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NEW CONTOURS Round out your campaign world with numerous contours intended to add scope and variety to your game. Most contours are appropriate for player characters, but the GM should always have final say-so over what is allowable in his campaign.
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Hedge Mage
Contour Value: 7
EN+1 IT +2 WP +2 CH -2
Special Abilities:
L0) Spellcaster: Gain Hedge Magic (See below) and begin spell track
L0) Gain IT based skill: Analyze casting techniques. This skill allows a hedge mage to identify a magical college simply by seeing one of its spell cast. It also gives the hedge mage insight into the philosiphies of a magical college.
L0) Gain 1 Lore Skill
L0) Gain 1 Lore Skill
L0) Gain 1 Lore Skill
L0) Gain 1 Lose Skill
L10) Translation: Character may automatically read any mystical text, penned in any language
L10) Mystical Augmentation: A hegemage may grant themselves a bonus to any skill roll or save equal to their sWP. At a permanent cost of double the bonus to their reserve (Example: a character w ith a WP of 20 may add a bonus of up to +2 for a reserve cost of 4 points.)
L20) Embed greater ward: Mage may create a protective ward that will incorporate multiple spells to go off instantly against an offending target if a preset condition is met. The ward can contain up to a number of spells equal to the caster's sWP. The ward requires the caster to expend the reserve for each spell contained within it. The reserve cost for using this ability is permanent. Karma or magical items like rings and staves are often employed for this purpose. The ward is permanent until triggered. Example: A 20th level hedge mage with a +4 sWP sets a ward with three library magic blood swarm spells and the necromancy spell, Animate Puppet Zombie.
Vulnerabilities/Limitations:
1) Starting Skills must include: Focus
2) Second contour cannot be a spellcaster
3) Looked down on by other spellcasters
4) Seen as unstable and delusional by local serfs and common men
5) Focus must be secondary talent
Starting Wealth: x 1
Description: Hedge mages are individuals who have a natural talent for learning magic but do not have formal education from any one magical college. These rare individuals develop a smattering of knowledge from different schools.
Hedge Magic
Hege magic is different from other colleges because there is no strict philosiphy or tradition of education. A hedge mage may develop their individual spell list by choosing a number of spells from existing colleges and library spells equal to their IT (example: a hedge mage with a fifteen IT will have 15 spells.) No spell may have a spell rating (SR) greater than the hedge mage's IT. Spells with higher spell rating may only be achieved if chosen by the spell caster as unique spells.
Because hedge mages refuse formal education. Their reserve cost is 25% more expensive but casting penalties are improved by 2 (hege mage's find short cuts.)
Hedge Magic is unique to hedge mages and may not be selected as a spell college by other contours.

