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Hedge Mage

Level Base Dodge Parry Fort Ref Will Casting Special


Attack Bonus Bonus Save Save Save Bonus
1 0 0 0 0 0 2 1 Mentor, Scribe Scroll, Summon Familiar,
Herbalist skill
2 1 0 0 0 0 3 2 Profession Apothecary 5 ranks
3 1 1 1 1 1 3 3 Craft Potion
4 2 1 1 1 1 4 4 Mandrake
5 2 1 1 1 1 4 5 Bonus Feats
6 3 2 2 2 2 5 6
7 3 2 2 2 2 5 7 Humuckulas
8 4 3 3 2 2 6 8
9 4 3 3 3 3 6 9
10 5 3 3 3 3 7 10 Bonus Feats
11 5 4 4 3 3 7 11
12 6/1 4 4 4 4 8 12
13 6/1 4 4 4 4 8 13
14 7/2 5 5 4 4 9 14
15 7/2 5 5 5 5 9 15 Bonus Feats
16 8/3 6 6 5 5 10 16
17 8/3 6 6 5 5 10 17
18 9/4 6 6 6 6 11 18
19 9/4 7 7 6 6 11 19
20 10/5 7 7 6 6 12 20 Bonus Feats

Hit Dice: 1D4+Con Mod


Class Skills: Athletics (Str), Concentration (Con), Craft (int), Decipher Script (Int), Diplomacy (Cha), Hand
Animal (Cha), Heal (Wis), Herbalist (Wis), Intimidate (Cha), Know (Arcana) (int) Know (Ceremony) (int),
Know (Cosmology) (int), Know (History) (Int), Know (Monsters) (Int), Know (Nobility & Courtesy) (Int)
,Notice (Wis), Ride (Dex), Spell Craft (Int), Use Magic Device (Dex)
Skill Points 1st Level: 4+Int Mod x 4
Skill Points Each Level: 4+Int Mod
Language Points: 4+Int Mod x 4
Language Points each level: 2+Int Mod
Weapon and Armor Groups: Basic Weapons Group + Crossbow
Armor Groups: None
Magic Spellcasting: The Hedge Mage is considered Neutrally Advantaged for all spells
Hedge Mage Special
Bonus Feats: Every five levels a mage gains a bonus feat. This feat must be a metamagic feat, an item
creation feat, or Spell Mastery. These feats are in addition to the standard feats available to all
characters and are not limited to a specific category.
Spells: A mage can attempt to cast magic spells comprised of his particular element. For example, an Air
mage can attempt to cast Air magic spells. A mage may attempt to cast magic spells. Each round a mage
spends casting a spell, he must roll 1d20 and apply the following modifiers: spellcasting bonus plus any
additional special modifiers (such as using an enhanced essence or racial casting bonus). These numbers
are applied toward the Casting Threshold (CT) of the spell. The spellcasting rolls are added together each
round until the CT is reached (or exceeded) and the spell takes effect.
Magic Spellcasting: Channeling magic is dangerous work, draining the mage both physically and
mentally. For each round a mage spends spellcasting (including the first), he must make a Fortitude
save. The save’s DC depends upon the caster’s race and whether he is advantaged (DC 8), neutral (DC
10), or disadvantaged (DC 12) with regard to the School magic he is channeling. For each round after the
first spent in casting, the Fortitude save’s DC increases by +1. Each round the check is failed, the caster
takes 1d4 points of subdual damage. This damage does not interrupt casting, unless the damage is
sufficient to cause the mage to fall unconscious.
Magic Spellcasting: Channeling magic is very dangerous. For each round of spellcasting (including the
first), the mage must make a Fortitude save against a DC 8. For each round (after the first) spent in
casting, the Fortitude save’s DC increases by +1. Each round the check is failed, the caster takes 1d4
points of normal (not subdual) damage.
Botching: If a 1 is rolled on any round of spellcasting, it is considered a botch. If a mage is advantaged or
neutral with regard to the School of the spell he is casting, he may attempt a Concentration skill check.
Success allows him to apply the 1 toward the CT of the spell and to continue casting. Should the mage
fail the Concentration skill check, the spell fails and he must start over. If the mage botches while
casting a spell of an element in which he is disadvantaged, the spell automatically fails and the mage
must begin casting anew. In any case, a botch always indicates an automatic failure of the mage’s
Fortitude save, whether he succeeds in regaining control of the spell or not. When a mage botches
during casting, he may attempt a Concentration skill check as normal. Success allows him to apply the 1
toward the CT of the spell and continue casting. If the mage fails the Concentration skill check, the spell
fails and he must start over. As with the mage who botches is considered to have automatically failed his
Fortitude save for that round of spellcasting
Voluntarily Sacrificing Life Essence: Since magic is powered by the very life force of the spellcaster, it is
possible for a mage to sacrifice hit points in order to finish a spell more quickly. The mage suffers
damage equal to the difference between the spell’s CT and his current spellcasting total. This damage is
taken and the spell is activated in the same round.
Spell Familiarity: mages are limited in the number of spells that they know from memory. Thus all
mages in the world keep spellbooks, scroll collections or some other means of storing spells. The more
powerful and intelligent the mage, the more spells he can cast without referring to a book or scroll.
If a mage is unfamiliar with a particular spell (even if it is written in his spellbook), that spell is
considered Full Reference. The mage must study the spell for one round for every 25 points of the spell’s
CT. For example, if an Earth mage is casting push away (a spell with a CT 61), he would have to spend
three full rounds studying the spell before attempting to cast it. A mage can have a number of spells that
he knows fairly well, but still needs to refer to a manuscript in order to cast. These spells are known as
Quick Reference spells. Mage must study Quick Reference spells for one round before he may begin
casting. Once the mage has consulted the spell, he does not need to review it again for one hour (and
may cast the spell as if it were Intimate Knowledge during that time). The numbers listed on the table
represent the total Casting Threshold points a mage may know as Quick Reference. This value is
modified by the mage’s Intelligence modifier × 10. For example, a 4th level mage with a 17 Intelligence
(+3 Int modifier) could have a number of spells whose collective Casting Thresholds did not exceed 110.
mages know a number of spells at Intimate Knowledge. A mage casting an Intimate Knowledge spell
does not need to refer to his spellbook, but may immediately begin casting. The numbers listed on the
table represent the total Casting Threshold points a mage may know as Intimate Knowledge. This value
is modified by the mage’s Intelligence modifier × 10. The mage used in the example above (at 4th level
with a 17 Intelligence) can understand 70 CT points worth of spells as Intimate Knowledge. Please note
that if a mage decides to multiclass into various spell casting classes, the totals listed on the table do not
stack. These totals apply only to the type of magic chosen for a particular class. During character
creation the player must choose which spells the mage understands as Quick Reference and Intimate
Knowledge, as defined above. Every time the character gains a level as a mage, he may switch spells
from the three categories as he chooses, with the exception that a spell can improve only one category
per level. For example, a mage would have to gain two levels before a Full Reference spell could be
understood at Intimate Knowledge. The mage may drop a spell from Intimate Knowledge to Full
Reference without restriction.
SPELL FAMILIARITY AND TOTAL CT BY LEVEL
Level Intimate Quick
Knowledge Reference
1 25 50
2 30 60
3 35 70
4 40 80
5 45 90
6 50 100
7 55 110
8 60 120
9 65 130
10 70 140
11 75 150
12 80 160
13 85 170
14 90 180
15 95 190
16 100 200
17 105 210
18 110 220
19 115 230
20 120 240

The Spellbook
mage begins play with a spellbook containing spells that the mage learned while studying on his own or
while at school or under tutelage. Within the spellbook are spells whose total Casting Thresholds equal
1d20 + (the mage’s Intelligence modifier × 10) + 100(+200 if Guild Mage). (The mage and the referee
should decide which spells are appropriate for the start of the adventure and choose from those that
are available.) The mage can place the spells into the spell familiarity of his choosing (so long as the total
CT of the spells does not exceed the total on thetable 2.5). All spells that cannot fit into Quick Reference
or Intimate Knowledge are known at Full Reference. Note: A non-spellcasting character who wants to
multiclass as a mage must have some means of acquiring a spellbook and spells, since such is not
automatically provided for him.
Spellbook Size: Spellbooks can be sizable objects. Several volumes might be required to house a
mage’s entire repertoire. A spell takes up 1 page for every 5 points of CT. A spell with a Casting
Threshold of 62 requires 13 pages. Spellbooks are usually made to contain 100-200 pages.
Writing a Spell: Writing a spell is a time-consuming process. To write a newly learned spell into a
spellbook requires 1 day plus 1 additional day for every 20 points of the spell’s Casting Threshold. A spell
will always require at least 2 days to write. This same process is used when trying to duplicate spells
from a spellbook or in copying spells from another source (after the spell has been learned).
Materials and Costs: Special materials are required for writing spells, including unique quills and rare
inks. The cost for these materials is 100gp per page.
Losing a Spellbook: If a mage loses his spellbook, he loses the ability to cast the Full Reference and
Quick Reference spells contained in it. Unless he has copies of these spells or is able to recover the lost
spellbook, he must relearn these spells as normal, except that the learning time is halved due to the fact
that he has already studied them. Any Intimate Knowledge spells that the mage knows at the time may
be written down in a new spellbook (as described above).

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