Hedge Magic (book)
From Project: Redcap
|Author(s):||Aaron Link and John Snead|
|Release date:||April 2000 (Second Printing)|
|Format:||Softcover or PDF, 80 pages|
|Availability:||Unknown; PDF available|
Subject and Contents
Hedge Magic is, obviously, about hedge wizards.
Maintainer's note: More detail is needed here
Until about 2005, the original Ars Magica FAQ site solicited reviews of Ars Magica products from the community. The online review submission form is no longer available, but please feel free to edit this page to add your own comments. A synopsis of the survey results for this book is:
FAQ Rating: *** (14 reviews; 0 *, 7 **, 5 ***, 2 ****)
- Much space wasted by indifferent fiction. Could have benefited from profiling more hedge traditions, even if only to consolidate others scattered throughout the canon. An opportunity to flesh out some of the traditions of House ex Miscellenea was also missed. Nonetheless a seminal work.
- Half the book is spent on fiction which I didn't read. The other half has new hedge-magic systems which were not adequately detailed but are still of use. Includes new animals and other assorted goodies.
- Some mechanics broken, but nice overall.
- Rules are ok, but some background should have been better.
- Not that exciting. Why exactly is this considered a "core" supplement?
- Very useful, but let down by the Summoner tradition which does not work and has been superseded, and the lengthy bit of fiction at the beginning that lacks any direct use.
- This, too, helped define the idea of a medieval wizard - albeit hedge wizard - for my troupe. This is just as important for those outside the order as The Mysteries is for those inside.
- Great for hedge magic; some balance issues crop up. The fiction could have been exercised entirely and the space used to put more game in the game. Sets a higher power bar for magi of the Order, if they're more powerful than hedgies.
- Has some oddities, but overall quite useful.
- Very good, nice ideas for lesser magi.
- Very good for adding flavour to NPCs. Still have to decide whether Ascetism is too overpowered for companions or not.