hedge wizard has been made, level advancement is slowed dramatically. The character does not go on adventures and does not make magical items. Experience is only gained through adventures that come to the hedge wizard, such as meeting a burglar when opening up the shop in the morning. At least 90% of all hedge wizards operate in urban areas, usually toward the edges of town. Magic use generally has a poor public image, not all of it undeserved. One only has to think of the damage that could be caused by an out-of-control fire elemental in a city built largely of wood to appreciate the problem. Hedge wizards who set up shop outside city limits are either powerful ones (retired adventurers who don't really need the money) or ones who have been chased out of the city. <The specialist schools> Specialist wizards are much like doctors in America. The general practitioner or family-practice doctor fits the same role as the nonspecialist mage. With hedge wizards, this often means referrals to others within a limited circle of colleagues on a first-name basis. Because hedge wizards don't have the overhead and malpractice lawsuits that American doctors have, the need for wizard insurance to pay for all this has not yet fully materialized. The specialists among hedge wizards are those who do not see themselves becoming more powerful; either they have become discouraged from the effort of gaining levels, feel that they have reached their ultimate level of competence, or simply don't wish to rise to the level of power where they may become targets. They may also wish to live their own lives in relaxation instead of being dedicated to the pursuit of magic or power. Abjurers are specialists corresponding to surgeons or pathologists. To be effective in their specialty, they must be of higher than 5th level. As such, their prices and chances of success are greater when dealing with abjuration spells. Any decent abjurer can cast [dispel magic] at need, and quite a few have [remove curse]. Abjurers are likely to have a number of permanently inscribed protective circles set about their homes. Sagecraft will be also quite likely, with specialization in one of the following: curses, folklore, outer planes (at least one and possibly more), lower planes (same as with outer planes), and religion. Conjurer hedge wizards are 70% likely to have a familiar. The more powerful conjurers are on retainer to kings and powerful warlords, ready to conjure elementals on a few hours' notice. Because of their practices, large protective circles and the like will be permanently inscribed on their floors, and they are likely to be located a bit off the beaten path, away from other businesses. A remote location makes good sense, since no one wants the conjurer to be distracted while summoning up some extradimensional beast. Some very high-level conjurers go so far as to become "dimensional fishers," reeling in all manner of wealth from other planes. Sagelike knowledge that conjurers possess is likely to be of other planes, as well as about creatures that might be summoned. Conjurers who can deal with elementals are likely to further specialize in a particular elemental plane. Diviners are the ones the adventurers seek out when the latter come home laden with plunder. An honest diviner is not difficult to find, though a few cause bad reputations for the remainder. Any diviner in business has the basic detection spells, and the majority have [identify] and [detect curse]. If hired to cast [identify], the diviner automatically charges for the [detect curse] and casts it first. Because diviners have so few spells dealing with their specialty, they perform as sages with at least two major fields. Commonly a diviner has proficiencies in astrology and weather sense. Enchanters are the second most common of all specialists, transmuters being the first. The high-level ones work on magical items and potions, and most of those specializing in enchantment dream of reaching this stage. Those restricted to lower levels, by talent or otherwise, are hedge wizards who specialize in dealing with troublemakers by using spells like [charm person]. They typically become members of or are on retainer to the city guard. Because of the time this takes and the additional money that this generates, their magical shops are smaller than others. Sage areas are likely to deal with items of great power and legends, especially those of wizards and their creations. Illusionists deal with deception and distraction; it is as hard to find an honest illusionist as it is to find an honest used-car dealer or mechanic. Because they specialize in mind-affecting spells, they are the psychologists of the magic worlds, having to understand the mind's workings in order to get the most out of their specialty. Gnomes often go into this line of work, which allows them to work spells and keep close to the earth with their herbcraft. The use of illusion to enhance or entertain is simply the most obvious use of an illusionist's talents. Typical sagecraft deals with the mind, though history is a very popular topic. Invokers deal with bringing something into being through their spellcraft. Since many combat spells are in this category, hedge wizards specializing in invocation/evocation spells are often put on retainer by the local constabulary. One never knows when a barroom brawl will escalate, so having a [web] spell handy becomes a good reason to keep an invoker about. Invokers are also known to run [flaming spheres] out over fields to clear them before planting. The typical invoker has knowledge about a few special fields of interest, these being more individual hobbies than something suggested by their particular mind sets. Necromancers deal with dark magic and the raising of the dead. One would therefore expect them to be a particularly nasty lot, but they are often worse than imagined. Necromancers tend to go into taxidermy and have skeletal servitors do their fetching and carrying. (Necromancers who expect to get along with their neighbors should not consider using zombies, the odor being sure to lower all property values.) Little dead things are usually scattered around the shop, some stuffed and mounted, and visitors often get the feeling that those glass eyes are still scrutinizing them. The odors, even if no zombies are present, are sufficient to cause faint-hearted customers to flee outside in a matter of moments. Nonetheless, some necromancers are thoroughly pleasant fellows with good, if grim, senses of humor. They are often undertakers, and they can cause interesting problems for customers who don't pay their bills. Transmuters are the most common specialists, making alterations in existence itself. Low-level hedge wizards are likely to be around trade areas, casting [comprehend languages] in order to act as translators, or [mending] to fix pots and pans. Medium-level transmuter hedge wizards sell lamps with [continual light] on them, with shades that can be lowered to seal off the light. Finding a higher-level transmuter may be difficult, since they have so many useful spells that they may quickly run into the problem of "spellgunning wizards" --wizards who kill other wizards in order to increase their spellbook contents. Finally, don't discount the possibility of dual-class hedge wizards, or even "hedge wizards" who can't cast a single spell. Fighters who have gotten tired of killing, thieves trying for a degree of respectability, priests who have left the bureaucracy that is found in some temples--any may have learned enough woodcraft to open up a functional herbalist shop, with a few magical items and the like thrown in. Given the chance to learn something about magecraft, and the requisite ability scores, the possibilities for dual-class characters are quite diverse. Since nonhumans are almost always dual-class, a nonhuman hedge wizard is also likely to have a number of other services or surprises ready. There may also be utter charlatans pretending to be hedge wizards, but keep in mind that word of mouth is the most acceptable form of advertising in the semi-medieval society of the typical campaign. This cuts down on the utter charlatans, at least if one bothers to ask around. Priests may well go in for small temples that serve the same purposes as a hedge wizard, lacking only spells such as [identify]. The best Forgotten Realms deities for this purpose are: Azuth, Chauntea, Deneir, Mielikki, Mystra/Midnight, Oghma, and Selune. Some of these are more likely to be city-based (Azuth, Denier, Mystra and Oghma) and any "hedge wizards" who follow these faiths will be either outcasts from a larger temple, those who tired of internal politics, and those who have left for personal reasons. Small chapels out in the wilderness or near towns are best for this purpose. Typical cleric levels will be: 2nd to 4th if they left due to internal politics; 5th to 8th if they're an outcast or have personal reasons; or 9th to 14th if they fled due to failure at internal politics, advice from above, or personal reasons. If the cleric is above 14th level, the time just recovering spells makes having lesser priests and laymen about more attractive, hence the presence of the bigger temple complex with lower-level priests attending the needs of such a high priest. Fighters, paladins, rangers, and the like are not likely to have gone into such a line of business. Paladins will either consider such a job below their station or simply too rustic. Fighters have to rely on magical items to cast spells and rarely have the learning in sagecraft or herbal lore needed to work the other ends of the business. Rangers often have herbalist knowledge and may have reached the point where spell-casting is a possibility. But, because a ranger is often dedicated to protecting an area and fighting a particular species of monster, it is unlikely that a ranger will work as a hedge wizard. Rogues may operate a hedge wizard's shop as a front for a more profitable enterprise. Thieves lack spell ability but may be able to fake it using various magical items such as a [wand of magic detection]. Bards have spell ability but are not likely to ignore the possibility of selling their musical abilities along with every other service they can offer. Since bards can usually rely on their musical abilities more than their magical ones, it would be a rare bard who would go into something as "dull" as hedge wizardry. Hedge wizards are often in the "message board" business, since they often deal with adventurers of varying types. These keep track of jobs, referrals, out-of-work specialists, adventurers between quests, rumors, and local proclamations. They may even act as a placement service for would-be members of an adventuring group. Any fee for such things is paid up front. The magic shop generally does not have much in the way of magical items for sale. The reasons for this are given in the [DMG], page 83, and there is no reason to go into them here. Some items are "common" enough, though, and may be of great use in increasing an adventuring group's survivability ratio; these may therefore be included in just such a shop. There is a fair chance that any of the items on Table 1 can be found, priced around 2 gp per XP as shown in the [DMG] tables. As Table 1 shows, a potion of [healing] is in stock most of the time and will usually run about 400 gp--steep but well worth it, considering that the poor hedge wizard has to buy it from a temple. A scroll of [protection from poison] costs about 2,000 gp. There may be other items available, especially if another adventuring group just came through, but this is uncommon. If the DM wants to equip the group with something or to introduce a new magical item (say, a potion of [dispel magic] that must be thrown at the area of the magic to be dispelled) and relieve the group of some cash, then the last adventuring group may have sold it to the hedge wizard. The hedge wizard shop is likely to have a few knickknacks, curios, old tomes, and other oddities for sale or rent. Knickknacks in this case are small magical items, useful but without combat uses. Some examples: a mug that keeps any liquid within at a constant cool temperature, a stone that absorbs heat for later release at a slow gradient, a bedpan that magically empties itself and remains odor-free, a stone that finds lost people or items to which it has been attuned, a [broom of animated sweeping], a [collar of protection from fleas], a [chair of comfort], a [sleeping bag of warmth], etc. Magical knickknacks either have no combat use, are too bulky to be carried about, or both. These could be found in any hedge wizard shop, though the hedge wizard must be at least of sufficient level to enchant such things. Hedge wizards are generally held by their communities to be craftsmen, something like potters or carpenters with the addition of some minor spell-casting abilities (Tables 2 and 3 show costs for purchasing spells from these wizards). The statistically average hedge wizard is 5th level, human, male, in his mid-forties, and is not a specialist mage. He has few or no magical items. Various drying herbs and some alchemical devices are in the lab room, and a separate room houses a protective circle of some sort. The goods listed in Table 4 may be available at any hedge wizard's shop. Those in "Difficulty #1" are the most common, requiring a herbalism skill roll of 14 or better; the availability of ingredients may vary from area to area. Those in "Difficulty #2" require herbalism of 17 or better and may require alchemy of 14 or better. Those potions and other items under "Difficulty #3" are the most difficult of all to prepare, requiring very high skill rolls in both herbalism and alchemy to prepare. The situation is like that of a chef who is preparing blowfish, where with one slip, poison results. Most of the potions in Table 4 last for 1-4 hours after drinking (some last for a day), and their uses are usually self explanatory. Few, if any, are effective against magical effects. DM discretion is advised in deciding the uses for each item. The more unusual goods are described hereafter: [Babblejuice]: The imbiber must save vs. poison, or he will start speaking of anything that comes to mind. Questions may be answered truthfully, but the answers may be difficult to understand. This potion should be very rare. [Brainflight]: Wherever people are jaded, tense, dissatisfied with their lives, or ready to make a buck and hang the morality, there will be drugs like this one. Brainflight is a generic fantasy hallucinogen. It works directly on the nervous system, is highly addictive, and causes wildly erratic behavior in frequent users. The exact effects of brainflight should be determined by the DM beforehand, though they should be thoroughly nasty and cause a breakdown in behavior of its users that increases over time towards an alignment of chaotic evil. Because availability of this is so limited by demand and probable legal action against those using and selling it, the price is extremely high. As with babblejuice, brainflight should include ingredients that are very rare or hard to get, but it is not all that difficult to make. [Burnsalve]: Type I is simply an ointment that can be applied to burned skin or tissue. It keeps air off the burn, decreasing the "to hit" penalty applied if the burn was on a limb. Type II also promotes healing, at the rate of 2 hp healed of burn damage per day of rest. Type III is more effective, healing burn damage at twice the rate of Type II. Type III is at least four times as expensive as Type II. [Firegel]: This thick grainy ointment is highly fire resistant. Items treated with firegel receive a +6 to saving throws vs. normal fire. It is far too thick and expensive to be used on creatures, so it is typically used to treat pouches and packets containing valuable papers. [Hair restorer]: This restores hair to areas where it used to be and no longer is. If imbibed, then all the skin that can produce hair will do so (sort of a "potion of hairiness"). It is normally applied as a salve to the area afflicted by hair loss. Repeated treatments are needed at least once a month for a year. There is a version that acts as the reverse--a "salve of electrolysis," if you will. [Healing poultice]: On normal wounds, Type I doubles the normal healing rate, Type II triples the normal healing rate, and Type III quadruples the normal rate. Note that some wounds, such as those made by a [sword of wounding], are resistant to magical healing. Since poultices are nonmagical in nature, they can help overcome this difficulty. [Love potion]: This is not the same as a [philter of love]. The reaction is diluted, causing an individual drinking it to become more favorably inclined towards the next member seen of the opposite sex and a similar species. There is no [charm] effect, nor does the potion cause any behavior out of the norm for the affected person. The imbiber of the love potion will instead view the aforementioned member of the opposite sex as being much more charismatic (charisma 19) and of having some undefinable attractive quality. [Maidenweed]: This potion prevents pregnancy in females who drink it. The potion's duration is one month. [Mermaid's breath]: This one is always in stock if the hedge wizard is near a body of water. Application in two to four rounds to someone who has drowned will allow the victim a save vs. death to cough up all water and start breathing again. [Nullscent]: All this does is negate the scent on a creature or the scent that would normally be left behind on objects handled. It requires liberal application, covering the entire body surface of the creature to be affected. This one is popular with thieves. [Plant grower]: This nonmagical potion that is poured into the root network of a plant. This must be repeated weekly through the growing cycle. Plant grower increases the size of the plant by an additional 10-100%. This can be made in multiple gallon quantities. [Scented soaps]: The typical medieval soap was not anything like the "pure" soaps on the market now. The soaps sold as scented soaps by a hedge wizard should cost at least three times that of normal soap, but they also won't burn skin or cause more sensitive difficulties the way old fashioned lye soap can. [XYZ balm]: This is a general purpose ointment or salve that helps to cure burns, scrapes, and such difficulties as are caused by poison ivy. XYZ balm is semi-magical (see "New proficiencies: Alchemy") as it requires water that has run along the spiral of a living unicorn's horn. The price should be accordingly high. Being only semi-magical, it does not cure any poison or burn outright, but only speeds the body's own recovery. <New proficiencies> [Alchemy] (2): Skill roll=Intelligence-2. The wizard is familiar with the use of various chemicals and equipment required for the making of magical or semi-magical potions, ointments, infusions, and salves. (Semi-magical indicates that the item approximates a magical effect or requires magic in its making, but is not itself magical for purposes of a [detect magic] spell.) Alchemy requires the use of an alchemist's lab: alembics, retorts, distilling apparatus, pitch pots, and condensers. Other equipment may be needed for more complex operations. [Chemistry] (2): Skill roll=Intelligence-2. Chemists can attempt to brew poisons and acids from natural ingredients. Acids are usually weak, causing 1-4 hp damage but not dissolving materials rapidly. Some acids (aqua regia, hydrochloric acid, etc.) are possible but at a -4 modifier to the chemist's skill roll. If gunpowder is used in the campaign, then it requires this proficiency to manufacture it. Use of this proficiency requires the use of a chemist's lab, equal in price to an alchemical lab, and a certain degree of privacy. Any number of works dealing with the history of technology or science can help pinpoint exactly what is possible in a campaign. [Field of study] (1): Skill roll=Intelligence-2. This covers everything else in a sage's field of expertise not already covered under existing proficiencies. The more detailed a category, the more information the sage has and can turn up in research (and the more expensive the research should be!). A hedge wizard with a proficiency in "elven art" who looks at a pair of old vases can tell one is an elven vase made about 1,500 years ago in Myth Drannor, and the other was probably made about 500 years ago in Everska. A hedge wizard with the field of study of "elven art during the rule of King Alfroi" can tell that the first vase was made by the master craftsman Iriam Talltree during his revisionist period, but he can't tell anything about the second vase at all other than it appears of elven make. Typical major fields of study are: art, folklore, cryptography, languages (doubles the number of languages spoken by the hedge wizard--not all that important with [tongues] spells available), folklore, genealogy, geography, geology, mathematics, mathemagics, philosophy, and sociology. A failed skill roll means either no knowledge (just missed the number needed) or misinformation (if roll was off by more than four). <New spells> The following spells have been devised by hedge wizards, and fewer than one in 30 spell-casters who are not hedge wizards will have any spell below. Alahandra's questing call (Divination) Level: 3 -- Components: V,S,M -- Range: 0 -- CT: 3 turns -- Duration: 3 rds./lvl. -- Save: Neg. -- AE: 10-mile radius around caster Created by Alahandra of Waterdeep, this spell calls forth the image of adventurers who are "between quests" at the moment. The spell-caster is not in control of what sort of adventurers are indicated by the spell, and the adventurers must be within range of the spell. The spell often misfires (30%), showing either nothing or scenes from another plane of existence entirely. Only the vague shadowy image of one or two of the adventurers and their approximate location is indicated by the spell. The material component is a silver mirror, a small bell, and a candle made from beeswax. Only the mirror remains after the spell's completion. Alvira's stasis shell (Alteration) Level: 6 -- Components: V,S,M -- Range: Touch -- CT: 2 -- Duration: 1 day/lvl. -- Save: None -- AE: One small nonliving object Alvira of the Living City created this spell to use in conjunction with [extension]. She then cast it upon a copy of her spellbook and hid it where it would remain for years, just in case something happened to her original spellbook. The largest object that can be affected by this spell is a large standard spellbook, and the smallest object is the size of a vial of potion. An object protected by this spell cannot be affected by any force less powerful than a [disintegrate] spell or a successful [dispel magic]. Water, fire, acid, lightning, and even dragon breath merely moves along the outer shell of the stasis. The spell cannot affect living tissue directly, though there are reports that living tissue within a container is affected. For all intents and purposes, time has stopped for the object held within the field. Bugman's mug (Alteration) Level: 1 -- Components: V,S,M -- Range: Touch -- CT: 4 -- Duration: 1 turn/lvl. -- Save: None -- AE: 1 mug of water Bugman, a thoroughly loathsome-looking individual with a heart of gold, created this spell for a dwarven friend who often visited. The spell alters normal water into a magical potion that must be imbibed in the duration mentioned above. The potion removes hangovers and other ill effects of inebriation and will negate any current state of drunkenness. It is only effective against alcohol-based changes in the target's physiology, thus being ineffective against drugged stupors and poisons. No other way to use this spell has yet been found. The material component is a pewter mug full of water. Heartcall (Divination) Level: 3 -- Components: V,S,M -- Range: Special -- CT: 3 turns -- Duration: 1 turn -- Save: None -- AE: Special While adventuring in far-off Kozakura, the hedge wizardess Majinhime discovered the belief that an invisible thread of fate connected those destined to marry. Later research bore out this belief, and this spell was created. This spell indicates approximate direction and distance of the target's true love, if such exists. Sometimes the spell garners no results, indicating that either the target being has no true love or that the time is not right for them to meet. If this true love is on a different dimensional plane, some indication of what dimensional plane (alternate Prime Material plane, outer plane, Astral plane, etc.) is all the information that can be garnered by this method. The material components are a spool of red thread and a glass disk. Hedge enchantment (Enchantment, Invocation) Level: 5 -- Components: V,S,M -- Range: Special -- CT: 1+ days -- Duration: Special -- Save: Neg. -- AE: Special Similar in many respects to the sixth-level spell [enchant an item], this spell is much less useful and restricted to hedge wizards. It can typically be used to make a spell such as [cantrip] a part of an object. Such enchantments have little or no combat use and are usually restricted to comfort or everyday use items such as skillets and blankets. The more pronounced the effect, the more days the hedge wizard must spend working over the item, to a maximum of one week (at the DM's discretion). Another version of this spell enhances plants that it is cast upon. Any natural plant (i.e., no molds, shambling mounds, or hangman's trees) can be enhanced in one respect. Kudzu could be made to grow faster, have broader leaves, or form part of a natural water filtration system. It is believed that some druids have this version of the spell, though it is rare that even a hedge wizard should have it. This version only enhances a single quality, and the plant must be a normal non-motile plant (also no venus flytraps, sundews, or snappersaws). Only qualities that the plant normally possesses can be enhanced. Isolde's answer (Divination) Level: 3 -- Components: V,S,M -- Range: Touch -- CT: 2 rounds -- Duration: 2 rds./lvl. -- Save: None -- AE: 1 mile/level This spell temporarily enhances a magical mirror, [crystal ball], or other scrying device. The spell-caster then asks the scrying device a question, and the scrying device answers that question by showing an appropriate scene if it is within the area of effect. Typical questions include: "Where did I put that book on magical apparatus?" "Who is the most beautiful in the land?" and "Where are the fish biting today?" Note that a scrying device must be in operation at the time the spell is cast. The material component is the scrying device, which is not consumed by the spell-casting. Mental block (Enchantment/Charm) Level: 1 -- Components: V,S,M -- Range: Touch -- CT: 3 turns -- Duration: Special -- Save: Neg. -- AE: Creature touched This spell can only be cast on a willing and living target. The [mental block] affects a particular message, causing it to be blocked from recall or mental examination until such time as a predetermined trigger is met. The trigger can be as simple as "when you are in the presence of King Azoun of Cormyr" to "three days hence, when the cock crows" or any reasonable similar condition. Torture, spells that probe the mind, [dispel magic], or any number of other attempts to learn the message will cause the permanent loss of the message instead. This spell is commonly used by kings wishing to send secret information by courier; the information is stored in the courier's mind until the preset conditions are met. The material component is a chip of granite. Nimodes' major delousing (Necromancy) Level: 2 -- Components: V,S -- Range: 0 -- CT: 1 turn -- Duration: 2 hrs./lvl. -- Save: None -- AE: 60' radius All normal insects within the area of effect are slain instantly, and no such creature may enter the area until after the spell's duration has ended. Note that the spell area cannot be moved, and only normal insects are affected by the spell. Summoned creatures, even if normal insects, can penetrate the barrier due to the magical nature of the summons. Creatures bedding down for a night in the swamps have been known to pay good money for multiple castings of this spell. Nimodes' unseen butler (Conjuration/Summoning) Level: 2 -- Components: V,S,M -- Range: 20 yards -- CT: 2 -- Duration: Special -- Save: None -- AE: 60 square feet/level Nimodes has sold this spell to several enterprising hedge wizards, so it can be found from Kara-Tur to Cormyr. This spell creates something akin to a supercharged [unseen servant] who races along like a whirlwind along the area of effect. The servitor buffs and polishes, cleans and waxes, straightens and sweeps. The spell lasts until the area of effect is clean, usually three to four rounds. The material component is a piece of string and drop of oil. This spell is used to clean the wizard's own area as well as inns and taverns after a busy night. All trash and broken items are collected in a single heap at the end of the area of effect. Rebinding (Enchantment, Alteration, Invocation/Evocation) Level: 7 -- Components: V,S,M -- Range: Touch -- CT: 2 turns -- Duration: Special -- Save: Neg. -- AE: One item [Rebinding] is possibly the most powerful spell known to be in the province of hedge wizards, and it is certainly the most rare. Out of a thousand hedge wizards, one might know this spell. [Rebinding] is cast upon a broken magical item such as a [long sword +1] in order to bind the magicks into the materials of the item. The item must be forged anew or repaired by an expert (a master swordsmith for the long sword), then [rebinding] must be cast again on the item. The item gets a saving throw on both occasions and must fail both saving throws for the item to be remade. This has no effect on an item that has run out of charges, is disintegrated, or which is missing some pieces. (If, in the example, the long sword was hit by a [crystalbrittle] or [Mordenkainen's disjunction], it cannot be remade by this spell.) This is typically used for the repair of family heirlooms, items made in accordance with a prophesy, or similarly irreplaceable items. The material component is two pieces of lodestone and a skein of silver wire costing 50 gp, both vanishing during the casting of the spell. Sharpen (Alteration) Level: 1 -- Components: V,S -- Range: Touch -- CT: 3 -- Duration: Instant. -- Save: None -- AE: 10' square An enterprising mage who lived near a castle gate came up with this spell. It sharpens and straightens edges in weapons, clearing the normal dents and nicks out. The edges will have a normal sharpness, not conferring any bonus to damage or "to hit" rolls. Blunt weapons are not affected by this spell in the slightest, though piercing weapons are. Hedge wizards have been known to cast this for city guardsmen at a discount especially before inspection, just in case the mage needs a hand later on. Table 1 Items and Services Found In a Hedge Wizard's Shop Item -- Number in stock -- Chance in stock -- Potion of [healing] -- 1-8 -- 80% -- Potion of [extra-healing] -- 1-2 -- 35% -- Potion of [sweet water] -- 1-2 -- 40% -- Potion of [speed] -- 1 -- 10% -- [Philter of love] -- 1 -- 5% -- Potion of [rainbow hues] -- 1 -- 5% -- Potion of [polymorph self] -- 1 -- 1% -- Potion of [ventriloquism] -- 1 -- 3% -- Scroll of [protection] -- 1 -- 1% -- [Arrow +1] -- 1-6 -- 5% -- [Sling bullet +1] -- 1-4 -- 5% -- Common material components -- 1-20 -- 80% -- Sage categories -- 1-2 -- 75% -- Common poultices & herbs -- 90% -- Maps, books, & curios -- 2-20 -- 90% -- Referrals -- -- -- 99% -- Odd minor magical items -- 1-4 -- 10% -- Table 2 Prices of Spells Cast by Hedge Wizards from Scrolls Spell -- Price -- Chance in stock -- [Clairvoyance] -- 300 gp+ -- 40% -- [Continual light] -- 1,100 gp -- 80% -- [Dispel magic] -- 900 gp+ -- 60% -- [Invisibility] -- 250 gp -- 20% -- [Legend lore] -- 1,200 gp -- 5% -- [True seeing] -- 5,500 gp -- 5% -- Table 3 Scroll Spells Sold By Hedge Wizards Spell -- Price -- Chance in stick -- [Detect magic] -- 500 gp -- 95% -- [Feather fall] -- 500 gp -- 5% -- [Light] -- 500 gp -- 35% -- [Magic missile] -- 1000 gp -- 55% -- Table 4 Minor Potions and Remedies Difficulty #1 Allergy suppressant -- Breath cleanser -- Burnsalve I -- Delousing powder -- Hangover remedy -- Healing poultice I -- Ivy ointment -- Maidenweed -- Purgative -- Nerve tonic -- Scented soap -- Smelling salts -- Difficulty #2 Babblejuice -- Brainflight -- Bloodstop (clotter) -- Burnsalve II -- Nullscent -- Numbing salve -- Sleeping draught -- Stamina draught -- XYZ balm -- Whiskerbane -- Healing poultice II -- Common poison antidotes -- Difficulty #3 Fish summoner -- Firegel (fireproofing) -- Flameoil (Greek fire) -- Glow water -- Hair restorer -- Love potion -- Mermaid's breath -- Plant grower -- Whiskerbane -- Healing poultice III -- END FILE