About: Hedge Magic   Sponge Permalink

An Entity of Type : dbkwik:resource/rY_TDAEGm29ktFa-_Ifkug==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

"You snap your fingers, and knots untangle themselves. Doors pop open. Chests unlock. It's easy if you know how to do it." Hedge Magic is a useful ability in Torment: Tides of Numenera.

AttributesValues
rdf:type
rdfs:label
  • Hedge Magic
  • Hedge magic
rdfs:comment
  • "You snap your fingers, and knots untangle themselves. Doors pop open. Chests unlock. It's easy if you know how to do it." Hedge Magic is a useful ability in Torment: Tides of Numenera.
  • Hedge magic was studied extensively by Magister Allineas at the height of the Towers Age. He coined the term "arcanist derangement" and posited that magical talent is like a flowing river. When expressed through a mage, it finds a proper outlet through spellcraft. Left to its own devices it flows unexpectedly, and thus hedge mages are created. Once becoming a hedge mage, there is no turning back – they cannot learn and cast spells as normal mages know them.
  • Hedge magic is the catch-all term given to unstructured forms of magic, often found in rural areas. Among the oldest forms of magic in the Old World, much of it consists of local lore and rites passed from one generation of local healer or village seer to the next. Although some hedge-wizards have a natural affinity for sorcerous matters, they have nobody to teach them the true art and thus have no choice but to devise a selection of simple spells and enchantments on their own.
  • A Note from Hobbes: Rituals are much like rites in that they are individually ‘known’ and are recipes for particular effects (always of greater power than the path effects, which are fast-casting, but less powerful). They are typically associated with specific paths (for example, a ritual for creating a pill that removes all symptoms of the common cold is Alchemy 1). The problem with these is that the book only gives a handful of examples where they are needed; there is no abundant bank of them, so players will have the ability to create their own (with appropriate justification: grimoire, teacher, spirit, etc.)
dcterms:subject
dbkwik:dragonage/p...iPageUsesTemplate
dbkwik:torment/pro...iPageUsesTemplate
Type
Duration
  • Active until next sleep
Target
  • Self
Effect
  • Automatically succeed next Quick Fingers or Smashing task.
statcost
  • 2(xsd:integer)
abstract
  • Hedge magic is the catch-all term given to unstructured forms of magic, often found in rural areas. Among the oldest forms of magic in the Old World, much of it consists of local lore and rites passed from one generation of local healer or village seer to the next. Although some hedge-wizards have a natural affinity for sorcerous matters, they have nobody to teach them the true art and thus have no choice but to devise a selection of simple spells and enchantments on their own. Hedge-magic spells are mostly created to serve the needs of rural communities and their members and usually centre around rituals and mixtures of components. Hedge magic may seem innocuous, but it is its simplicity and naivety that makes it dangerous. Hedge magicians have no way of knowing what powers they are calling on for their spells and many have unwittingly brought disaster on themselves and their communities.
  • Hedge magic was studied extensively by Magister Allineas at the height of the Towers Age. He coined the term "arcanist derangement" and posited that magical talent is like a flowing river. When expressed through a mage, it finds a proper outlet through spellcraft. Left to its own devices it flows unexpectedly, and thus hedge mages are created. Once becoming a hedge mage, there is no turning back – they cannot learn and cast spells as normal mages know them. “Hedge mages” and “witches” do not always employ forbidden magic, quite often their talents lie in the creation of charms, the use of curses and the ability to change their own forms. Their abilities may include being able to commune with spirits, as well. Still, those mages possess power no Circle spell could replicate and their unpredictable ability is deemed a threat by the Chantry. Prior to the Circle's formation, hedge magic was commonly practiced in the form of ancient traditions and rituals, with knowledge handed down from one generation of practitioners to the next. Examples of hedge mages include the so-called "witches" of the Chasind wilders and the "shamans" of the Avvar barbarians. Qunari Saarebas are also essentially hedge mages with the focus on destruction. Hedge mages live chaotic lives, and are frequently lured into darkness, temptation and sometimes even insanity. Their lives are often short as a result of this wild talent. The term "arcanist derangement" reflects this propensity toward madness in such mages.
  • A Note from Hobbes: Rituals are much like rites in that they are individually ‘known’ and are recipes for particular effects (always of greater power than the path effects, which are fast-casting, but less powerful). They are typically associated with specific paths (for example, a ritual for creating a pill that removes all symptoms of the common cold is Alchemy 1). The problem with these is that the book only gives a handful of examples where they are needed; there is no abundant bank of them, so players will have the ability to create their own (with appropriate justification: grimoire, teacher, spirit, etc.) Further Note from Hobbes: Sorcerer actually allows paths to go up to level 6; I am vetoing this. This is not a mage/sorcerer game. Level 5 alone should be exceedingly difficult. Third Note from Hobbes: Not all paths use rituals, and no path requires rituals (unlike what is stated in the Sorcerer book). However, if a path does have rituals, those rituals are important because they guarantee certain effects (to a greater or lesser potency); using these paths without rituals is often dangerous and unpredictable. See Also:Sorcery Rituals
  • "You snap your fingers, and knots untangle themselves. Doors pop open. Chests unlock. It's easy if you know how to do it." Hedge Magic is a useful ability in Torment: Tides of Numenera.
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