Witch

A witch is a believer and the keeper of the ancient ways, often in seclusion.

Witch Skills

As magic-users, witches have some extraordinairy talents which include the use of soulstone.

Herbalism

Herbalism is the art of making concoctions (both harmful and useful) within witchcraft tradition. It requires an herbalism kit, as well as all the ingredients required by the formula.

All formulae work on similar principles and require at least one of the primary and secondary elements in addition to a base, and some souldust.

All ingredients have a value, ranging from one to six, which is required in the brewing of concoction.

IngredientTypeValue

Souldust

ethereal

6

Mistletoe

primary

1

Slime mould

primary

2

Wolfsbane

primary

3

fortis

base, potion

1

turpentine

base, potion

1

tofani

base, potion

1

vitale

base, potion

1

blue vitriol

base, poison

1

green vitriol

base, poison

1

red vitriol

base, poison

1

sweet vitriol

base, poison

1

white vitriol

base, poison

1

anise

secondary

2

aloes

secondary

2

aconite

secondary

2

bloodroot

secondary

2

belladonna

secondary

2

burdock

secondary

2

beetroot

secondary

3

catnip

secondary

3

calamint

secondary

3

celandine

secondary

3

cowslip

secondary

3

dayflower

secondary

3

dogsbane

secondary

4

fennel

secondary

4

foxgloves

secondary

4

groundsel

secondary

4

hawkweed

secondary

4

hemlock

secondary

4

hensbane

secondary

5

horehound

secondary

5

milkweed

secondary

5

nightshade

secondary

5

opium

secondary

5

purslane

secondary

5

rue

secondary

6

sandalwood

secondary

6

sorrel

secondary

6

sage

secondary

6

senna

secondary

6

tansy

secondary

6

tree bark

secondary

1

tree leaf

secondary

1

tree root

secondary

1

To create a concoction,

Enchant

Enchanted items are either created by witches, or affected by the presence of a legendary monster; which is the sole source of soulstone. They are mostly found in wilderness, or in points of interest, although they can also be created by witches.

To enchant an object, roll an INT check. The result must be lower then INT score, otherwise the attempt fails. In case of a failure; the soulstone is wasted and the item is destroyed. Enchanting an item takes one full day, after which the witch requires a full day of rest. Once the blessing attempt is successful, roll three d66s to determine the power, the drawback, and the recharge requirement. Each enchanted item has 1d6 charges, which expire upon use.

d66Power

11

Blind the target for 1d6 minutes.

12

Absorb any fall damage up to 6 yards when worn.

13

Inspire retainers to inflict more damage during combat. (1d6)

14

Hold breath under water for 1d6 minutes.

15

Levitate 1d6 yards for a minute.

16

Open a locked door upon touch. 1/6 that it will backfire (1d6 damage)

21

Disarm a trap upon touch. 1/6 chance it will activate trap.

22

Immunity against poison attacks.

23

Convince a target to do your bidding.

24

Summon an ethereal wolf.

25

Inflict additional 1d6 ethereal damage against demons with each attack.

26

Be invisible for 1d6 minutes.

31

Cure 1d6 HP instantly.

32

Turn 1d6 undead.

33

Luck: re-roll any die.

34

Immunity against acid attacks.

35

Silence magic users for 1 minute. (in 5 yard radius).

36

Cure disease.

41

Lift heavy objects for 1 minute. (3 times heavier than bodyweight)

42

Identify magic items (reveal)

43

Disintegrate object into dust upon contact.

44

Penetrate medium armour (armour has no effect).

45

Teleport object 1d6 yards away.

46

Inflict 1d6 ethereal damage to demons

51

Immunity against fire attacks.

52

Survive 1d6 days without water.

53

Touched object emits light for 1d6 hours.

54

Mirror any spell cast on the wielder unto caster.

55

56

Immunity against daybound spells for a day.

61

Immunity against nightbound spells for a day.

62

Penetrate heavy armour. (armour has no effect)

63

Identify people with different faith.

64

Inflame target, causing 1d6 damage.

65

Open portal (requires another portal to operate)

66

Inflict maximum damage against demons.

d66Drawback

11

Your required daily food intake doubles.

12

You cannot wear any armour.

13

Your footsteps leave visibly distinct marks.

14

You feel extremely cold, and must wear winter clothes at all times.

15

You must recite a hymn whenever you use it.

16

You go blind for 1d6 minutes after use.

21

You cannot swim.

22

You become weak. (6HP max.)

23

You are afraid of horses.

24

You become paralysed if you enter any temple.

25

You stink –attracting rats.

26

You lose 1HP whenever you go through a door.

31

You can only rest in open air.

32

You cannot start any fire.

33

Touching any humanoid burns you. (1HP damage)

34

You start crying uncontrollably whenever you witness death.

35

Your voice is only heard by the priests of your cult.

36

You are afraid of gold.

41

You must donate 10β‚΅ every day or lose 1HP. (for 1d6 days).

42

You cannot kill any animals.

43

You start growing goat horns.

44

You glow in the dark.

45

Your faith is readable on your face.

46

You cannot haggle. Everything costs twice as much.

51

You must visit a harlot every week.

52

You become mute.

53

Any cloth you wear disintegrates after a week.

54

You cannot climb ladders.

55

You can feed on game meat only.

56

Any (other) metal object you equip rusts in seven days.

61

Possessed: you cannot equip any other magical item.

62

Your memory lasts only a day.

63

You cannot wear any (other) armour.

64

Your voice becomes demonic.

65

You are soaked in goat’s blood after each use.

66

You are afraid of settlements.

d66Recharge

11

Sacrifice 1d6 slaves.

12

Convert 1d6 people to your own faith.

13

Donate 1d6 gold to a temple.

14

Sleep in a pool of cattle blood, out in the open.

15

Fast for seven days.

16

Go on a pilgrimage.

21

Gift a tome to a scholar.

22

Kill a messenger with an arrow.

23

Donate 1d6 potions to a temple.

24

Free 1d6 slaves.

25

Kill a demon.

26

Kill a noble.

31

Rob a pilgrim and spend the money on harlots.

32

Earn 1d6 gold by trade.

33

Fully explore a POI.

34

Bury a priest alive.

35

Desecrate an altar.

36

Throw 1d6 pearls into a body of water.

41

Drink a bottle of bull urine.

42

Rape an oracle.

43

Cut off a finger.

44

Make a necklace out of 1d6 human ears.

45

Don’t go into any settlements for a week.

46

Collect 1d6 tomes and donate them to a priest.

51

Kill 1d6 tigers.

52

Acquire one oxgang of land.

53

Convert to a different faith.

54

Hunt down a legendary monster.

55

Throw an amber into a volcano.

56

Climb a mountain without killing anything.

61

Collect 1d6 tomes and deliver them to a temple.

62

Survive a cave-in.

63

Catch 1d6 criminals and hand them over to authorities.

64

Unlock 1d6 doors in a POI.

65

Start a new cult.

66

Acquire an estate.

Reveal

See revealing.

Spellbind

See spellbinding.

Spellcast (nightbound)

Witch characters have the ability to cast nightbound spells.

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