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Core Class: Hedge Mage (please critique)

IdentityCrisis

First Post
The Wizard has raw power and versatility, but pays for it with limited spells per day and the need to select spells in advance. The Sorcerer gets more spells per day and can cast on the fly, but makes painful sacrafices in versatility for it. And even he can run out of spells. Neither gives me that feeling of eating and beathing magic all day long.

And on a differant matter, the classes which make effective healers right from level 1 come saddled with role-playing baggage that some players (myself included) don't like; I can make a Fighter who tries to avoid fighting or a Rogue who only uses his talents for honest purposes, but I can't make an athiest Cleric whose powers aren't bound to D&D's flawed alignment system.

To address both of these issues, I've come up with a new magic-using class I'd like you all to critique. This class can access the Cleric, Druid and Wizard/Sorcerer spell lists, can learn many more spells than a Sorcerer, can cast spontaneously and is not limited by spells per day. The draw-back is that this class gains raw power *extremely* slowly; they can do a variety of things and they can do them all day, but even a Bard packs more spell-casting punch.

Let me know what you think.





**HEDGE MAGE**

Treat as a Wizard for all purposes (saving throws, skill points, summoning familiars, etc.) except as noted below.


FEATS:

A Hedge Mage (HM for short) does not gain Scribe Scroll or bonus feats as wizards do.


MAGIC ITEMS:

HMs do not learn how to use scrolls, wands and the like.


SPELL-CASTING:

At first level, a HM can choose to learn any (4 + Wisdom bonus) 0th-level spells from the Wizard, Cleric and Druid lists. At each level thereafter he can learn any (2 + Wisdom bonus) spells from those lists, provided he is capable of casting it. They do not need spellbooks and do not need to memorize spells.

HMs do not gain spells per day; instead, they gain a point of magery for each level of HM (so a level 3 HM has 3 magery). To cast a spell, a HM must expend magery equal to or greater than (1 + 4x), where x is the level of the spell. So a 0th-level spell takes 1 magery, a 1st-level spell requires 5 magery, and so on. Also, a spell is always treated as though the caster were the lowest level Wizard, Cleric or Druid (depending on whichever spell list the spell comes from) who could cast that spell, plus 1 caster level per additional point of magery spent. Thus, a level 7 HM can only cast Magic Missile as though he were a level 3 Wizard. However, expended magery is normally regained in full at the beginning of the next round.


EXERTION:

A HM can exert himself to cast slightly more powerful spells than normal, but the effort drains him and makes his future spells weaker. He may lower both his current and maximum magery by 1 each at any time before casting a spell, and in exchange gain 3 points of "temporary" magery which are not regained after being used. He is not required to use these temporary points first or all at once, but he can use no more than 3 of them total in a round. His maximum magery is restored (and any remaining temporary points are lost) after getting 8 hours of rest.

A HM's ability to exert himself to cast higher-level spells is taken into account when determining which spells he can learn when gaining a level.






Two categories of spell work slightly differantly for an HM:

LASTING SPELLS:

Any spell that functions over time (non-instantaneous and non-permenant) lowers the HM's maximum magery by the same amount as it lowers his current magery. These maximum points are restored as soon as the spell is dropped, and the HM can drop any spell he is maintaining as a free action. Nothing (even a night's rest) can restore the maximum magery while the spell is maintained, however.

Spells with a timed duration do not expire when their duration ends if the HM doesn't want them to, unless the HM expended temporary magery points to cast the spell. If he did, the HM must spend the same amount of magery again (normal and/or temporary) to reset the duration and maintain the spell.


CURATIVE SPELLS:

Hedge magic can cure, but it can only do so much for one person in a given day. Each time a person is healed by an HM's magic, that person gains a number of "curative resistance" points equal to (1 + 4x), where x is the level of the spell being cast. If the target's ((curative resistance - Wisdom bonus) / 3) rounded down is greater than 0, no healing effect takes place unless an equal amount of extra magery is expended. Any other non-healing effects take place as normal.

So a level 1 HM with no Wisdom bonus can cast Cure Minor Wounds on any given person 3 times per day, and at second level he can cast it 6 times. With a Wisdom bonus of +2 he could cast it 5 times per person per day at level 1 and 8 times at level 2. With a Wisdom penalty of -2, he could only cast it on a given person once at level 1. And so on.

Note that curative resistance is only built up if the spell actually heals you; undead would gain resistance when hit with inflict spells, not cure spells. Resistance applies to any HM spell regardless of whether he was the one who previously healed the target or not (two HMs can't heal you twice as much), but does not apply to non-HM magic (resistance won't stop a Cleric). Resistance is lost after 8 full hours of rest.
 
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Not bad. I think it gets to be a bit powerful at higher levels though. If I understand correctly a MH could toss of a Magic missile with 3 missiles every round forever. Or a cure-light wounds for d8+5 every round. Icky. You need some kind of limitation on this. This guy (at 5th level and up) would be the ideal henchman-- he could heal a 20th level party of all hitpoint damage in 10 minutes or so. Or a whole town. The spells just aren't setup for this type of thing.

Nice idea though!
 

I like it. I might just add it to my game.

Just as a clarification, and to make sure I'm reading this right, a HM can learn spells of up to (Character level+1)/4, so you can get 1st level spells at level 3, 2nd at level 7, 3rd at 11, 4th at 15 and 5th at 19.

Correct?

Also, I think if I do use this, I'll change the 'key stat' (Wis, in your example) to Cha. More in line with the sorcerer, which it is a lot like, and you can never have too many classes that value charisma. :) Maybe even give him his charisma bonus to magery points, although I don't think that should count for getting higher level spells.
 

Thanks, guys! Before you add it to your campaigns, though, keep in mind that this is just a first draft. I'll probably modify it somewhat based on feedback.

brehobbit: Regarding Magic Missile, remember that your spells do *not* increase in power for free as your caster level rises. When you spend the minimum amount of magery needed to cast an x-level spell, you cast it as though you were the lowest level possible that could cast it unless you spend extra magery.

So when you spend 5 magery to cast Magic Missile, you cast it as though you're only a 1st-level Wizard (getting only one missile). You can't get 3 missiles per casting indefinitely until you're level 9.

As for cure spells, that's what curative resistance is for. The idea is that Hedge Magic is cruder than normal healing and the body builds up a resistance to it, so you can only heal someone so much each day. You can heal as many differant people as you like by a given amount (even an army) each day, but you can't go beyond that amount with any one person.

Asmor: Yes, that's correct. You can learn a spell as soon as exertion would allow you to cast it.

I've always thought that Clerics should use Charisma and Sorcerers Wisdom. After all, Clerics are the ones appealing to others (their gods) for power, and persuasion is a function of charisma. Sorcerers are supposed to perform magic "intuitively," and intuition is a function of Wisdom.


I'm wondering if only having Ray of Frost until level 5 and Magic Missile until level 10 is going to be a bit under-powered, even for this character concept. Would the following magery costs be better?

SPELL LEVEL/MAGERY COST
0/1
1/3
2/6
3/10
4/15
5/21

If I reduced exertion so that you could only double power instead of tripling it, you still wouldn't be able to get off a 1st-level spell until level 2, and wouldn't get reliable 1st-level magic until level 3. This seems a little better.
 
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Actually, that's why I like giving them a bonus to their magery points equal to their key ability modifier (whichever one you might choose).

Normally a level 3 HM could only cast 1 level 1 spell (2 normal + 3 temporary) but if that same HM had an extra 3 magery points for having 16 cha/wis/whatever, they could cast 3 more level 1 spells before only have 2 normal magery points left and being unable to cast more.
 

Asmor: Bad idea. Even at level 1 a stat of 18 is not impossible, and would let the HM cast unlimited first-level spells right from the word go. Plus, later on you get stat-boosting items and an extra point every fourth level, allowing the HM to get spell levels he was never meant to have access to. In most cases the class would massively overpower all the other primary caster classes.

There's a reason no other caster class lets you get your higher-level bonus slots regardless of your level; it makes high stats absurdly overpowering. Would you want to see a first-level Wizard tossing Fireballs?
 

IdentityCrisis said:
Asmor: Bad idea. Even at level 1 a stat of 18 is not impossible, and would let the HM cast unlimited first-level spells right from the word go. Plus, later on you get stat-boosting items and an extra point every fourth level, allowing the HM to get spell levels he was never meant to have access to. In most cases the class would massively overpower all the other primary caster classes.

There's a reason no other caster class lets you get your higher-level bonus slots regardless of your level; it makes high stats absurdly overpowering. Would you want to see a first-level Wizard tossing Fireballs?

Okay, so how about this...

A HM can Exert himself (gain 3 temporary magery points) a number of times per day equal to his key ability modifier without spending a magery point.

That way you're still getting the ability to cast a limited number of your most powerful spells (or power up the caster level of other spells) without actually getting the ability to cast them indefinitely too early (although it would speed up the spell progression by 1 level, getting 1st level spells at level 2 and then every 4 levels thereafter, but you can just say that they get 1st level spells at level 3 or whatever you prefer)
 

IdentityCrisis said:
SPELL-CASTING:

At first level, a HM can choose to learn any (4 + Wisdom bonus) 0th-level spells from the Wizard, Cleric and Druid lists. At each level thereafter he can learn any (2 + Wisdom bonus) spells from those lists, provided he is capable of casting it. They do not need spellbooks and do not need to memorize spells.

HMs do not gain spells per day; instead, they gain a point of magery for each level of HM (so a level 3 HM has 3 magery). To cast a spell, a HM must expend magery equal to or greater than (1 + 4x), where x is the level of the spell. So a 0th-level spell takes 1 magery, a 1st-level spell requires 5 magery, and so on. Also, a spell is always treated as though the caster were the lowest level Wizard, Cleric or Druid (depending on whichever spell list the spell comes from) who could cast that spell, plus 1 caster level per additional point of magery spent. Thus, a level 7 HM can only cast Magic Missile as though he were a level 3 Wizard. However, expended magery is normally regained in full at the beginning of the next round.

So, just to clarify-- according to the parts I put in emphasized above, an HM can't cast a 1st level spell until he's a 5th level HM, and then he gains +1 castable spell level every four levels thereafter, finally gaining enough magery to learn/cast 9th level spells at 37th level. Correct?

I'm not sure how balanced this could be. Especially at higher levels. Let's take a 13th level Hedge Mage- he's just gained enough magery to learn 3rd level spells. Assuming your average D&D player, one of those spells is going to be fireball. So now he can throw 5d6 fireballs every single round! When he reaches 18th level he can throw in the extra magery to max out at 10d6 fireballs every round! I know 18th level characters aren't supposed to be pushovers, but I'm not sure if anything else at that level can dish out that kind of damage every single round.

Believe me, I too like the idea of some kind of fatigue/magery based magic system that would allow all-day casting of minor spells and big show-stopping spells that would wipe out your energy reserves; but without a completely new spell list to go with it, standard D&D spells just get too powerful. Imagine the unholy terror a 37th level Hedge mage will be now that he can cast Meteor Swarm, Time Stop or Elemental Swarm every single round! :eek:
 

This idea will need some serious playtesting before I see anyone settling on a balanced version. There will be some spells that seem to be game-breaking in their ability to be cast every round, but they will be cast at such a low caster level, that all enemies of an appropriate level will be making the saves easily. Once spell resistance kicks in the low caster level means that none of the spells even get through. Low caster level also means that buff spells do not last as long and are easier for enemies to dispell.

For this class to be at all effective, they will have to find spells that have no save, no SR, and instantaneous effects. Anything that raises spell DCs will also be of great value.

How about this for a powerbuild however.

Hedge Mage 6/Fighter 4/Spellsword 3/Eldritch Knight 7
14 Caster levels of Hedge Mage means a third level spell every round
BAB + 17
13 feats
ignore 15% Arcane Spell Failure

the feat Arcane Strike from Complete Warrior allows a spellcaster to burn a spell to add +1 to attack and +1d4 to damage per level of the spell. Since a Hedge Mage doesn't lose anything by sacrificing a spell every round, she will always have +3 to hit and +3d4 to damage if she wants.

~hf
 

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