The Witch

 I have a bit more planned for the Witch but this will do for now.



    Witches are spellcasters whose powers are derived from their connection to the moon. All witches are women and may be from any race that has women.

Witches use the same progression table as Magic-users.

Requirements: minimum INT 10, wisdom 10
Prime requisite: INT
Hit Dice: 1d4
Armour: none. Weapon: dagger or staff



Lunar Magic

    Spell casting: Witches do not need spell books but they may learn spells from them if they are available to witches. The witch must commune with her familiar to gain her daily allotment of spells. Witches begin play with one spell known, determined at random, and are gifted another random spell, from their coven, each time they gain access to a new spell level (3,5,7, etc).

They may undertake Magical research similarly to Magic-users. Witches are more adept at making potions and may begin doing so at level 6.


Witch's Familiar

     A Witch’s familiar acts as a liaison between the witch and her lunar matron. A witch’s familiar is usually a small animal such as a cat, crow, serpent, toad, or similar type of animal. The familiar is bonded with the witch and they enjoy a telepathic connection. They can sense the general distance and direction from one another if separated. This connection is only severed if the familiar dies or if they are separated on different planes.

    The familiar is of average intelligence (3d6) but otherwise normal for their species. The familiar is bonded to assist the Witch in magical rituals, research, and spell casting but is not under the witches direct command and will refuse any commands it deems dangerous. A familiar may protest and eventually abandon a Witch that it finds disagreeable.

     A Witch that loses her familiar through abandonment or death loses her powers until she is able to atone and receive a new familiar in a special rite performed on full moons. This ritual costs 100gp per level in rare components.

Covens and Hags

    Most witches belong to a local coven until they reach level 13. At this point they must either challenge the current matron for control, or form their own coven gaining 1-6 initiate witches as apprentices.

    Alternatively, A witch may reject (or be expelled from) her coven. In this case, a malevolent witch may take up with a hags if they will accept her. A trio such as this is referred to as a “cackle”.

Witch Spell list

Some spells are originally found in other class spell lists: c= cleric, d= druid, m= magic user, i = illusionist. * indicates spells unique to witches and will be detailed here. Unlabeled spells are found in multiple lists.

First level

1 Animal friendship (d)
2 Charm person (m)
3 Cure light wounds (c)
4 Detect magic
5 Glamour (i)
6 Moonlight (*)
7 Locate plant or animal (d)
8 Predict weather (d)
9 Protection from evil
10 Sanctuary (*)
11 Sleep (m)
12 Speak with animals (d)

Second level

1 Barkskin (d)
2 Bless (c)
3 Blindness / Deafness (i)
4 Detect evil
5 Clairvoyance (m)
6 False Aura (i)
7 Hold person (c
8 Invisibility (m)
9 Levitate (m)
10 Moonblade (*)
11 Slow poison (d)
12 Spook (i)
 
Third level
 
1 Cure disease (c
2 ESP (m)
3 Fear (i)
4 Growth of plants (Blight Plants*)
5 Hold animal (d)
6 Magic Mirror (*)
7 Mist (gaseous) form (*)
8 Protection from evil 10’
9 Remove curse (curse) (m)
10 Starlight (*)
11 Suggestion (i)
12 Water breathing

Fourth level

Fifth level

Sixth level

New spells by level:

First level

Moonlight

Duration: 12 turns
Range: 120' or item touched

    This spell has two uses
    1. Subtle light: This creates a subtle light effect extending 15 feet. This dim light is barely enough to read by if the object is held closely to the to-be-read text. The light is similar to moonlight outdoors during a full moon. This type of light is less noticeable to others parties and may be useful for creeping around stealthy in low light conditions. This may be cast on an object and the light moves with the object.
    2. Soft beam: This spell creates a 30' beam of soft light emanating from a touched item such as the end of a staff or a small gem. This spell can be used to navigate darkness but it is dimmer past 15' and because it is a beam it is more difficult than a normal Light spell to use for navigating a party through darkness. If the item used for this spell is a silver mirror, the beam forces shapechangers to save vs spell or be forced into their natural form or, if a lycanthrope in its bestial form, they must save vs poison to resist fleeing in terror, as if being affected by wolvesbane. If otherworldly beings are caught in this light, they display an aura, revealing their nature.

Sanctuary

Duration: 2 rounds +1/level
Range: self

    This spell causes opponents to ignore the caster. Any opponent who might otherwise wish to attack or harm the caster must make a successful saving throw vs. Spells in order to do so; if this save fails, that opponent will behave as if the caster is not important and move on to whatever activity it would normally do if he or she were not present. This spell does not prevent area effect attacks (fireball, ice storm, etc.) from harming the caster. While under protection from the spell, the caster is unable to perform any offensive acts, but may take any other action desired.

Second level

Moonblade

Duration: 1 turn per level
Range: caster only
    This spell causes an intangible silvery blade about the length of a sword to spring forth from the casters hand. The caster may wield it in combat as a normal sword with a +2 to hit that does 1d8 (no strength bonus) damage and is capable of hitting creatures which require magical or silver weapons to harm. If the creature hit is a shapechanger, it must save vs poison or flee in terror.

Third level

Growth of Plants (Blight Plants)

Duration:  permanent
Range: 120'
    This functions like the Magic-user spell but it may also be reversed to Blight Plants which will wither and weaken most plan life in a similar area. 
    Area: up to 3000 square feet.
    Passage:  clears passage through thick overgrown terrain.

Magic Mirror

Duration: 1 round/level
Range: 10'

    Turns a reflective surface within range into a magic mirror through which the caster can view other creatures. The caster must know and name the creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it with a 3% chance per caster level of success. If successful, this allows the caster to cast detect magic, see invisible, etc. through the mirror.

Mist Form

Duration: 1 turn/level
Range: touch or self
 
    The willing subject of this spell and all of their gear become insubstantial, misty, and translucent. He or she becomes immune to non-magical weapons, and has an Armor Class of 22 vs. magical weapons. The subject can’t attack or cast spells while in mist form. The subject also loses supernatural abilities while in mist form. A mist form creature can fly at a speed of 10', and can pass through small holes or narrow openings, even mere cracks, as long as the spell persists. The mist form creature is subject to the effects of wind, and can’t enter water or other liquid. Objects cannot be manipulated in this form, even those brought along when the spell was cast. The subject can resume material form at will, but that will end the spell. 
 
 

Starlight

Duration: 1 round or permanent
Range: 120' 
    This spell has multiple uses:
    1. This spell may be used to mimic Continual Light as a magic user in its three forms. 
    2. Alternatively, it may be used to create an intense magical light in 60' radius. This version only lasts 1 round but it also harms undead in the area for 1d8 damage. Unless they save vs spell undead that fail  must also roll to be turned as a cleric of the same level as the caster.









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