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.

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.

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.