Witch
True witches belong to the High Secret Order of Witchcraft, an institution founded before the first cities by the earliest practitioners of magic. In their communities, witches serve as wisdoms, healers, protectors, and advisors. People seek them out for remedies, charms, and other things to make their lives easier.
Becoming a witch means making a choice about how you intend to use magic. If you choose to help others, to heal them and protect them, you follow the right-hand path of white magic. If you embrace the darkness, pain, and suffering, you take the left-hand path of black magic. And if you walk the road between, take the middle path of gray magic.
Level 3 Witch
Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Any one
Traditions: One, Spells: Two expert
Witchcraft (Magical): You can use an action to produce a harmless magical effect of your choice. The effect can be any you imagine, subject to the following limitations: it replicates no other spell or magical talent, harms no creature or object, and lasts no longer than 1 minute. Examples include lighting a candle at a distance, warming up food, creating a ball of faint light, freshening a room with a pleasant odor, and so on.
Path of Witchcraft (Magical): Choose one of the following benefits. The choice affects other talents you gain from this path.
- White Magic: You can use an action to target one creature in reach. You touch the target and it either heals 2d6 damage or ends one affliction affecting it. The amount of damage healed increases to 4d6 at level 6 and to 6d6 at level 9. You can use this talent a number of times equal to your level and regain expended uses after you rest.
- Gray Magic: Whenever you make an attribute roll as part of a magical effect you create, you make the roll with 1 boon.
- Black Magic: Whenever you deal damage to a single creature from a magical effect you create, the creature takes an extra 1d6 damage. This damage increases to 2d6 damage at level 6 and to 3d6 at level 9. You can use this talent a number of times equal to your level and regain expended uses after you rest.
Level 4 Witch
Health: +4
Spells: One expert
Witch Fire (Magical): You can use an action to shoot flames from your fingertips. Target one creature or object within 10 yards. Make an Intellect or Will roll against the target’s Agility. On a success, the target takes 4d6 damage. The damage increases to 6d6 at level 6 and to 9d6 at level 9. On a critical success, the target also catches fire (luck ends).
Level 6 Witch
Health: +4
Spells: One expert
Ceremonial Casting: You can perform a ritual to cast any spell you have learned without having to expend a casting. After resolving the spell’s effects, make a Strength roll. On a failure, you become weakened for 1 hour and you lose access to this talent until after you rest.
Greater Witchcraft (Magical): You gain a talent that corresponds with the choice you made for the Path of Witchcraft talent.
- Apotropaic Aegis (White Magic): You can use a reaction when a creature within 10 yards takes damage. You reduce the amount of damage by 10, or 15 at level 9.
- Fade Away (Gray Magic): You can use a reaction when you are attacked to become hazy and indistinct. You impose 2 banes on the roll, or 3 banes at level 9.
- Evil Eye (Black Magic): You can use a reaction when an enemy you can see starts its turn within 10 yards to cause that enemy to make a luck roll. On a failure, the enemy becomes cursed (luck ends). Whenever you deal damage to a target cursed in this way, the target takes an extra 1d6 damage, or 2d6 damage at level 9.
Level 9 Witch
Health: +4
Spells: One master
Secrets of Witchcraft (Magical): You gain a benefit depending on the choice you made for the Path of Witchcraft talent.
- Restore Life (White Magic): You can perform a ritual to restore health to the injured or rouse the dead. Target one injured creature or one creature dead no longer than 3 days. If you target an injured creature, the target heals all damage and regains 1d6 Health. If you target a dead creature, you restore it to life so that it becomes a creature once more. The target heals all damage and regains 1d6 Health. In either case, the target imposes 1 bane on rolls to attack it for 24 hours. Once you use this talent, you lose access to it until after you rest.
- Seeming Evaporation (Gray Magic): You can use an action to become invisible for 1 minute. The effect ends early if you harm another creature.
- Killing Curse (Black Magic): You can snuff the life from a living thing. Choose one creature you can see within 10 yards. The target becomes cursed (luck ends). Each time the target makes a luck roll to end this affliction, the target loses 3d6 Health. Once you use this talent, you lose access to it until after you rest.