| sirlarkins |
Quintessentially Me wrote:
In my mind, "hedge magic" would be the equivalent of "cantrips/oracles", i.e. zero level spells.
I'd had this thought, too. I was thinking of maybe making 0-level bonus spells available to any character with a high enough INT or WIS, with choices available from the wizard or cleric lists, respectively, and per-day casting limitations similar to a sorcerer.
Distant Scholar wrote:
Can people use emeralds to power their own individual magical abilities?
Here's what the book has to say about the matter:
Uresia (p. 86) wrote:
Wizards wear ordinary emeralds as jewelry to supplement their reserves, while the rare giant stones can help level a village, raise an oasis in a desert, or fuel outsized enchantments like a suit of emerald armor.... Thrifty wizards disregard emeralds entirely, dismissing the baubles as more trouble than they're worth.... In terms of adventuring mojo, here's a benchmark for statting emeralds in game terms: giving an adventuring wizard a single caster's stone (one suited to them) should be roughly equivalent to giving a mercenary warrior a full rig of top-notch warrior's gear: heavy armor, a good sword, a stout shield, a sturdy horse.... That is to say, a single emerald has a genuine impact in terms of maximizing the wizard's potency, while multiple emeralds prepare him for extended challenges.
Pearls of power seem like a good model to start with. Maybe emeralds increase effective caster level? Or grant bonus spell slots? Or grant meta-magic feats? Burnout could be modeled with charges, I suppose--each time you tap an emerald for its bonus power, you use up one or more charges.