Flintlocks & Fireballs
“If you look carefully, you can see how this gem hints at a wound, this fracture is like the cut from a knife. You can’t see it? Watch…”
- Hedge Mage replaces the Cleric class.
Where Order Magi work their magic by understanding a carefully-constructed framework of theory and philosophy, Hedge Magi develop their understanding of the topic from scratch. This has both benefits and disadvantages: while a Hedge Mage doesn’t have the backup of hundreds of predecessors, nor is he encumbered with working magic through their particular paradigm: he’s free to develop his own philosophy of magic, rather than being shackled to the ideas of his predecessor.
This means that Hedge Magic tends to be an awful lot more flexible than Order Magic, at the cost of some of the force that comes from having one’s formulas carefully and painstakingly improved by a philosophy devoted to raw destructive power. While Hedge Mages are fairly varied in general, a couple of common patterns for spells do tend to prevail: the ones that are simplest and most efficient to work with turn up again and again under different names.
The Survival Gem class feature replaces the Channel Divinity paladin class feature.
The first thing a Hedge Mage crafts, if she’s been trained by someone who’s not a liability, is the survival gem. This is the spellgem which keeps her alive when her experiments in gemcarving go awry. There are two standard functions, though depending on who taught you, you might have gained more. You can use your survival spellgem once per encounter.
|The survival gem allows you to damp down your own magic when it starts to go wrong; there are other uses, though, if you focus it on another magical being.|
|Upon character generation, choose a target type, out of Undead, Fiends, Blazers, Constructs or Order Magi. Your ability Disruption only applies to this target.|
|Encounter : Divine, Implement, Radiant|
|Standard Action: Close burst 2 (5 at 11th level, 8 at 21st level)|
|Target: Each creature of target type in burst.|
|Attack: Wisdom vs. Will.|
|Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilised until the end of your next turn.|
|Increase damage to 2d10+Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.|
|Miss: Half damage, and the target is not pushed or immobilised.|
|When things go badly, you need to react instantly. You need the Second Thought. Everything around you, including your own body, slows down: just for long enough for you to assess the situation and work out the best thing to do. Then you’re back into the action. It’s also useful when you need a few extra moments to scope out where the best place on your enemy is to hit, or to gather your thoughts ready to pull yourself back into the fight.|
|Free action; Personal|
|Effect: You gain +1 to your next attack roll or saving throw before the end of your turn.|
- The Ritual Caster feat is renamed to Design Magitech, and rituals are replaced by magitech inventions, but otherwise work identically.
- You may choose any two magitech inventions for your portfolio.