Hedge-Wizards & Hearth-Witches; Hearth-Wizards & Hedge-Witches

The Hedge-Wizard is a lesser form of the true Wizard trade and the Hearth-Witch is a lesser form of the Witch trade. They are parallel in practices and restrictions, so this description was compiled to tackle both at once. Both represent a few different circumstances among which the player must choose to describe the exact nature of the character’s training in magick.

Every Wizard PC who comes from a trade apprenticeship as opposed to coming through a formal university must have a MGA score of no less than 14.

Talent was required to undertake training, according to the traditions the current Masters learned at their own master’s hands. Tradition must be honored. The masters who occasionally deign to take on an apprentice to whom to pass the knowledge they have garnered follow those traditions. No master follows a standard less stringent than the one they were made to measure up to in his own apprenticeship. Only the universities have reduced teaching to a business open to all who can pay the tuition. They allow students of MSS and MGA of 11, but no lower.

Witchcraft is only passed on through trade apprenticeships and cannot be obtained through university education.

The Hedge-Wizard’s or Hearth-Witch’s training, while fulsome in its own way and allowing the character access to a good bit of magick, is nonetheless incomplete from the point of view of a full trade Wizard or Witch, and under the Intermediate and Advanced rules provides a very rich heritage of folkways through which to enjoy it.

One of the decisions the player must make is whether this incomplete training resulted because the character vacated a true apprenticeship with a lone master before he was truly done with the lore he had before him to learn, or perhaps he left the university satisfied with what he had gained in his knowledge of Wizardry and feeling no need to pursue the apex of the Arts and the university degree, or perhaps he was disenchanted with the true nature of the Arts once he learned them, disaffected with the other Wizards or Witches after getting into his training, perhaps he found he didn’t have the patience to continue, or in the case of university training, he might have run out of money for tuition and expenses or lost the support of his patron(s). The number of disenfranchised scholars in the university towns looking for a means of income to further their studies, some gainful employment or a generous patron or two, will be substantial, but the number of such students are as small among the body of university students in general as the graduated trade members out in the world are among all other craftsmen. The expenses of a student, not merely for room and board but especially for books and in this case materials for his studies in magick, especially Low Magick and perhaps Alchemy (if taken as an Allied trade under the Advanced rules), are rather steep according to the economics of the period of the game.

If the character vacated a traditional apprenticeship (never a particularly good idea), it is unlikely the master ever truly forgives him and allows him to return for anything more than casual pleasantries ever again, and that only after he gets over his anger and disappointment. It does, will, and can happen, nonetheless, but it may leave the PC in debt for the costs incurred during the apprenticeship, especially if it was a registered apprenticeship.

The university student always has the option of returning to school, as long as he can pay the tuition.

The other possibility inherent in this trade, and that which is generally preferred, is that the character apprenticed himself to a Hearth-Witch or Hedge-Wizard of one the forms of the craft (as follows), who instructed the character in only what he knew of the craft. The character’s education is not considered incomplete by such a master at all, only to those that are full trade Wizards and Witches.

There is a certain amount of hard feelings between the trades over this.

Regardless of whether the character has had any schooling, Wizardry is a scholarly pursuit at its root, so the Hedge-Wizard’s skills include those taught in Grammar School automatically, if it hasn’t been taken as a Petty Skill already. The Witch and Hearth-Witch follow the Druid’s oral tradition, however. No such schooling is included in their trade training.

All Hedge-Wizard characters are bound by the same rules and restrictions binding full trade Wizards in the use of their magick, which the player of the Hedge-Wizard character should take the time to get familiar with. These characters are granted knowledge of the Ancient Arcane trade language used in the casting of their magicks (if appropriate by the type of magick they practice, as follows).

All Hearth-Witch characters are similarly bound to the rules and restrictions of full Trade Witches in the use of their magick, and they are granted the knowledge of the High Cant as well (if appropriate to the type of magick they practice, as follows).

Players of all Hedge-Wizard and Hearth-Witch characters need to make themselves as familiar with the rules under which magick is used in the game just as much as any full trade practitioner. The “incomplete” nature of the Hedge-Wizard’s and Hearth-Witch’s trade training is expressed in a few different ways.

In comparison between the descriptions of this and the Wizard and Witch trades, the bonuses which Hedge-Wizards and Hearth Witches derive from their training accumulate more slowly than those of a fully trained Wizard or Witch.

The M-RES bonus for these trades accumulates at a rate of (1 point per 4 trade SL’s) instead of (1 per 2 trade SL’s)

Hedge-Wizards and Hearth-Witches have the same meditationally keyed, tiered eidetic memory of any full trade Wizard or Witch, HOWEVER, they are allowed to begin play with only (MGA x 0.75) dweomer skills instead of (MGA) as awarded to full trade Wizards and Witches.

Their AV’s for sensing the Ambience and magick equal, however, as is the vulnerability of their magick to iron and steel.

The main differences between Hedge-Wizards and Hearth-Witches and the full trade Wizards and Witches lie in the limits on their knowledge and uses of magick, as follows.

If the players are using the Intermediate rules, the limits on their knowledge and uses of magick are defined by the tradition in which he is schooled, whether mainstream Wizardry or Witchcraft or one of the several different folkways, following under the “Intermediate Rules” heading.

Mainstream Hedge-Wizards & Hearth Witches

These are sometimes referred to as “true” Hedge-Wizards or Hearth-Witches, much as the simple Druid. Those instructed in traditional mainstream Wizardry or Witchcraft follow its forms, just as described for full trade Wizards or Witches. Having this form of the trade indicates that the character was schooled in what is considered to be the mainstream and most effective and traditional forms of the art and craft of either Wizardry or Witchcraft. The skills and knowledge such a Hedge-Wizard or Hearth-Witch exercises is recognized by every full trade Wizard encountered, but the fact that such a character possesses a “lesser” form of knowledge and skill may not be immediately evident, depending on the circumstances and how much of the character’s craft a colleague gets to observe.

University educated Hedge-Wizards may only be equipped with the “mainstream” class or style of Wizardry. As mentioned, Witchcraft is only passed on through trade apprenticeships and cannot be obtained through university education.

The incomplete nature of the Hedge-Wizard or Hearth-Witch’s training expressed in a few different ways, as follows.

A Hedge-Wizard or Hearth-Witch taught in the mainstream traditions of Wizardry or Witchcraft can only wield Low (ritual) Magick and Common (spell) Magick.

This in no way limits the player’s choices of the specific dweomer-skills he may choose from the rosters provided in Appendix C. for Wizards and Witches, it only restricts the forms in which the Hedge-Wizard or Hearth-Witch may cast them.

When casting his magicks, a mainstream Hedge-Wizard or Hearth-Witch is required to have in hand a Talisman to use as a focus, in addition to the normal requirements of freedom of movement to gesture and the ability to speak clearly to chant or utter the incantations required, and move about the site of the casting when performing Low Magick.

This Talisman takes the form of either a wand equal in length to the distance from the Hedge-Wizard’s or Hearth-Witch’s fingertips to his elbow (1 cubit), a rod equal in length to half his height, or a staff equal in length to the his full height.

Which type of Talisman the Hedge-Wizard or Hearth-Witch carries is entirely up to the player and his character concept. At the player’s option the character may have all three and vary which one he uses according to the whim of the moment. There is no advantage to using one over the others.

At the base of its construction, each Talisman is made of rowan, ash, hazelwood, or some similar wood of magickal tradition. The Talisman is considered “all-purpose”, designed and constructed specifically for the Hedge-Wizard to whom it belongs, in accordance with his starsign, its associated element, the Quality of that sign (fixed, mutable, cardinal), and the planet(s) associated with them, their associated metals, gems, and the like, but grants no advantage whatsoever to casting any magicks the way any other Talisman normally would. The whole purpose of this Talisman is to facilitate the casting of the Hedge-Wizard’s or Hearth-Witch’s magicks – all magicks equally.

Without his wand, rod, or staff in hand to aid him, the character suffers a penalty to his AV’s to cast any and all dweomers. This penalty is equal to [(MGA) – (current trade SL)], and endures as long as he continues to try to cast his magick without, until he has his focus (wand, rod, or staff) back in hand.

The character must be very careful to protect his focus/Talisman due to the difficulties he suffers trying to work without it. Wands are difficult to conceal the nature of, while rods appear like walking sticks or canes and staves are fairly common among travellers. If the character should lose his focus or in the event that it be stolen, it takes a long time to make the replacement – perhaps as long as a year.

The GM can find the details on the process should it be needed spelled out in the passage on making Talismans under “The Tools of Power”. The general nature of the Talisman in this case means it has a fair number of aspects incorporated so it can be used for any and all occasions.

The Folkways of Magick

For the player who has a taste for something different from the “mainstream” tradition already described, he has the choice of several different and even rather colorful folkways that his Hedge-Wizard or Hearth-Witch master or mistress may have been instructed in, instead. These range from the more sedate Cabalists  to the more traditional Alchemists, as well as Mediums and Magi, and the exotic Drug- Trance Wizards and Witches, and the ancient practice of knot-magick adapted for the purposes of the Great Weavers.

This aspect is one the player should think over carefully. If any approach other than mainstream is preferred, the alternative ancient folkways can have a direct and heavy impact on the character and his needs and practices in regards to his magickal craft once he enters play. This dictates the method by which the Hedge-Wizard or Hearth-Witch casts his magicks, bringing some interesting variations to the process of casting magick and also to the career path of the Hedge-Wizard or Hearth- Witch.

Choosing one of the folkways described here indicates that the master under whom he studied magick was himself schooled ONLY in that form of magick.


The Cabalist performs his magicks by the scribing of the ancient runes upon which the very foundations of the world are laid, like the Norse runes or the Ogham letters of the Celts. The magicks of the Cabalist are focused on the essences and True Names of all that is. They are Master Namers by nature, but not restricted to that particular Art. Instead of the Ancient Arcane language of Wizardry with its five distinct jargons for the Ars Quintates, the Cabalist has his ancient Runetongue Linguist skill instead, and also a special set of runes for each of the five Arts. Due to the ancient roots of this tradition, it is more commonly associated with Witchcraft than with Wizardry. While both are equally available to the player during character creation, those that practice Wizardry by this folkway are considered notable.

Cabalism itself is an alternate Form for both Common and Low Magicks (spells and rituals), to be tracked with its own SL in the same manner as a Wizard’s or Witch’s Forms. A Cabalist can never achieve the equivalent of High Magick with his art, as something must always be writ, even if it is only a single character or rune.

Unlike the Common and Low magicks of mainstream Wizards, Common Cabalist and Low Cabalist Magicks require no incantations or chants of any kind, though many often do chant the names of the runes they are using in a sing-song sort of mantra to aid in casting. This is NOT required, however.

For the most part, the rituals of the Cabalist appear as great varicolored designs made up of winding tracks of runes, looking very much like the sand-painted mandalas of the East.

That which the Cabalist wishes to Enchant or ensorcel, he must write or paint upon, or alternately he must be able to write in something like Balefire in the air, or scribe his runes on the ground, pavement, or floor, or wall, door or shutter, on some object or vessel, or on a hide or parchment and show it to the target, thus triggering the magick to manifest.

Cabalistic spellcraft takes twice as long as a Common spell from a mainstream Wizard to cast (2 Actions for Common Sphere spells, 4 Actions for Noble Sphere spells, and 8 Actions for Sovereign Sphere spells, instead of the normal 1, 2, and 4 Actions), but skill shortens the CTM in the same manner, with the same minimum CTM.

Low Magick takes the same amount of time for a Cabalist to cast as a normal, mainstream Wizard’s ritual.

Naturally, the Cabalist must have his writing tools, equal in description to the Scrivener’s kit listed in the Equipment & Adventure Gear rosters in Appendix F., but also containing a small selection of sable-hair brushes in various sizes. This kit must be treated in the same manner as a mainstream Wizard’s ritual kit, with the same restrictions on allowing others to use it, and the same consequences for failing to do so.

The cost for the ritual supplies of a Cabalist are one-fourth that required of mainstream Wizards for their rituals, and those costs may be defrayed by the use of the Alchemist skill to make those supplies, as described in that trade, and even more of it may be defrayed if the character is also an Herbal with the Forage skill to go out and gather his own materials, as discussed under the Herbal trade.

If the Cabalist is also an Alchemist, he has the special formulæ for making special paints, inks, colored chalks, or crayons, or marking sticks that can only be seen under certain circumstances or lighting, such as Moon Runes, Sun Runes, Celestial Runes, Blood Runes, and the like, and also one that can be painted upon the air which appears as burning “Balefire” or “Wizardfire”, equal to the Wizard magicks of the same names.

Successful casting makes the Cabalist’s runes glow with Power for those who have the Sight to see, but as they are not the key to the power itself but only a prop, simply copying the runes does the uninitiated no good whatsoever.

Divination by a Cabalist must always involve the use of a prop of some sort such as a rune board, or rune-carven bones, or rune tiles, or the like, in the same manner as described under the Spirit Skills. This is the vehicle for his Divination magicks, and he must make his own and keep it with him when he wishes to cast a Divination, or make a new set or improvise a replacement if he should be without or his get lost or stolen in the course of the game.

Unlike other Forms of magick, a Cabalist’s magick is subject to the charm of “Erasure” in the same manner as a “Dispelling”. The Cabalist’s runes are impervious to any mortal means of washing or scrubbing off, no matter the means by which they were applied, they are magickal by their very nature. If the runes of power can be successfully “Erased” by magickal means, the magick is dispelled.

Failure to successfully cast causes the Cabalist’s runes to instantaneously burn themselves up and blow away, though without being a danger to anything or anyone at all in the process. Afterwards the surface is returned to the same state it was before the Cabalist scribed upon it.


This Trade is expressed in the descriptions of the university curriculi as one of the degree tracks a character can follow, but rather than encompassing all of the possible knowledge that the study of Alchemy can result in, the Hedge-Wizard’s knowledge is centered specifically on two aspects of magick. Those substances when compounded that of their own essence and the Hedge-Wizard’s skill have magickal effects (magickal formulæ for potions, powders, crystals, magick beans, etc.) and those they can make to be vehicles to carry the magicks cast by other magick-wielders.

The Alchemist Wizard is a departure from the usual university-trained trade Alchemist in that he is able to make various substances of magickal effect simply by combining the rare and special ingredients his formulae call for and unlocking the magickal power inherent in their essences through their own incantations, following the mysteries of the elusive Philosopher’s Stone.

The att. mod’s to prepare any of the formulæ for magickal substances are based on the Alchemist’s MGA and CRD scores

Practicing Alchemy can be as risky as the craft described for trade Wizards, potentially squandering a great deal of money in materials in case of an alchemical accident, as discussed under the Scholastic trade of “Alchemist”.

In character creation, the player is allowed to choose up to (character’s MGA x 0.75) in specific dweomer skills from the Wizards’ roster of skills in the same manner as any other Hedge-Wizard. These skills are actually expressed in the form of magickal formulæ for concocting various substances to produce those magickal effects when properly employed.

The Alchemist has a separate formula, and therefore skill, for each of the Ars Quintates that can be used to express a given dweomer.

For example, the Alchemist has three different formulæ for concocting a substance that confers the effects of a Strike Warding magick, one for Enchantment for the protection of objects, one for Sorcery for the protection of living creatures and/or beings, and one for Naming that can be used in either capacity or applied to an object to provide that protection to living creatures and beings when worn.

ALL Alchemist magick is considered Low Magick, as the process of creating any and all substances for which he has formulæ are defined in terms of the time required to make them as any other alchemical concoction PLUS the CTM that would normally be required to cast the resulting magick as a ritual, in the same manner as the work of a Druid-Gowan.

For those substances that are to be applied to living creatures and/or beings the minimum dose is equal to (STA ÷ 4) in points of POT administered. This dose will allow the dweomer to manifest at a POT of only 1.

For this use the STA score is modified for Build.

Once the (STA ÷ 4) minimum to saturate the recipient with a POT of 1 is reached, the POT of additional grams (if dry) or drams (if liquid) administered/taken by the recipient are added to the effective POT of the dweomer’s effect.

IF the recipient has a STA of 20 as a human (no Build modifier) is given 5 POT-worth of a magickal preparation of 1 POT per dram in concentration, its effect manifests with a POT of 1 (STA 20 ÷ 4 = 5).

IF the recipient then takes another 5 drams at the same concentration of POT 1, the effective POT of the dweomer rises to a POT of 6 (1 POT already established + 5 more = POT 6).

For those substances to be applied to objects, the minimum dose is equal to (sum of it’s Size as measured in all three dimensions, length, width & height) in total points of POT.

An object’s Size Rating is roughly equal to its measurement rounded to the nearest foot (subject to the GM’s ruling), however, in this case all three dimensions are measured, not just one, as is the case with weapons.

Using this minimum dose results in the dweomer taking effect at a POT of one (1).

The POT of additional grams/drams administered raise the effective POT of the magick’s effect accordingly.

For example, a tincture prepared at a concentration of 5 POT per gram/dram applied to a longbow with a Size of 6 (length alone, as width and depth of the object are negligible, being less than 6in’s) would not quite be affected by the first dram (POT 5 – Size 6 = -1), and the first point of POT of the second dram would provide a POT of 1 as it finished encompassing the object. The 4 remaining points of POT of the second dram bring the POT of the dweomer on the bow up to 5, and an additional gram/dram brings it to 10.

The POT of any given effect may ONLY be so compounded to be cumulative in this way so long as it is all applied out of the same batch.

Otherwise, only the alchemical preparations of different recipes, compounded by different alchemists may be compounded in POT this way.

The DV’s for making any of the Alchemist’s magickal formulæ are determined not only by the concentration of the POT of the substance but the number of grams or drams (beans, crystals, etc.) being concocted or prepared at one time, as well as the Art by which the Power manifests.

The DV for brewing, concocting or otherwise making any of the Alchemist’s magickal formulæ start with the normal base DV according to the POT, the Art to which the resulting magick belongs, always assuming “Low Magick” as the Form, and the Sphere of Power of the formula being used, normally, according to table 2-1. in “Magick in Play”. In this case, however, the POT referred to is the concentration of POT per gram/dram being made.

The base DV increases according to the number of grams, drams, magick beans or crystals, etc., of magickal effect that the Alchemist wishes to make in one batch. The more he tries to make at once, the more difficult the procedures. The bonus to the DV is a Progressive one, per (1) per gram/dram being made. 

In addition, each of the areas of knowledge discussed under the Scholastic trade of Alchemist (healing salves and elixirs, common domestic products, combustibles, poisons, paralysant, stimulant, sedative, and soporific drugs, potion bases to carry others’ dweomers, etc.) are also included among the Elective skills for the Hedge-Wizard Alchemist character. The skill of making substances that are vessels for carrying the magick of others is considered a single and totally different skill from the individualized skills of making substances whose effects are wholly magickal upon completion, in and of themselves. In the same manner as the casting of True Magick, which nets the Wizard one SP each in the Art, the Form, and the specific dweomer skills, every time the Alchemist brews one of his magickal formulæ he receives a SP towards his skill in making magickal formulæ in general, and also one SP in the specific skill for the particular formula made.

Unlike those of other trade Wizards, the magickal formulæ of the Alchemist are not memorized and maintained in a special trade memory and cannot be concocted without the tome in which the Alchemist keeps his magickal formulæ and attendant notes compiled, nor may they be made without a complete alchemist’s lab. Unlike other sorts of Wizard, the Alchemist may attempt any formula that he comes across in his journeys with a SL equal to his half his SL at making magickal substances in general, providing that the formula attempted also lies within the Sphere of Power of the skills he already has. Every time that he uses the formula without taking the time to actually learn it and add it to his repertoire, he earns one (1) SP towards actually understanding it well enough to gain an effective SL of 1 with it. In this way he can learn it on his own.

Alchemists do NOT posses any of the special trade abilities possessed by Wizards, no Spirit Skills, nor ability to sense magick or the Ambience, and no enhancement to the character’s M-RES. Nor are they subject to the effects of magickal ENC, as they can never carry the weight of a dweomer. The substances he creates are effectively “tied-off” by definition, but the duration of any given dweomer produced is the Alchemist’s to choose in the same manner as any more traditional Wizard, HOWEVER, the standard of DUR chosen for any given substance made applies to every dose of that substance made in the same batch. ALL of a particular substance that is made at the same time, in the same batch, functions according to the same parameters, as chosen by the Alchemist at the time it was made. For the Alchemist character there is no such thing as a High Magick or even Common Magick, all of his substances are created under ritual Low Magick circumstances using ritualistic procedures and a lab that takes the place of the traditional ritual kit.

If the Alchemist as a beginning PC has enough money and the player wishes to invest it in stock already made, he can certainly begin play with some of the substances for which he has formulæ to make, already in hand.

The Alchemist character may save on the costs of the substances that he makes through the use of the Forage skill(s) under the Herbal trade that is also available as a Secondary trade along with his Alchemist Trade, in the same manner as described for the ritual costs for other Wizards.

The base cost for this process is equal to half the cost of a ritual casting of that magick, or 6d., per point of POT the PC is trying to achieve. The POT for determining the base cost is equal to the concentration of POT per gram/dram the player chooses to make. The total cost is equal to the base PLUS 1s. per gram/dram beyond the first of the substance in the batch being made.

For example, an Alchemist brewing 10 grams/drams of a “Nature Bonds” formula at a POT of 30 per gram/dram must spend 180d. (6d. or half the normal 1s. ritual cost x the 30POT), which is 15s., plus 10s. more for the 10 grams/drams being made, which comes to £1. 5s. If he has the Herbal skill and the knowledge to Forage he could reduce that by half.

The time required to make the Alchemist’s magickal substances is equal to that required to make potion bases to carry others’ dweomers PLUS the normal CTM for the casting of a ritual, though POT is determined by the concentration of POT per gram/dram and multiplied by the number of grams/drams of the substance in the batch being made.

Because of the sometimes wildly uncertain nature of the forces with which they work in their craft, the fact that the Alchemist pays to create a certain amount of a given formula for a particular magickal effect is NO guarantee that he ends up with the same amount that he has planned on when he starts out. As a matter of fact, he very rarely ever will.

The Alchemist only ever reaps a percentage of that which he has set out to make. This is equal to the roll of d100, PLUS the amount by which the d100 check to determine the success of the exercise is made, plus his SL with the specific formula made, as a percentage, but never yields less than one (1) gram/dram. The variable base d100 roll is called the “yield base”.

For example, if an Alchemist attempts to concoct 10 grams/drams of a formula with which he has SL 13 and his player rolls 10 below the number needed to succeed in his attempt, he would add 10 to the Yield Base d100, in this case 32, and also his SL of 13, for a final Yield of 55% of the 10 he started out to make and paid for, or 6 (5.5).

IF the Yield percentage is greater than 100%, it indicates that by the Grace of Fate and his own native skill he has actually achieved sufficient success that the quantity he ends up with is greater than that he started with the materials for, without any additional cost or taking any longer to concoct.

Alchemy was always looked upon as a chancy pursuit at best, for the idle rich and eccentric nobles, historically. The GM determines the Alchemist’s percentage chance of success in the same manner used for the casting of any other Wizard’s magick, or the use of any other skill in the game, for that matter.

If the GM is using the Heroic Effects Advanced rules, the Alchemist should be offered the option of applying these results to the yield, while never raising it beyond that which the Alchemist originally set out to make. In the above example a double effect Heroic Success would allow the Alchemist to reap 8 applications rather than 4 of the 10 he set out to make, while a triple effect success would allow him to reap all 10. These are the only circumstances under which he can reap ALL of the batch he is making.

Bumbles when they occur are always combined with alchemical accidents, depending upon how badly the d100 roll to determine success is failed, according to the rules governing accidents and magickal Bumbles under the Advanced rules.

Up to this point we have only discussed the materials created by the labors of the Alchemist character in general. This is because the actual form of the substances he creates are up to the GM and the player to work out between them.

The Alchemist’s formula can produce thin (alcohol-based) liquids to be sprayed through an atomizer – perfect to create the “Cloud of Fog” (Obfuscation) or “Circle of Darkness” magicks, or possibly even one of the various types of “Darts” or other similar weapons, especially perfumes to have “Beguiling” effects. The Alchemist may come up with powders, glittering and sparkling, to be used by the pinch in the boots for a “Fleetfoot” effect, or to be sprinkled over the recipient’s head. A formula could result in an unguent to be rubbed all over or on selective areas of the user’s body for a “SwiftHeal” effect, or a liquid to be imbibed after the fashion of a true magick potion, or even a bright crystal to be thrown upon the ground and stomped on to shatter and release a “Blinding Flash” or similar dweomer, or to be hurled at a target to transform in the air into a “Stardart”. The Wizard may end up with a handful of special “Size Enchantment” soil giving a “Jack and the Beanstalk” or “James and the Giant Peach” type of effect, or seeds that burrow into the ground and sprout forth with a “Wall of Vines”, “Wall of Thorns”, “Nature’s Saving Grace” or “Plantmaze” magick, or he might produce little seeds or seedlings that grow before the very eyes into a bush or tree bearing a fruit for each gram/dram made that yields a particular magick once eaten.

It should be the fumes of the cauldron holding the substance of the “Summoning” that attracts the target’s attention and draws them to the Alchemist. The material left over after such a Calling should be useless, or perhaps, if deemed edible – lunch. In cases of formulæ for such dweomers as “Power Cache”, the object in which the Cache is imbued should have to be steeped in the concoction as it is made, for the entire CTM, in order to take effect. The same process should be followed for any object to be enchanted by the Alchemist, unless the GM decides that a stoppered recess in the object for holding the Alchemist’s brew is sufficient, or that the sprinkling of a powder over the object or rubbing an unguent or tincture into the object is acceptable.

Whatever the form settled on for a specific magickal formula, it should remain constant for the formula for that particular dweomer for that Alchemist. Of course, if the GM gets inspired and comes up with another form he also likes, he might make the formula belonging to another such Alchemist just different enough that it results in a different type of substance with the same magickal effect. The Alchemist might research the possibility of coming up with a new formula if he is not satisfied with the form that results from the formula he already has or seek the formulæ of others of his craft if he discovers another is already making a preparation he prefers to express a familiar dweomer.

Another aspect that the GM must consider with Alchemist Wizards is the precautions that must be taken when carrying the materials created on the road afterwards. Seeds should be kept dry and at least moderately cool or they may sprout spontaneously releasing their magick, crystals will no doubt be somewhat fragile, and powders and such things as elixirs, potions, unguents, and salves should all be kept in sealed containers of some sort, preferably water-tight ones of dark, preferably brown glass or solid crockery to prevent their deterioration by exposure to sunlight. It is up to the GM whether water or some other liquid will thin an elixir, potion, or salve, or dissolve a powder after it has aged a while. Perhaps by an extra step of preparation a powder might be created that can be reconstituted in order to be used, whether to be consumed or applied topically.

If properly stored, the substances of the Alchemist Hedge-Wizard have a shelf life of (skill AV) months. If “put-up” and sealed by the skills used for canning, which the Alchemist is fully versed in, this rises to (trade SL) years, or until the seal is broken, whichever occurs first. The (skill AV) months of the substance are not to be counted until after the seal is broken in these cases.

Those substances used up during that time have their full potency. After the shelf life expires, the substance will lose one (1) point of the POT of its power, and another every (formula SL) days thereafter until it reaches zero and it becomes useless.

This form of the trade is probably more appropriate to a NPC rather than a PC, unless the PC has a strong second trade. It is fine for a NPC to sit around making potions and selling them and accumulating a store of ready-made magickal substances, it makes for a great foil or adversary for the PC’s and dictates the form of a significant portion of the Booty. The PC Alchemist-Wizard must sit out of play for large chunks of game-time working on accumulating a small store of magickal substances, but when he is done, they are a great resource and can spare the difficulties sometimes associated with casting magicks on the spot to tackle challenges. For a PC, it is a different style of play. The rest of the party must go on about their business perhaps having further adventures and earning more SP’s while the PC Alchemist is closeted in his lab, albeit earning SP’s of his own towards his craft.


This special type of Wizard or Witch is dependent upon the drugs under which he received his trade initiation and training, roughly corresponding to mescaline, peyote, betel nut, poppy milk and similar substances commonly used for religious ceremonies and vision quests by Native Americans and indigenous peoples around the world. Without his drugs, the Drug-Trance Wizard or Witch is little better than an over-educated case of frustration, unable to tap the magickal skills in his trade memory due to the fact that it and they were constructed and stored under the influence of those drugs and keyed primarily to that artificially induced state of mind. While the Drug-Trance practitioner can have full use of his trade senses and abilities, to sense magick and the Ambience as described for the Wizard Trade, use any Spirit Skills, even cast magick, his effective SL’s and trade SL are restricted to (1 per 4 trade SL’s), to a maximum no greater than (MGA ÷ 4). This restriction is eased by one (1) trade SL per level of POT of the trade drugs once they are in his system.

Like the mainstream Hedge-Wizard or Hearth-Witch, the Drug-Trance practitioner is limited to only Common Magick (spells) and Low Magick (rituals), but the drugs take the place of their Talisman (wand, rod, staff).

The GM must determine the exact nature of the drug that the Wizard or Witch must use to achieve the trance to use his magick, whether inhaled as a fumitory, like hemp, hashish or opium, chewed like betel nuts and leaves or coca leaves, or chewed and ingested like mescaline or peyote.

The dosage required of the drugs are governed by the Wizard or Witch’s STA, and the effect measured in POT.

The minimum dose is equal to (STA ÷ 4) in total points of POT administered. Use STA modified for Build. This dose allows the drugs to manifest at a POT of only 1. The POT of additional grams (if dry) or drams (if liquid) administered raise the effective POT of the drug’s effect accordingly.

The POT per gram or dram can be affected by the skill of the Herbal having prepared the drugs, however. While a POT of 1 per gram or dram is assumed, the concentration of POT per gram/dram can be altered as the Herbal desires. The higher the concentration of POT per gram/dram the more difficult the drugs are to prepare. Higher POT per gram/dram reduce the amount of the drugs needed to affect the character accordingly.

IF the Wizard or Witch has a STA of 20 as a human (no Build modifier) and is using drugs prepared at a concentration of 3 POT per dram, 6 drams won’t quite do it, and the 7th will put him up to a POT of 2 (6 x 3 = 18; 2 points of the 7th gram/dram finally encompass the Wizard or Witch with a POT of 1, but the 1 point of POT left over brings the POT up to 2. The 8th gram/dram of the same Herbal’s preparation brings the POT of the drugs in the Wizard or Witch’s system up to 5.

The level of POT of the drugs the Wizard or Witch must consume to access his magick depends on the POT in magick he wishes to cast.

When employing Common Sphere drugs, the Wizard or Witch may cast magicks up to (drug POT) in POT. The cost for the drugs required for performing Common Sphere magicks is [(POT desired) + (STA ÷ 4)] in farthings (subject to availability). Use STA modified for Build.

When employing Noble Sphere drugs, the Wizard or Witch may cast Noble Sphere magicks up to (drug POT) in POT, and/or Common Sphere magicks up to (drug POT x 5) in POT. For the drugs required for performing Noble Sphere magicks the cost is [(POT desired) + (STA ÷ 4)] in ha’pence (subject to availability).

When employing Sovereign Sphere drugs, the Wizard or Witch may cast Sovereign Sphere magicks up to (drug POT) in POT, Noble Sphere magicks up to (drug POT x 5) in POT, and/or Common Sphere magicks up to (drug POT x 25) in POT. Those required for Sovereign Sphere magicks should cost [(POT desired) + (STA ÷ 4)] in pence (subject to availability).

The price is naturally higher in those areas where the drugs are harder to obtain.

While the drugs used to cast the magicks of the upper Sphere magicks may also be used to cast the magicks of the lower Spheres (Sovereign Sphere drugs for casting Noble and/or Common Sphere magicks, or Noble Sphere drugs for casting Common Sphere magicks also), the drugs needed to perform the Common Sphere magicks may only be used for the casting of Common Sphere magicks, and the Noble Sphere drugs for casting magicks of a Sphere of Power no higher than the Noble.

All magickal research and learning of new magicks must also be completed under the influence of these drugs, though a simple POT of 1 will suffice, in order to be properly integrated with the rest of his knowledge and skill under the seal of the drug-trance.

The Wizard or Witch is HIGHLY unlikely to find these drugs in markets smaller than those found in regional centers of import/export, or staple towns, primary markets or faires of national importance.

The amount of time required for the drugs to take effect and for the Wizard or Witch to achieve the drug-trance state is (STA) minutes, MINUS the [(POT) + (CND att. mod.)] of the drugs taken, with a minimum of one (1) minute. The player and GM will note that subtracting a negative number is the same as adding the positive integer.

The healthier the character, the more swiftly and efficiently his metabolism can assimilate the drugs. The effects of the drugs start at a POT of one (1) and build at a rate of one point of POT per minute thereafter until their full strength is achieved.

While the Wizard or Witch is under the effects of the drugs that enable him to access the full extent of his skills, knowledge, and magick, his AGL is reduced by (total POT of the drugs in his system) and his AWA raised by half that amount in regards to cognizant senses, but cut by half in regards to the sense of touch. This affects all aspects of the character normally affected by those scores. When his AGL is reduced to zero (0), the Drug-Trance practitioner is unable to move about to care or act for himself. In this case, the Wizard or Witch’s needs must be attended to as long as the drugs continue to suppress his AGL to that degree.

If the character is concentrating upon a single movement using only a limited part of his body (Head/Neck, arm, leg, etc.), this penalty does NOT affect his CRD with it. Because of this, the magicks of the Drug-Trance Wizard or Witch require only the freedom of a hand to gesture or the Wizard or Witch to utter an incantation. The enhanced abilities of the spirit of the Wizard or Witch caused by the drugs allows him to complete the magick in this way without hindrance, unlike mainstream full-trade Wizards. Those who are not accustomed to them in the same intimate fashion as the members of this trade will suffer only their more  debilitating effects, CRD impaired along with AGL.

The length of time that the drugs stay in the system of the Drug-Trance practitioner allowing him to continue to have full use of all his magickal skills is equal to the (POT) of Common Sphere drugs, or (POT x 5) for Noble Sphere drugs, or (POT x 25) Sovereign Sphere drugs, counted in mileways. This can be extended, stretched and ridden up to [(MGA ÷ 4) minutes per trade SL] units longer. As the character’s ability in his trade rises, the better he can utilize and prolong their effects on his consciousness.

Once this time limit expires, the drug’s effects slowly begin to fade, losing one point of POT immediately and another every [(STA) – (character’s CND att. mod.)] minutes thereafter (minimum 1 minute) until it reaches zero.

The practitioner is limited to no more than (CND + trade SL) in POT of the drugs he may safely take for his magick, however. While this effectively limits the POT of magick he can cast, he can try to exceed this limit if he is daring or feels the situation warrants it. Doing so has its dangers, however.

Once the practitioner has exceeded the limit on the POT of drugs he can safely consume, a successful P-RES check must be successfully made in order for him to maintain consciousness

The DV for this check is equal to the TOTAL amount of POT in drugs consumed (not just the amount by which the limit has been exceeded). This DV is doubled for Noble Sphere drugs and quadrupled for Sovereign Sphere drugs.

IF made successfully, the character may maintain his grip on consciousness and function, but requires another such roll every [(P-RES) + (trade SL)] minutes in order to continue to do so.

IF the P-RES check is failed, the practitioner sinks into a coma for so long as it takes the drugs to clear out of his system, and he loses one (1) point of CND. This loss affects all aspects normally affected by CND. Any points of CND so lost return in the same amount of time the character requires to heal a BP of damage.

Except for the special conditions under which their magick must be performed, Drug-Trance Hedge-Wizards or Hearth-Witches are bound by the same rules and restrictions as a mainstream Hedge-Wizards or Hearth-Witches, determining their M-RES bonuses and abilities in sensing magick and the Ambience, the number of magicks they may begin play with, and so on.

Upon reaching the Master LoA, the Drug-Trance Hedge-Wizard and Hearth-Witch is eligible to seek out a master in High Magick and finally learn that Form, starting with SL1.

Upon reaching the WorksMaster LoA, the Hedge-Wizard or Hearth-Witch who has taken the time previously to learn High Magick is able to wean himself off of the drugs he has required up to this point. His knowledge, skill, and understanding of the processes of the Trade and its abilities will have grown to the point where he will have no further need of them to cast his magicks.

Upon learning the new lore and achieving this LoA, the rate at which benefits accrue due to the character’s trade will change to that enjoyed by full trade Witches and Wizards. All discrepancies in knowledge between them will have been remedied.

This is ONLY allowed to those who have taken the time to learn High Magick.

IF the character elects to use the drugs to perform any magick beyond this point in the growth of his knowledge, he will actually gain a 1-point bonus to his casting AV’s for every trade SL earned from WorksMaster LoA onward per point of POT in drugs taken, to a maximum of (MGA att. mod.) per point of POT in drugs consumed.

For the reader’s convenience, and also in order to avoid having to repeat the same information over as many times as there are trades of magickal practitioners, the reader is directed to the passages that appear under the heading “Common Elements of the Trades of Magick”, as follows and, especially within those passages, that found under the heading “Under the Mantle of Power”, for this is where most of the vital information concerning the trades’ magickal trade benefits and abilities are detailed.


The Magus (sing., “MAH-goose”; pl. Magi “mah-GEE”) travels the wide world preaching his holy vision, the path of wisdom and power achieved through his religious philosophy as he pursues the ascetic life of a Mystic, and the secrets of the Universe gleaned from his knowledge of the Arts and Forms of Hedge-Wizardry discussed in this trade description. This may be mainstream or expressed as any of the folkforms: Cabalist, Knot-Weaver, Drug-trance, etc. The Magus believes that all things in the world stand for either good or evil according to some mysterious master plan. For them there is no middle ground, merely indecision. Good and Evil are perceived by them as rival deities between whom one must choose. These are the prime forces in the universe to the Magi, constantly striving against one another, forces they serve as both holy Mystics and as Wizards. The Magi are divided between these two forces, forming two factions, the White Magi serving Good and Light, and the Black Magi serving Evil and Darkness.

Please note that this folkway is not available for Hearth-Witches.

The White Magus pays strict attention to the state of his Virtues, and never touching blood nor the blood mana discussed under the Advanced rules, nor come into contact with any dead animal matter nor death mana, for fear of polluting his own spirit. If he turns to mortal sources of mana in the use of his wizardly Arts he will use some more wholesome variety. Intent is everything, and the White Magus is very conscious of not only his motives but also his means, that every exercise of his power be for the right reasons and exercised in an appropriate way. Those who follow this Path of Grace and arcane lore prize it as an exalted profession, spending much time seeking to attain greater wisdom through their power, grateful to be so gifted in their Arts.

The White Magi should be the strongest and most implacable servants of Light in the GM’s world, ruthlessly rooting out the servants of the Darkness and bringing them to the justice of the Light. Their fury against the Darkness is as unrelenting as the servants of the Darkness are subtle and deceitful. They are the smallest of the factions in the struggle of the Light and Darkness, for few are gifted with Grace in addition to having talent for magick.

The Black Magus, on the other hand, is the walking embodiment of the Vices. He is Temptation in the Flesh to those around them, always looking for weakness and Desire, testing to see where he can compromise the souls of those around him. Delving deeply into the tangled web of the deceptive and destructive powers of the Spheres of Darkness, Black Magi seek power and gratification and care not for the cost. Seducing, corrupting, and enslaving the bodies of the dead and/or near-dead, binding the souls of the living to them, even bartering their own flesh and/or souls away a bit at a time, the Black Magus does whatever he must. As long as it brings power or advantage of some sort, the cost can never be too high – particularly if another can be made to pay it.

The very nature of the folk who serve the Darkness provides a source for a fair amount of in-fighting within the various brotherhoods and between the different organizations dedicated to the Darkness. However, the mutual goal towards which they work, that of gaining ever higher and more influential positions in society so they can corrupt more and more the fabric of society, keeps this fighting from getting out of hand, for the more power that the Black Magi and Mystics of the Darkness hold in the world the greater influence the Darkness has upon the fortunes of the community or country. This is one of the major reasons for the general outlawry of the religions of Darkness, aside from the heinous acts committed by many of the priesthoods in their rites.

If the PC is living and adventuring in a highly pantheistic world, his choice of an actual patron deity and religious order is very important to the character persona. Making this information available for the PC’s makes the choice between the deities that much easier, according to the practices of the religious orders that serve them. The GM might make life a little easier for himself by specifying that the Magi possess their own order(s) and work from there. Unlike the full Trade Mystic, the Magus does not begin play being yet able to achieve the state of Grace that enables him to create miraculous manifestations as a true Mystic does. This comes only in time as he rises in trade SL. His link to the divine is strong and constant enough, however, for him to be able to exercise the Feats of a true Mystic. In all other ways, except those abilities that come with the Ascension to Grace, the Magus shares the trade abilities of a true Mystic.

Upon achieving the trade SL10, the Magus must withdraw on a religious retreat as described under the passage “The Pious Life of the Mystic” in order to commune with the Light for (trade SL) days. Upon his return, he is then endowed with the ability to Ascend as a trade Mystic, but only by the use of the holy rites used by the full trade Mystic, not by prayer. This conforms in every way to the rules and procedures presented for full trade Mystics, except that the character’s effective trade SL in exercising this ability starts anew at one (1) here.

Upon achieving the trade SL20, the Magus will again need to withdraw on a religious retreat as described under the passage “The Pious Life of the Mystic” in order to commune with the Light for (trade SL) days. Upon his return, his ability to Ascend as a trade Mystic is then transformed in such a manner that he is able to make use of the holy prayers used by the full trade Mystic to Ascend and pursue his miraculous works. This conforms in every way to the rules and procedures presented for full trade Mystics, except that the character’s effective trade SL in exercising this ability starts anew at one (1) here.

It is very important that the player of the Magus character read both the Mystic and Wizard trade descriptions and the rules of magick in depth, so that he may understand the full responsibility and all of the restrictions on his power and position.

As mentioned at the beginning of this description, the player must choose a format for the tradition under which his Hedge-Wizard was instructed in the knowledge of this trade. It is important that the player and reader understand that the Magus is a combination of somewhat limited forms of the two trades. Any of those formats presented under the Hedge-Wizard, Hearth-Witch description are acceptable, and the specific format may well be applied to both the Wizard and Mystic aspects of the trade (GM’s discretion). Indeed, each side of the trade may well have a different format, and perhaps should.

The Magus has the benefit of all the trade abilities described for both Mystics and Wizards, from the Holy Aura, Truthsay ability, and Laying on of Hands and Calming Touch, to the Sense Magick and the Ambience. Where those trades provide exactly the same benefit, it is NOT cumulative, however. The HRT bonus from the Mystic side of his Trade affects the character’s M-RES and P-RES scores, normally, however. The fact that M-RES is enhanced by the bonus from Wizardry afterwards is irrelevant. The bonuses are not identical; rather, they compliment one another, compounded.

The Mainstream Magus is also able to learn High Magick and to achieve the same freedom from his Talisman as he progresses in LoA, as described under Mainstream Hedge-Wizards, previously.

For the reader’s convenience, and also in order to avoid having to repeat the same information over as many times as there are trades of magickal practitioners, the reader is directed to the passages that appear under the heading “Common Elements of the Trades of Magick”, as follows and, especially within those passages, that found under the heading “Under the Mantle of Power”, for this is where most of the vital information concerning the trades’ magickal trade benefits and abilities are detailed.


Mediums are a form of Hedge-Wizard or Hearth-Witch that perform their magicks in conjunction with a familiar spirit, with whom they share their consciousness in a trance state for the purposes of casting magicks. Each Medium has one such spirit and only one with which he works his magicks. These spirits are gained and form a sympathetic bond with their hosts during trade training, and are groomed to be a sort of alter ego. For the purposes of roleplay, the spirit is indistinguishable from the character himself when sharing body and consciousness for casting magick. All of the Medium’s specific dweomer skills held by the Medium’s spirit alter-ego, but the Medium has full use of his trade abilities when he is not entranced and possessed of his spirit agent and has full access to the general knowledge skills of the Ars Quintates and the Forms, and the general Lore of the craft that all characters possess of their own trades and colleagues.

The Medium requires a period of meditation and contemplation to sink into the trance-state through which he may attempt to reach his spirit agent to use his magickal skills.

The character’s AV for joining with his spirit agent is equal to his trade SL, with an att. mod. based upon the character’s MGA score.

The DV for this is equal to the Medium’s own [(CHM score) + (HRT att. mod.)], for he must subdue his own personality and sense of self for his alter ego to join him.

The time required to accomplish this is equal to the DV, in Actions according to the character’s RoA and the rules for tactical play.

The link the Medium shares with his spirit agent is actually embodied in some small personal possession, preferably one that is worn which can donned and doffed as necessary, such as a medallion, a ring, an earring, a cap or hat, a veil, a cloak, robe, or coat, or some similar such. Without this physical link, the Medium’s effective trade SL is reduced by 1/4th normal or (MGA ÷ 4), whichever is less, for purposes of reaching his spirit agent and bonding with him to access his full, true skills and power.

These spirit-focus objects do not radiate magick in any way, though they may show a slight aura of life if subjected to a “Reveal Life” Divination, and then only when the object is lying alone, separated from contact with any living creature or being. Such contact definitely overshadows the focus object’s own small trace of life. The spirit-focus object also shows a bond of resonance with the Medium equal in POT to his trade SL if subjected to a “Read Object” Divination.

When he enters his trance-state, the Medium’s body must be supported in some way, either by sitting in a chair or lying down. If this precaution is not taken, the Medium may fall when the spirits join and injure the body.

If playing by Advanced rules, in addition to the WND cost for the magick cast while his spirit agent is bonded to him, the Medium is required to pay 1 FTG every [(MGA ÷ 4) + trade SL] minutes that he maintains the trance-state and connection with his spirit agent.

In addition, while the spirit agent is occupying the Medium’s body, no P-RES checks are required to tap any of the deeper levels of WND and FTG. While he should be diligent in watching the energy used, it is not uncommon for a Medium to return to a depleted body and have to immediately retire to rest and recoup.

While joined with his spirit alter ego the Medium may move about and act as his normal self, but unable to remember any events occurring during that period of time once the trance and spirit bond are broken. The GM must watch the PC in this, for it is certainly not a license for outrageous behavior, the PC must keep the character consistent, but the spirit’s knowledge separate from the PC host’s.

The alter ego must return the Medium’s body back to the place where it was first assumed. Otherwise, he is not guaranteed to be able to find it again in order to return to it.

If not, the GM must call for a d100 check for the Medium to find and return to his body,

The AV for this check is equal to the Medium’s trade SL, plus att. mod’s based on his CHM and HRT scores.

The DV for this check is equal to the number of feet from the original position that the body is located, minus the Medium’s trade SL. The PC’s spirit waits in the place where it was first displaced from the body to rejoin it.

The Medium is in a very vulnerable state while possessed of his spirit agent, in that any injury done to the body while he is out of it creates a chance that the spirit agent flees the body and leaves the Medium to find the body and return to it as best he can.

IF the Medium’s body is Stunned or numbed by a blow in combat the player must make a successful P-RES check against the number of points of damage suffered.

IF successfully made, the Medium and his spirit agent may continue as before, normally.

IF the roll is failed, the spirit will flee the Medium’s body and it will collapse. The Medium must seek to find it regain it.

Divination is the Art most widely favored by those trained in the trade of the Medium, as most of the dweomers of that Art do not require the Wizard or Witch to move about to any great extent once the bond has been forged with the familiar spirit, thus, less chance of losing or misplacing the body.

While the great majority of Hedge-Wizards and Hearth-Witches who follow this tradition are trained in the ways of mainstream Wizardry or Witchcraft, the Medium and his spirit agent may be trained in any of the folkways described under this Trade description. The player must decide what suits his character concept best.

Great Weavers

The player may choose for his Hedge-Wizard or Hearth-Witch to express his magick in a manner modeled on the ancient Norse seidr, closely associated with the cottage craft of weaving, but more specifically with chanting a galdr (incantation, sing., pl. galdrar) with spinning flax or sometimes wool with the spindle and distaff, evoking the magick and imbedding it or anchoring it in the fibers. I have expanded on this concept to make the process applicable beyond just spinning to also be achieved by Low magick means through weaving a small (or large) piece of cloth, or by composing a series of woven plaits and/or whole intricate, even layered knots, physically forming the patterns of Power to manifest his dweomers. Great Weavers are also known as Knot-Weavers. Spells being more briefly performed would be embodied in much more modest braids and knots.

Knot-Weavers use the hair of living creatures to weave and knot their magicks into for Sorcery, or hanks of twine, grasses, strands of hempen rope of linen fibers, horsehair, or even flowers still on their stems to tie onto objects to express Enchantments or weave into bracelets, necklaces, anklets, wreaths to be worn, or woven strands to weave into another plait or knot something to take effect by Naming when donned.

The specific means by which the plait and knot(s) are woven and how they are attached are up to the PC’s creativity to decide (subject to GM approval) at the time the dweomer is cast, but it must be appropriate to the dweomer being created.

For example, a fine knot might be twined in the fetlock of a horse to give it a Fleetfoot charm, or in the mane if he has no fetlocks. A chain woven of daisies or some similar wild flower with a folk magick tradition worn about the neck could convey almost any Sorcery intended to protect; a few stalks of wild grasses might be plaited into a braid in the hair, a small plait tied on the handle of a chest for an enchantment on it, around the neck of a bottle, or holding the stopper for it attached to the neck or handle. The player must come up with an idea and work out the details of the execution with the GM’s approval.

The Knot-Weaver begins play with mundane knot-tying as a skill, the equal of any Huntsman or Mariner, at (CRD) in SL (for those using Intermediate rules, at the Master LoA), and the ability to work wonders with weaving plaits and adorning them with chains, beads, trinkets, flower chains, and the like in dressing hair. Indeed, it is possible for the Knot-Weaver Hedge-Wizard to weave a magick into the hair while dressing it in such a way that the subject never becomes aware of it.

This type of Hedge-Wizard or Hearth-Witch is also the equal of any Craftsman Weaver of (CRD) in SL (for those using Intermediate rules, at the Master LoA), able to work reeds and grasses into mats, hangings, and covers; willow withies and similar woody strands into baskets of all shapes and sizes and uses, including those wrapped around bottles and jugs to keep them safe from breakage; even weaving textiles that can vary from intricate tapestry-work to decorative borders, cloth for bedding or clothing, and weave their magickal patterns right into them so to make objects with magickal characteristics, objects whose Enchantments are intrinsic to their fabric. It is this aspect of their trade for which they are named Great Weavers. This aspect of the trade is how they express their Low Magick, handled in the same manner as a Druid-Gowan making any object intended to have a magickal effect, while the smaller plaits and knots are used for the Common Magick.

The spellcraft of a Knot-Weaver takes twice as long as a Common spell from a mainstream Wizard to cast (2 Actions for Common Sphere spells, 4 Actions for Noble Sphere spells, and 8 Actions for Sovereign Sphere spells, instead of the normal 1, 2, and 4 Actions), but skill will shorten the CTM in the same manner, with the same minimum CTM.

Once a Knot-Weaver has woven his plait and tied his knot off, casting the magick, it is impossible to untie or untangle by mundane mortal means until the magick expires. For the purposes of cutting through the plait or cleaving the knot by magickal means or assistance, it has (POT) STP’s. It is just as difficult to try to cut it free of the subject’s hair. If successfully done, however, the magick expires as surely as if it has been dispelled.

For the reader’s convenience, and also in order to avoid having to repeat the same information over as many times as there are trades of magickal practitioners, the reader is directed to the passages that appear under the heading “Common Elements of the Trades of Magick”, as follows and, especially within those passages, that found under the heading “Under the Mantle of Power”, for this is where most of the vital information concerning the trades’ magickal trade benefits and abilities are detailed.