Witch

What is a witch? A female spellcaster?

Absolutely not.

Thaumaturgy is one of the fundamental arts of spellcasting. It is the study and practice of the Law of Sympathy: as above, so below, as without, so within, etc. Parts of a whole have what is called a "sympathetic link" to the whole. This enables such magic as a phylactery: a totem created with a small sample of a creature which can be used to locate them or bind magic to them. All spellcasters use thaumaturgy to some degree.

Witchcraft is the deep study and mastery of both thaumaturgy, and of the fundamental revelation that All is Connected: sympathetic bonds tie together all of the cosmos. No action or individual exists in isolation, and therefore no working of magic goes without consequence. Witches understand their place within the grand cosmic working of magic--a profound and awesome experience, but a humbling one as well. They realize that every spell they casts has an equivalent reaction--it may not immediately rebound upon them, but it will, in its course, take its toll. And thus, they understand that all harmful magic--all of it, always--returns the ill will of the caster back onto herself, in some way, at some point.

This, understandably, has a dramatic impact on the way witches work magic, as compared to others who do not or cannot see this connection.

The study of a magical working's "intent"--i.e. for good, ill, or neutral--is called its Chroma. Likened to a spectrum of colors, Chroma reflects the nuance of nature--it is hardly black and white, so labels such as "black magic" and "white magic" are laughable to true students of witchcraft. A thorough understanding of Chroma allows witches to work magic to their advantage without accumulating too many negative consequences.

Basic Abilities

Brief version:

Core skills

Old section, plz ignore

Thaumaturgy

Clarity

You perceive the flow of magic.

Ritual Spells

Rank 1

Rank 2

Rank 3

Spells

Bindings

Felicity

The path of the Witch is challenging. Upon realization of the reality of Chroma, a witch realizes she is more limited than other casters--or rather, she is simply aware of limitations they too possess, but are too naive to notice. This somewhat reduces the outright usefulness of magic, especially to an adventurer, who might, for intance, find frequent need for harmful magic.

There is an advantage to this inconvenient knowledge. By understanding magic on a more fundamental level, witches find themselves in greater harmony with magic than other practitioners. The Felicity talents express this ability, granting advantages that reflect how magic itself tends to favor you, sometimes more so than its wielder.

Some of these talents reserve Vitae, and some have Chroma requirements. Some have no requirements.

Powers

Pestilence

1 action, touch or 60-ft, V/S, inst; you infect subject with a chosen disease. Diseases last 5 rounds; each application of the same disease refreshes the duration.

Metamagic options:

Transfusion

Swift, touch; you transfer any amount of damage from subject to yourself, to a limit of the amount that would reduce you to 0 HP.

Reversed:

Std, touch; you steal subject's life, transferring your damage to them, to a limit of the amount that would fully heal you, or the amount that would reduce them to 0, or heavy damage: whichever is lowest. They are allowed a Fort save for half damage.

Burning Blood

When you have suffered damage, you can call upon the power of your own blood to deliver vengeance upon your enemies.

Std, ranged; inflicts fire damage equal to the amount of damage you have suffered.

Feat ideas:

Blood Calls to Blood

Encounter, swift, medium range; you control subject's physical actions (Will ends). Requires subject's blood; any time a creature suffers physical damage, it spills blood upon the creature, the weapon, and the ground nearby.

Blood Rage

Requires your own blood; grants scaling bonuses to damage and haste based on how damaged you are. You can let your own blood to make this happen. Rules TBD.

Ironguard

You become immune to iron-based weapons. They may as well be incorporeal. Rules TBD

Frozen Blood

You suffer no debilitation from being at or below 0 HP: no disabled, no dying, and no death. That is, until the spell ends.

Presence

Evoke an emotional state in others in an emanation. Can buff or debuff. Rules TBD

Phantasm

Std, ranged; you control what subject senses while you concentrate (Cha ends, but only if they realize the effect is happening; you can use Deception to fool them if your phantasm is suitably subtle).

Emotion

Emotion: Single action, ranged; subject is affected by a single, powerful emotion. Choose one of the following Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage. Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD. Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round. Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute. Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.

Mind Control

Mind Control: Single action, concentration, long range; you control subject's actions while he remains within Long range (Wisdom save ends, max one save per 10 minutes). Any hostile actions by your allies against subject negates the spell.

Soulgaze

Reanimate

Reanimate: 1 action, 60-ft, V/S, 5 rounds#### you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). The cost is one Mana per creature animated. You may control a maximum of 1 + 1 per 2 levels as a bonus action (60-ft range, language-dependent); any others act on your last command, or, lacking such command, act as crazed, starved, wild animals might. The traits of the animated dead are '''Undead:''' immune to death effects, energy drain, etc. Cannot be healed as living creatures would. Vulnerable to abilities that affect undead specifically. '''Clumsy:''' -2 to Dex and movement speed. '''Stupid:''' Int set to 5. They are barely able to understand the simplest of spoken commands, with the aid of gestures and nonverbal communication. They lose any spellcasting abilities, skills, feats, class features, and proficiencies. If wielding martial weapons, they are disadvantaged on attack rolls (but are fine with simple weapons). '''Doomed:''' At the end of the duration of the spell, they die once more, and cannot be raised again with Reanimate.

Necrosis

Necrosis: Single action, medium range; part of subject's body dies, then grows into a new limb, head, or whatever is needed, which wields the subject's own strength against it and its allies. Each round, for 3 rounds, you may choose one of the subject's own maneuvers or spells and execute it, with the subject's own damage statistics.

Frost Block

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