Tier · II · Expert Path · Power

Wisdom — a hidden tradition —

Standing outside the major faiths in the lands of Rûl, witchcraft lacks the orthodoxy one might expect from an established faith. Many different factions separate witches from one another. Some practice their faith alone, while others form covens for fellowship and to grow their understanding of what the Lord and Lady wish for them.

Belongs to I · Novice II · Expert III · Master

Level Progression

Reference during build

Standing outside the major faiths in the lands of Rûl, witchcraft lacks the orthodoxy one might expect from an established faith. Many different factions separate witches from one another. Some practice their faith alone, while others form covens for fellowship and to grow their understanding of what the Lord and Lady wish for them.

Although the particulars vary, witches follow one of three paths: the left-hand path followed by malificants, the right-hand path followed by wisdoms, and the middle path, followed by most witches (see Shadow, page 75).

Followers of the righthand path practice white magic, which they use to promote health and healing, to help others, and to steer people away from wickedness. Wisdoms might serve a community, acting as midwives, healers, advisors, and, when danger threatens, protectors. However, a few leave behind the responsibilities of their towns and villages and use their talents to help everyone they can.

Level 3 Wisdoms

  • Discover the Divination or Life tradition
  • Learn one Divination or Life spell

Brew Simple You begin each adventure with a number of simples you have brewed equal to 1 + your Power. These simples lose potency when you complete the adventure. As a minor activity, you can apply a simple to one target living creature you can reach. The target either heals damage equal to its healing rate or removes the diseased, fatigued, or poisoned affliction from itself.

Committed to the Light You take a –3 penalty to Health for each point of your Corruption score.

Level 6 Wisdom

Level 9 Master Wisdom

  • The inner light shines from you, illuminating the area within 10 yards of you.
  • Each creature you choose within the area of light must get a success on a Will challenge roll with a number of banes equal to your Power or become frightened. While frightened in this way, the creature must use its action each round to rush away from you. At the end of each round, the creature can repeat the challenge roll and removes the frightened affliction on a success.
  • When you cast an attack spell, you make the attack roll with 1 boon and you impose 1 bane on challenge rolls made to resist the spell.
  • You impose 2 banes on attack rolls made against you by creatures that can see you.
  • You can use this talent a number of times equal to your Power score. You replenish your uses when you complete a rest.