<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Hedge_Wizard</id>
	<title>Hedge Wizard - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Hedge_Wizard"/>
	<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Hedge_Wizard&amp;action=history"/>
	<updated>2026-08-04T03:28:33Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Hedge_Wizard&amp;diff=2340&amp;oldid=prev</id>
		<title>Maintenance script: Importing CrawlWiki content</title>
		<link rel="alternate" type="text/html" href="https://wiki.dungeoncrawlchili.org/index.php?title=Hedge_Wizard&amp;diff=2340&amp;oldid=prev"/>
		<updated>2026-06-16T09:13:08Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}}&lt;br /&gt;
:&amp;#039;&amp;#039;This page is about the player [[background]] formerly known as Wizard. For the monster, see [[wizard (monster)]]. For the playing mode, see [[wizard mode]].&amp;#039;&amp;#039;&lt;br /&gt;
{{flavour|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.}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hedge Wizards&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Human]], [[Deep Elf]], [[Naga]], [[Draconian]], [[Djinni]], and [[Octopode]] are the recommended species if you pick a Hedge Wizard Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[hat]]&lt;br /&gt;
*+0 [[dagger]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Available Spells:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Magic Dart]]&lt;br /&gt;
*[[Blink]]&lt;br /&gt;
*[[Call Imp]]&lt;br /&gt;
*[[Grave Claw]]&lt;br /&gt;
*[[Mephitic Cloud]]&lt;br /&gt;
&lt;br /&gt;
Hedge Wizards start with the [[Magic Dart]] spell already memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species&amp;#039; [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 3&lt;br /&gt;
*[[Conjurations]]: 2&lt;br /&gt;
*[[Necromancy]]: 1&lt;br /&gt;
*[[Summonings]]: 1&lt;br /&gt;
*[[Translocations]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Hedge Wizard adds 2 to your starting [[Strength]], 6 to [[Intelligence]], and 4 to [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
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 (5 - tied for the most of any background), with access to some very good utility spells. As a downside, Hedge Wizards don&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
[[Magic Dart]] is an unimpressive spell; &amp;quot;unimpressive&amp;quot; means that you&amp;#039;ll have a somewhat rougher time than other mage starts. At least it has great range and never misses.&lt;br /&gt;
&lt;br /&gt;
The big highlights of Hedge Wizard&amp;#039;s book are [[Call Imp]] and [[Mephitic Cloud]]:&lt;br /&gt;
*Call Imp creates a cerulean imp, which fights for you. Since it always wields a [[spear]], it can reach over you to attack from behind. It also does fine on the front lines, too. You can swap places with an imp to avoid [[attacks of opportunity]]. And you can take out all sorts of D:1-4 enemies by continuously re-summoning imps. (You can only have 1 imp on the field at a time.)&lt;br /&gt;
*Mephitic Cloud inflicts [[confusion]] - this prevents enemies from using spells, and gives a 66% chance for enemies to move randomly instead of their normal action. A confused enemy is easy pickings. Imps (and other [[poison]] resistant monsters) are completely immune to the effects of Mephitic Cloud. Note that this spell is very [[noise|loud]], so using it will attract other enemies in the vicinity.&lt;br /&gt;
:Depending on your Intelligence, you&amp;#039;ll need ~3-5 levels in each of its three skills (Poison, Air, Conjurations) to have a reasonable failure rate.&lt;br /&gt;
&lt;br /&gt;
The other spells shouldn&amp;#039;t be sneezed at, either. [[Grave Claw]] deals irresistible smite-targeted damage and prevents the target from moving (though you can&amp;#039;t use it every fight). [[Blink]] teleports you to a random location in the [[line of sight]], allowing you to escape from melee range.&lt;br /&gt;
&lt;br /&gt;
While you initially won&amp;#039;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&amp;#039;t as effective in a mundane situation.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s best to train spells one at a time: get a spell to reasonable failure rate, then switch to the next spell/skill you have available. Bonus if said skill helps train up other spells that you&amp;#039;ve found (and want to use).&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*The [[Spellcasting]] skill boosts success rates of all of your spells, though at 1/4 effectiveness. It&amp;#039;s still worth training for the MP and spell levels, but it&amp;#039;s not a substitute for investing in spell schools (in the early game).&lt;br /&gt;
*If you come upon an awesome melee weapon early in the dungeon, there&amp;#039;s nothing to stop you from becoming a hybrid (a warrior-mage) character, despite your wizardly background.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.ultraviolent4.com/characters/opwz.html 0.21 guide for playing an Octopode Wizard by Ultraviolent4]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Hedge Wizards did not have 1 in [[Necromancy]] and has 1 in [[Conjurations]] instead of 2. They also had [[Slow]] and [[Cigotuvi&amp;#039;s Dreadful Rot]] instead of [[Grave Claw]].&lt;br /&gt;
*Prior to [[0.30]], Hedge Wizards started with [[Conjure Flame]] instead of [[Cigotuvi&amp;#039;s Dreadful Rot]].&lt;br /&gt;
*In [[0.29]], Wizard&amp;#039;s abbreviation was changed from Wz to HW. Also, most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].&lt;br /&gt;
*Prior to [[0.27]], Hedge Wizards started with the [[Book of Minor Magic]]. Wizards received no changes in their starting spells.&lt;br /&gt;
*Prior to [[0.26]], Hedge Wizards were called &amp;#039;&amp;#039;&amp;#039;Wizards&amp;#039;&amp;#039;&amp;#039;. They had the highest starting [[intelligence]] bonus and didn&amp;#039;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. &lt;br /&gt;
*Prior to [[0.14]], wizards started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
</feed>