Hedge Wizard
- This page is about the player background formerly known as Wizard. For the monster, see wizard (monster). For the playing mode, see wizard mode.
A Hedge Wizard is a magician who does not specialise in any area of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. They also get a wizard hat. |
Hedge Wizards are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more focused spellcasters.
Contents
Preferred Species
Human, Deep Elf, Naga, Draconian, Djinni, and Octopode are the recommended species if you pick a Hedge Wizard Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
- +0 hat
- +0 dagger
- Potion of magic
Available Spells:
Hedge Wizards start with the Magic Dart spell already memorised, and can memorize Slow from turn 1.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 3
- Conjurations: 1
- Summonings: 1
- Translocations: 1
Choosing Hedge Wizard adds 2 to your starting Strength, 6 to Intelligence, and 4 to Dexterity.
Strategy
Hedge Wizard is one of the most versatile spellcaster backgrounds. What they lack in initial firepower, they more than make up for with their extensive spell library (6 - the most of any background), with access to some very good utility spells. As a downside, Hedge Wizards don't have much focus in any one school. Players looking to simply pulverize things with spells should pick a different background. Perhaps ironically, these utility spells make wizards the most well suited to transition into melee combat.
Spell Details
Magic Dart is an unimpressive spell. Unimpressive means that you might struggle to kill D:1 enemies, especially with your low MP at XL 1. At leat it has great range and never misses. It works, at the very least.
On the plus side, Mephitic Cloud is very strong for its level. Every turn a monster is inside a cloud, there's a chance to inflict confusion. Confusion, in turn, prevents enemies from casting spells, and gives a 66% chance for movement & melee attacks to hit a random direction. Depending on Intelligence, you'll need ~2-4 levels in each of its three skills (Poison, Air, Conjurations) to have a reasonable failure rate. Note that this spell is quite loud, meaning that enemies from far away may come to investigate.
None of the other spells should be sneezed at, either. Slow causes your enemies to move/attack less quickly, allowing you to escape. Call Imp creates an imp, which can fight enemies alone, or reach over you with its spear. Cigotuvi's Dreadful Rot creates a deadly cloud of miasma. Low-level monsters will avoid entering the cloud, allowing you to block a hallway and escape.
While you initially won't have the spell levels (or casting prowess) to memorize every one of these spells, they are all useful in their own right. Typically, Blink is saved until later -- it isn't as effective in mundane situations. It's preferable to train spells one at a time, get them castable, then switch to the next spell/skill on your list. Bonus if said skill also trains up a future spell on your list.
Tips and Tricks
- The Spellcasting skill boosts success rates of all of your spells, though at 1/4 effectiveness. You'll want to train it eventually, but it's not a substitute for investing in spell schools (yet).
- If you come upon an awesome melee weapon early in the dungeon, there's nothing to stop you from becoming a hybrid (a warrior-mage) character, despite your wizardly background. You can consider picking up some strength, especially if you start with less than 8.
External Links
0.21 guide for playing an Octopode Wizard by Ultraviolent4
History
- Prior to 0.30, Hedge Wizards started with Conjure Flame instead of Cigotuvi's Dreadful Rot.
- In 0.29, Wizard's abbreviation was changed from Wz to HW. Also, most backgrounds were buffed; all Mage backgrounds gained a potion of magic.
- Prior to 0.27, Hedge Wizards started with the Book of Minor Magic. Wizards received no changes in their starting spells.
- Prior to 0.26, Hedge Wizards were called Wizards. They had the highest starting intelligence bonus and didn't start with a dagger. Their starting intelligence was reduced from +10 to +6, strength was increased from -1 to +2, dexterity was increased from +3 to +4.
- Prior to 0.14, wizards started with 20 gold.
Backgrounds | |
---|---|
Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |