Hedge Wizard (Template)
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A spirit-bargaining Ex Miscellanea maga descended from a tradition of folk witches looked down upon by the Order.
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Analysis
This character is a low-power maga who prioritizes social interaction and bargaining over raw Hermetic power. The mechanical core of the build is the combination of high Presence, the Alluring to (Beings) Virtues, and a strong Bargain score.
Her Second Sight is sufficient to perceive invisible creatures most of the time, and almost always with the expenditure of Confidence (unless they are concealed by active magic). Her Dowsing is intended to track supernatural creatures and locate their lairs, though it is currently underdeveloped and would require further experience to become reliable.
Her Arts are intentionally spread thin, reflecting a broad but shallow understanding of Hermetic magic, rather than specialized mastery which would bring with it considerable direct power.
Customization Notes
The character may still take two additional points of Flaws. However, she already possesses five Minor Flaws, so gaining additional Flaw points would require taking a Major Flaw and removing one Minor Flaw. A Major Personality Flaw is especially suitable if there is one to your liking.
Further Customization Notes
Hedge wizards are described primarily in the Hedge Magic Revised Edition supplement, which details many hedge traditions. One of these traditions is the Folk Witches: a loose and scattered network of witches practicing a variety of supernatural abilities, including Dowsing and Second Sight.
This character is intended to represent a maga descended from such roots. The transition to Hermetic magic has diminished much of the original tradition's power and diversity, but she has retained Dowsing, Second Sight, and the tradition's reliance on fetishes as a Necessary Condition for magic.
If the Folk Witches tradition is used in the saga, it is recommended that Dowsing require a fetish, as described in the tradition. Similarly, Hermetic spells may require fetishes as part of their casting — pre-made for Formulaic spells and improvised for spontaneous magic. Second Sight should instead require an incantation, in accordance with the hedge tradition.
Folk Witches are capable of brewing potions and to aid each other's brewing in Sabbat gatherings. As this character is not truly a part of the tradition, she may not provide such aid, though she likely maintains social ties with some covens and may occasionally be invited to attend their gatherings.
At the troupe's discretion, the character may be initiated into additional Folk Witch abilities such as Animal Ken, Cursing, Flight, Healing, or Shapeshifting. Alternatively, some of these Virtues may be taken at character creation to represent a maga more deeply rooted in the tradition.
Folk Witches are not normally associated with Alluring to (Beings) or bargaining. These traits may be unique to the character herself, inherited from her Hermetic lineage, or associated with a particular local branch of the tradition.
Roleplaying and Gaming Notes
At a young age, after attracting the attention of faeries and at the urging of the local parish priest, you were given to a coven of witches to be raised as one. Recognizing the strength of your Gift, however, the witches soon passed you to your mistress: a maga of an Ex Miscellanea lineage descended from Folk Witches and still maintaining close ties with them.
Your mistress sought to raise you between both worlds — the flexible and intellectual traditions of Hermetic magic, and the more intuitive and instinctive practices of the witches.
Your grasp of Hermetic magic remains somewhat limited. You can barely study from Hermetic texts [Latin 3 + 1 specialization], and you struggle to recreate spells efficiently in the laboratory [Weak Scholar]. Rather than pursuing deep specialization, you have instead learned a broad range of relatively weak spells while relying heavily on your inherited hedge talents — especially Second Sight, which allows you to perceive and negotiate with spirits directly.
Where many Hermetic magi solve problems through overwhelming magical force, you prefer mediation, bargains, and compromise.
Unfortunately, bargains do not always end well. One spirit, convinced that you deceived it in a negotiation (you maintain that you did not), continues to hound and harass you [Plagued by Supernatural Entity].
Another spirit — perhaps a genius loci, household spirit, or wandering magical being — has become strangely fond of you after witnessing your attempts at mediation, and occasionally watches over you [Magical Warder].
Many Hermetic magi regard you as little more than a hedge wizard with a Parma Magica. You do not entirely disagree with their assessment of your magical limitations, but you believe that many Hermetic magi rely too readily on force where patience, negotiation, and understanding would serve better.
You admire the practical wisdom and restraint of the folk witches, yet recognize the immense advantages of Hermetic magic. Your goal is to walk a middle path between the two traditions: to improve your Hermetic abilities without becoming consumed by power and specialization, while also preserving the older traditions without becoming entangled in the rivalries and politics of the witches' Sabbats.
Mechanically, the character is unlikely to excel at inventing powerful spells or advancing rapidly in a narrow magical specialty. Continued advancement will likely favor breadth over depth: learning many low-level spells across several Arts. Look especially to spells that emulate Folk Witch abilities such as speaking with animals, cursing with disease or malformation, healing, or shapeshifting.
Hermetic magic grants the character far greater versatility and combat capability than true Folk Witches possess. Use it when necesasry, to defend yourself and even attack. A first step in this direction could be mastering Piercing Shaft of Wood for Multicasting.
Other useful spells for future development might include combat and utility spells such as Ring of Warding Against Spirits, Faerie's Eternal Oblivion, Wizard's Sidestep, Curse of Circe, Disguise of the New Visage, Lamp Without Flame, or The Unseen Arm.
