Abilities:

Hex: choose a stat, target sucks at that stat for a while

Blessing: choose a stat, target is better at that stat for a while

What is the core magic of a witch?

Brainstorming:

Familiar

You have a familiar. It takes the form of a natural beast of CR 1/4 or lower, although it isn't necessarily a natural beast itself.

Your familiar can understand your voice, and you understand its own, even if it only makes animal noises. Despite its form, the familiar has an Intelligence of 10 + half your Witch level.

Your familiar gets actions of its own, acting according to your wishes, but autonomously--that is, if you are unable to direct it actively, it can still act according to its own intelligence.

Given its form, it can't do a whole lot of damage, and most familiars lack the power of speech and opposable thumbs, so it can't be incredibly useful in a battle. Still, clever uses of familiars exist. Also, you can take abilities that improve your familiar.

Your familiar does "level up" with you; its basic skills (Attack, Defense, Magic, Skill) use your level instead of its own, and it gains 4 HP per Witch level.

Witchcraft

Cauldron

Chroma

Familiar

Felicity

Medicine

Tools

Vitae

Brainstorming:

Spells

Schools:

Insect Plague?

White Magic

Rituals

Rank 1

Divination

Healing

Protection

Rank 2

Rank 3

Red Magic

Rituals

Rank 1

Rank 2

Rank 3

Rank 4

Black Magic

Rituals

Rank 1

Necromancy

Death

Rank 2

Necromancy

Death

Rank 3

Necromancy

Death

Rank 4

Necromancy

Death

Rank 5

Necromancy

Death

Old Stuff

Witch

They do thaumaturgy.

Attribute Value
Attack 0.5 per level
Magic 1 per level
Hit Points 2 per level
Skills 4 per level
Fortitude 0.5 per level
Reflex 0.5 per level
Willpower 1 per level

Class Features

Feature Description
Thaumaturgy The ability to cast spells using sympathetic magic
Felicity Perks related to the understanding of magic
Chroma Ups and downs of the sympathetic nature of magic

Class Features

Thaumaturgy

Witches use Thaumaturgy (often, quite incorrectly, referred to as "Witchcraft"), a form of magic based on the understanding of the Sympathy Principle. To greatly simplify, the Sympathy Principle holds that, metaphysically, all creatures and objects have a magical essence that suffuses their existence. Thus, a small part of a creature or object is, magically speaking, indelibly and irrevocably part of the larger whole. A common technique exploiting this principle is the Phylactery--a magical device constructed of various materials, most crucially a "sympathetic component", or a literal piece of the subject's physical essence (e.g. a sample of a creature's physical body such as hair, skin, or blood), which, thanks to the Sympathy Principle, allows a Thaumaturgist to conduct magic upon the subject using the phylactery as a proxy, for it is magically "the same" as the subject themselves, even if said subject is many miles away, behind protective wards, etc.

Thaumaturgists understand and respect the fundamental nature of magic, described as Chroma (see below), a system which equates the morality of one's magic use to a color on a spectrum, setting expectations accordingly. Magic, according to Thaumaturgists, has an inherently moral nature, and a tendency to balance itself, according to laws greater than any mortal practitioner and not even necessarily beholden to any divine beings. A common--but incorrect--appelation for this is the Threefold Law: the idea that misuse of magic leads to retribution upon the caster three times greater than the offense. Not only would Thaumaturgists counter that this does not represent balance--only a hypothetical Onefold Law would do so--but would clarify that it isn't even Magic itself that obeys this law. According to mainstream Thaumaturgical understanding, the entire cosmos obeys this principle--the applicability to practitioners is only that they are generally able to commit far more impactful good or evil through their workings than their mundane counterparts. Furthormore, they would emphasize that the Universe is not some logical, mechanical judge that declares one act "evil" and sentences the accused to a specific equal-and-opposite punishment. It is quite evident the Universe does not work this way. Rather, that all life and all things are connected through a cosmos-wide network of cause-and-effect, and those with the choose to do good or evil are necessarily affecting the equilibrium of the Universe when they make that choice. The Universe, in kind, will act to keep the balance. This effect does not swiftly punish all evildoers, nor reward all selfless actors--but, in time, all moral decisions will reflect upon their makers, and when magic is involved, that timescale tends to be shorter.

Thus, Thaumaturgists tend to shy away from magicks that are overtly harmful. However useful they may, the certain knowledge that harmful consequences will soon retribute upon the practitioner tends to limit one's preference away from using such magic. Of course, people are inteligent and clever, and many workarounds have been invented over the years. So-called "black" witches take advantage of the fact that the tendency of nature to retribute malevolence upon bad actors tends to seek the worst offenders first, much as lightning seeks the conductor closest to the clouds, so they will happily throw harmful magic at a subject they know to have a darker Chroma than they themselves, counting on the cosmos to direct its retribution upon the evildoer before targeting them.

In any case, Thaumaturgists have many advantages related to their deep understanding of the Sympathy Principle and the Chromatic nature of magic, but have relative disadvantages, especiall in the area of directly harmful magic.

Powers available:

Felicity

tbd

notes:

Chroma

Chroma is a concept that attempts to simplify the moral aspects of Thaumaturgy, and their consequences, into a simple spectrum that uses light and color as a metaphor. It is deliberately similar to the word "Karma", but that word is not used as how this system works is not at all how true Karma works according to the religious and philosophical beliefs that rightfully own the word.

In short, Chroma is a description of the moral value and consequence of any magic use, and subsequently the status of the practitioner using it. In game terms, Chroma is how Thaumaturges can access power levels beyond the minimal status quo afforded them at their level. The rules, in brief:

When a caster's Chroma is sufficiently bright, they are likely to spontaneously suffer good fortune. This can manifest in almost any way--anything from good weather, to chancing upon positive discoveries or encounters, to being allowed to replace bad rolls amidst combat. When light Chroma manifests in this way, the caster's Chroma regresses toward neutral.

When a caster's Chroma is sufficiently dark, they are likely to spontaneously suffer ill fortune. This can manifest as unfortunate encounters, unlikely negative events happening seemingly at random, and, of course, penalties to combat rolls or failures to wield magic as desired. When dark Chroma manifests in this wy, the caster's Chroma regresses toward neutral.

Actual rules TBD

Talents

Felicity

files
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  • Classless
  • Elementalist
  • Old Psion Powers
  • Psion v2
  • Sorcerer
  • That One Witch