Witch 5 (15)

Early Access

Witches study the magic of animals, nature, and energy, learning the positive and negative forces that cause change through the seasons and the cycle of life and death. Some lose sight of their humanity and use their powers for personal gain without regard for others; they are warped by the power they channel, both mentally and physically. However, they can hide such transformations beneath layers of illusion.

People of any gender can practice witchcraft, but because witchcraft traditions were developed by women, most witches consider males to be lesser practitioners.

There are benign witches, malevolent witches, and those whose ethics are between the two.

Motive: Domination of others, knowledge

Environment: Almost anywhere, usually alone, but sometimes as part of a coven of three to seven witches

Health: 21

Damage Inflicted: Moderate wound

Movement: Short; long when flying (on a broomstick)

Modifications: Deception and disguise as level 7; dodge as level 6 (from familiar); knowledge of forests and dark secrets as level 6

Combat: A witch can make a melee attack with their ritual knife but usually relies on magical spells in combat. The following are common spells used by witches, and a witch can’t use the same one two rounds in a row.

In addition, most witches have at least one of the following abilities:

A witch usually has a supernatural minion called a familiar in the form of a black cat, an owl, a big snake, or some other creature. The death of a familiar is so traumatizing to a witch that their attacks and dodge rolls are hindered for a few days, and it ensures that the witch never forgives the person responsible nor grants them mercy.

Familiar: level 3; Armor 1

Interaction: Most malevolent witches are deceptive and conniving. All witches are willing to negotiate, though the devious ones usually do so in bad faith.

Use: The PCs need an old book to continue their investigation, and the old witch who lives on the edge of the woods has the only copy.

Loot: A witch usually has a couple of manifest cyphers (usually potions) and an artifact or two, possibly including a flying broom.

Flying broom (artifact): level 1d6 + 2; carries rider a long distance each round or 100 miles (160 km) per hour on extended trips; depletion: 1 in 1d20 (check each hour)

GM Intrusion: After the character breaks free of a witch’s ongoing spell, the witch immediately attacks with a hexbolt. If the bolt hits, the other spell reactivates as if it never stopped.

GM Intrusion: The witch's familiar joins the fray, tripping up characters and hindering their actions.

GM Intrusion: Something startles the witch and they cast a curse or spell as an automatic response.