Hedge Magicians
A practice that requires years of laborious study, hedge magic teach-
es its pupils the subtle knowledge of the common folk, their cures
and planting-times and luck-charms. In most places this tradition is
thickly encrusted with the superstitions and traditions of the local
practitioners, leaving a vast amount of effort to be expended before
any true magic is learned.
While almost any adequately clever man or woman can learn to use
the disjointed arts of the hedge magician, it takes time and patient
labor to learn the craft. Apprentices and adepts actually have no
magical powers at all, and are simply well-versed in all the knowledge
necessary for a village wise-man or wise-woman. Treat familiarity
with this tradition as a helpful Fact when such knowledge is relevant
to an attribute check. Hedge magic takes the usual ritual time to cast.
Hedge mages are found throughout Arcem. Almost every hamlet
worth a name has at least an apprentice of the art in residence, though
the vast majority of these "mages" have no magical talent whatsoever.
Adepts are the most commonly found, with most of those rare few that
have actual arcane potential never getting the opportunity to develop
magic. Only when their teacher is truly gifted as well do they have
the chance to learn the deeper secrets of roots, seasons, and the man-
agement of troublesome neighbors. Of course, having true magic can
be a curse when those neighbors start demanding miracles from you.
Structure
Apprentice
Apprentice hedge magicians study herbs, livestock, the rudiments of
fortunetelling, and the fabrication of the necessary tools and charms
for later work. No true magic is learned at this level of experience.
Most are apprenticed young and have mastered this level of expertise
by their eighteenth birthday.
Adept
Adepts are proficient healers and herbalists, and talented at dealing
with humans and animals alike. They know much of managing peo-
ple, keeping the common folk in due awe of their learning without
promising too much or inspiring excessive dread. Most villages have
hedge magicians of this level of expertise, with knowledge but no true
magic at their command.
Master
This degree is rarely ever learned before an adept’s fiftieth winter. The
magician can perform true magic now, albeit of a modest and subtle
type. They can cure sick livestock and minor human ailments, ensure
wounds heal cleanly, find lost objects within familiar terrain, bring luck
or misfortune to a specific endeavor (+/-2 to relevant attribute checks),
or perform rituals that restore vigor and wakefulness to a group.
Archmage
Only the oldest and wisest of hedge mages attain to this degree of
mastery. They can break mortal curses, miraculously heal physical
wounds for 1d6 hit dice of healing, cure any non-magical diseases,
bless or curse an undertaking so as to roll twice on one attribute
check and take the better or worse, identify the general properties of
magical objects or effects, bewitch people to friendliness or enmity,
or foretell a very likely near future for a person. Any healing requires
that the recipient Commit Effort for the day to assimilate the power.
Those without listed Effort can benefit from healing once per day.
Type
Guild, Mages
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