Talents
Seven aspects to invest points in.
When you have 2+ ranks in each, you can attempt the Seven Wonders and become The Supreme
Aspects:
- Clarity: perceiving the flow of magic. Useful for identifying spells and magic items, and for countering enemy spells.
- Rapture: the joy of channeling mana itself. The use of magic heals and empowers your physical body.
- Sympathy: oneness with magic. Spells that discriminate between friend and foe are more likely to consider you a friend regardless of caster's intent.
- Revelation: the ability to understand the deeper mysteries of nature through the study of magic. Grants divinatory abilities.
- Transference: that which was once connected, remains connected. (phylacteries)
- Verity: acceptance of the truth over one's preference. Makes it easier to see through illusions, etc.
- Entropy: acceptance of the inevitability of death and ruin. Makes you better at necromancy and stuff.
Other ideas:
- Oneness with nature / the universe (familiars?)
Clarity
- Arcane Sight
- Adv to Dispel/Counterspell
- Scan
Rapture
- Heal self when casting
Sympathy
- Friend/foe spells think you're a friend
- Spell Stowaway
- Spell resistance?
Revelation
- Foresight: once/day, react to anything
- Prognostication: choose a target; you predict their likely actions. You can react to their next action.
Transference
- Create phylactery instantly
Entropy
- Bad Luck: Shit happens. It's a well-known axiom of witchcraft. But with careful study and perception, you can learn not to be in front of the fan when it happens. When you roll a d20, and the result is at or below your Entropy rank, you can "store" the result, rolling again. When you have a stored result, you can impose it upon any other PC or NPC whenever they roll a d20, expending it and forcing them to take your result.
- Death and Decay: All things decay. This is something you've accepted. But you don't have to dive into the grave on purpose. You gain Resist 50% (necrotic), and advantage to saves against death magic and ability damage/drain.
- Death Becomes You: The undead are the antithesis of the living, and naturally hate, fear, and long to feed upon them. You understand that, and sympathize with them, and, to an extent, they respect that. Mindless undead become indifferent to you unless actively commanded to attack. Your own undead servants gain inspiration once per encounter.
Rituals
Witches are all about life: plants, animals, food, etc. That can come to life in rituals.