You walk the line between two worlds, and have created something new in its wake. Artisans fear you, for you collude with forces that cannot be fully understood, and it in turn despises your brazenness. You are both mentor and student, caregiver and warrior.
You are a Witch, with all that entails.
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For more information: part 1, part 2 (part 3 is available, but in desperate need of a re-write) Art by Zhang Shu |
Your Magic Dice
is a d4. These are returned to your dice pool on a roll of 1-2,
and are expended on a roll of 3-4.
As you gain templates in this class, you learn Hexes. Hexes
are minor charms & curses which require your Magic Dice to function. Unlike traditional spells, any MD invested into a hex are immediately returned once their effects end—usually when the duration elapses—unless
the target of your hex is destroyed or killed, in which case they are
expended. You can have as many hexes active at one time as you have
Witch levels.
You gain two hexes when you take your first template in this class. For a comprehensive list of hexes available to all Witches, see the list at the bottom of the page.
While wearing your big hat, you can cast hexes as if you invested +1 MD, though this will cause most people to immediately identify you as a Witch.
Invocations
As a Witch, you also gain the right to participate in Invocations—exceptionally powerful curses. You don't know any Invocations when you become a Witch, but your Coven may teach you their signature curse, and you might be able to find them (as well as new hexes) in other places...
A Witch gains its spell list, as well as additional features,
through their chosen Coven. The list of currently available covens for this chassis can be found below:
- Colorful Witches (links to come)
- Blood Witches
- Tide Witches
- Lead Witches
Your spell-casting falls under scrutiny for stepping between the dual worlds, but this freedom can be used to your advantage. Whenever you cast a spell that returns one or more of your MD, fill that many Memory Slots with Temerity. You can also fill memory slots with Serenity by converting Temerity you possess over the course of a respite (short rest).
Should either of these resources exceed your Witch level, you become Unbalanced. In this state, you must consume either Temerity or Serenity in order to cast spells, and doing so harms you—one Hit Point & one Strain per slot, respectively. However, you add +X to the [sum] of your MD rolls for each slot of Temerity you consume, and +X to the [dice] of your MD rolls for each slot of Serenity.
[note: You have ten memory slots, which function like inventory slots. Spells go here, as well as new languages, curses, and other nasty—or beneficial—effects. Strain is, similarly, a psychological companion to HP. Your hexes, like cantrips, don't take up slots.]
You remain Unbalanced until these totals no longer exceed your Witch level, though you needn't consume the resource at fault. You lose all of your Temerity & Serenity when you finish a long rest.
Some Witch spells are vulnerable to the presence of Temerity and Serenity
in your mind, and can be modified by inserting them into the slot. This
prevents you from losing that resource until the inserted spell is cast,
after which it dissipates.
While engaged in downtime activity, you have an additional X-in-6 chance of learning a rumor, where X equals the number of Witches involved in the same activity. Visiting a coven grants you a rumor automatically—though as a wandering girl, you may be obliged to perform some task that they cannot.
While traveling in a group, your identity cannot be identified through mundane means. Additionally, your party gains +1 Stealth for each character present with Witch templates.
This Too Shall Pass
Once per day, if a spell you cast while Unbalanced would deal damage or strain to you, you may ignore it. If another Unbalanced Witch would take damage in this way, you may use this feature to take it instead.
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Trust In The Goodly Moon 'Frpth' by Marina Krivenko |
You may adopt a hireling into your coven given a month of downtime, after which they become a Witch A. You can train any number of witches, but only [# of Witch templates] may travel with you at one time.
Save vs Mutation, with a +1 bonus for each Witch template you possess. On a success, gain the Druid A template and choose an inserted spell: that spell is added to your Coincidence table. On a failure, you are cursed by the green door and begin your transformation into a Hag.
[note: While a lot easier to achieve at low levels, you put yourself at risk of Hagdom—a death sentence for fledgling Witches. Matrons and experienced Witches, however, have much higher chances of success, although they must seek out other means if they wish to store all of the necessary spells inside of their head.]
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I love the headless vulture in this one Art by Aleksander Brodzinski |
Witch's Hexes
R: touch T: a poppet, totem, or figurine you've crafted (1 hour) D: until slain
- Your familiar can fly, swim, and climb uneven terrain, if it couldn't before. It does not need wings to fly, nor does it require air to breathe.
- Your familiar gains two inventory slots, which also serve as memory slots. Items placed within these slots can be accessed by others using a password.
- You can see and hear through your familiar's senses, so long as you are within one mile of each other. Your own senses are muffled while doing so.
- The afterimage is blinding—both characters have -1 Save for the duration.
- Your visual effects are tripled, allowing you to see through 3 feet of stone or an inch of lead.
- A red-hot phosphene of your inner face flashes across their vision. Target must Save vs. Fear. Replaces normal effect, unless you invest in multiple benefits.
- Flickering spirits form a trail towards the target, which lasts for the duration. If the target moves away from you, the trail follows their movements exactly, even when out of sight.
- You may speak a command word to call the object to you, which it does so long as it is within shouting range. This command can also be used to deactivate its flight, turning it into a mundane object or back at will.
- The object will now (begrudgingly) carry an additional passenger, so long as they are no bigger than yourself.
- You can now engage in limited bouts of true flight. Pointing and speaking a command word will cause the object to fly you to a location that you can see, where it will remain until you either dismount or make another command. Every third time you do this, Save vs. Destruction or the object breaks—only once you're safely dismounted.
- Your movement speed is tripled when sprinting while mounted.
R: touch T: self (1 hour) D: one hour
- You may speak normally while disguised.
- While standing still, you can remove your arms and legs from under the glamour, allowing you to interact with objects or cast spells.
- Taking damage no longer ruins the glamour. You gain a bite or claw attack that deals 1d8 damage.
- You gain five additional hit points while disguised.
Fear The Hound Who Speaks In Threes 'Shape on the Stairs' by Dappermouth |
Tools Of The Trade
- Witch's Hammer.
A square-headed mallet, adorned with runic symbols. Twice per day, you
can crush a small object (such as a mug, stone, or coin purse) to break
it into its constituent parts. Larger hammers can separate bigger
objects.
- Skeelo Whistle. This reed whistle gives off an eerie shrill when blown. Upon use, any familiars within earshot must Save vs Paralysis. If used for longer than a few seconds, the whistle falls apart, and affected familiars gain a favor against their master.
- Mimicry Kit.
This collection of pelts, dyes and concoctions cover a menagerie of
beasts. As part of a 1-hour ritual, you can disguise yourself as a Deer or Owl (or an equivalent) without investing any MD, and the glamour lasts four hours. If you possess the Shroud hex, you may invest MD to gain benefits as listed. One slot.
- Pixie Flytrap. Not as bad as it sounds; a catch-and-release system for nature spirits. +2 MD, but can only be spent on your hexes, and are expended upon use until a Long Rest. Two slots.
- Burial Urn. About the size of a wine bottle. Anything kept inside won't rot, although it will slowly dry up. One slot.
- Cauldron. Doubles as a cooking pot, so long as you remember to clean it out beforehand. Comes with some neat wheels, otherwise two slots.
- Bag of Bones. Knucklebones, specifically. These
have been whittled into something fierce, allowing for their use as
caltrops, as well as whatever else bones are used for.
- Bronze Broomstick. Once per day, you may speak a command word and fly to a location that you can see. If you possess the Fly hex, this does not count towards your three uses before needing to make a Save. Usable as a blunt object in a pinch. Two slots.
- Talisman. Protects you from one source of Strain before becoming inert. Activates automatically, unless you decide not to use it—suit yourself! Two to a bundle, one slot.
- Tea Set. Great for lunch time. Includes four cups, as well as appropriate dining ware.
- Ritual Dagger. Sharp as a line, about as thin as one. +1 damage. One slot.
- Bag of Salt. Good for ghosts, apparently. Can be used in ritual circles, recipes, and for throwing in someone's eyes. Ten doses, one slot.