Hedge Wizard

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Version 0.27: This article may not be up to date for the latest stable release of Crawl.
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.

Preferred Races

Human, Deep Elf, Naga, Draconian, Djinni, and Octopode are the recommended races if you pick a Wizard Background.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Available Spells:

Hedge Wizards start with the Magic Dart spell already memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Hedge Wizard adds 1 to your starting Strength, 6 to Intelligence, and 4 to Dexterity.

Strategy

  • Hedge Wizard is probably the most versatile spellcaster background. What they lack in initial firepower, they more than make up for with high Spellcasting and access to some of the best utility spells (Call Imp, Blink, Mephitic Cloud, Conjure Flame). On the downside, Hedge Wizards are forced to invest heavily in Conjurations and elemental magic to boost their offensive repertoire.
  • 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. In that case, depending on your species you should consider picking some strength at level-ups, especially if you have less than 10.

History

  • Prior to 0.27, Hedge Wizards started with the Book of Minor Magic. The latter changed, but the background remains the same.
  • 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.

External Links

0.21 guide for playing an Octopode Wizard by Ultraviolent4

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver