Wis 12 Cha 13
Save and attack as magic-user
The witch is a magic-user that harnesses their own innate magic in order to cast spells and produce magical effects. They are often mistaken for clerics, a misperception the witch will quickly correct. Witches do typically revere a particular god or gods, and some are quite devout, the reason being that witches believe their god(s) taught mortals how to harness and use magic to help them be more self-sufficient. The witch, then, doesn’t follow a prescribed path and philosophy set out by a god or gods, their craft is highly individualized and highly expressive. For the witch magic isn’t a system of rote learning but one of understanding and expression. Each witch develops their own methods of accessing and manipulating magical energy, such as movement, chant, singing, rhyming words, tantric practices, including sexual tantra, use of glyphs or runes. The material or verbal components are less important than the somatic; the witch more or less relies on an altered state of body and mind, which for the witch becomes their way of understanding and interacting with the world.
Witches may be of any alignment, including evil, depending on their world view and often their cultural context. However, despite the level of discipline and structure that is involved witches are rarely Lawful; due to the emphasis on individual expression and point of view which tends to be Chaotic or Neutral.
Witches cannot wear armor and are limited to the weapon choices of the magic-user class.
As a result of being attuned to innate magic within themselves they receive a +2 bonus on Saving Throws vs. Spells and Wands. On a successful save they will take no damage even if a successful save normally results in half damage. They receive bonus spells based on wisdom as indicated in the table below.
Bonus Spells for Wisdom
Score Spell 1 2 3 4
12 35% – – – –
13 40% 1 – – –
14 50% 2 – – –
15 70% 2 1 – –
16 75% 2 2 – –
17 85% 2 2 – –
18 90% 2 2 2 1
A witch may draw on their natural attunement with magical energy to be able to Read Magic once per day. This requires them to be in contact with or proximity of the text they wish to read and requires 1 turn x highest level of the spell contained. Starting at 2nd level the witch can reduce the time this takes by 1 turn per level. This can only be performed on one object at a time, however once successful they do not need to cast this spell again on a text written by the same person. This ability can be used in addition to casting a Read Magic spell from their spellbook. A Read Magic spell is created to take less time to cast.
In addition to casting spells, the witch is able to manipulate magic at will for specific, generally minor, effects. These increase in potency as the witch advances in levels are divided into three tiers: Jinkes, Hexes, and Curses.
Jinxes: a jink is a very minor effect the witch can produce by manipulating their natural inherent magical ability. They are usually cast with a simple word, sound, or gesture. The witch can produce any effect listed and anything they can conceive that isn’t listed provided the effect 1.) causes no damage, 2.) has no permanent effect on a creature. A jink is generally theatrical or dramatic but some have practical uses. If used creatively they may a significant, albeit indirect, benefit to a party. Six jinxes are considered equivalent to one First level spell.
The type of effects a witch can produce using a jink are:
-causing a knot to untie or causing a string or strap to tie itself into a knot.
-gain someone’s attention from a distance without having to speak. The person will “suddenly notice” the witch and look at them. At that point the witch will have to take other steps to keep their attention.
-create a 50’ zone around the witch that will them if any creature larger than a cat enters the space.
-a jinx can be used to change the color, temperature, flavor, or scent of a person or object (but only 1 of those at a time) or to alter the texture slightly, such as adding or subtracting moisture
-be able to reveal the presence of persistent magical effects, either as a somatic experience for the witch or as some sort of visual phenomenon (colored vapor, glittery lights, etc.)
-cause a very delicate object, like a glass or an egg, to crack or break.
Hexes: Beginning at second level the witch may cast hexes. Hexes are more potent than jinxes in that they generally have a physical effect, however they are still quite mild and thus serve more dramatic or utilitarian functions. While hexes are more elaborate in terms of casting and thus tend to be more like a spell in the sense they are a specific formula that is repeated with each casting, they can also be improvised on the spot to suit the witches need. The following list, then, is meant as a guide for determining the effect of a hex. Four hexes are equal to one first level spell.
The type of effects a witch can produce using a hex are:
-target (including the witch) reduces falling rate, so they take less damage upon impact, provided the fall is from 30′ or less. The damage from a fall is reduced by 1 per die of damage taken. This spell may be cast instantly as a character falls.
– cause a brief, violent jerking force to act on a limb or body part of a creature. This force has little strength but might cause a running creature of man-sized or smaller to stumble or turnabout or cause one to fumble and drop a small item. A saving throw is allowed to negate the effect but a failed saving throw will also disrupt spell casting for a round. Creatures larger than man-sized are not effected
– The caster using this cantrip can give a creature within 10 feet (usually a mount) a sudden burst of speed that doubles the creature’s movement rate for one round. The movement is arrow-straight though a saving throw is allowed with a +3 bonus to avoid an obstacle such as a pit, snare or precipice, provided the creature or its rider knows of the obstacle’s existence. Unwilling creatures also receive a saving throw to negate the effect.
– By means of this cantrip, the caster causes an unseen hand to perform simple actions, such as open/close a door, lift a small object and carry it (1 lb limit) within 10 feet radius of the caster, and poke or pinch a target as desired.
Curses: Beginning at 3rd level the witch can create curses. These have a definite negative effect on a target however they are not as powerful as a spell. Casting curses use up witches spell slots at a rate of 3 per first level spell.
-on a successful hit the target is stunned for1d2 rounds (no damage)
-the target takes 1d3 as a negative to their next die roll
-target save vs. paralysis or be knocked prone
-target’s speech is unintelligible (gibberish, unknown language, only make animal noises, etc) for 1d4 rounds (target allowed save)
Spell Use: In addition, witches can learn and cast spells that are written down and can be stored in a spellbook. As magic is unique to each witch’s understanding and practice, there is no universal magical code or format for writing spells. Some witches may use a magical language consists of runes, glyphs, or other symbols, others may have illustrations, notes, references to other texts or concepts, personal reflections, etc. which make sense only to the witch who wrote it down. Some might write down the verbal components of the spell (words, phrases, song lyrics, riddles, etc.) but contain no information on how or why this works, because just reading the words does not allow one to cast the spell. Regardless of what is written in a book the spell Read Magic can be used to translate or understand the language.
Even after being translated spells typically take a number of hours to learn equal to 3 x Level of the spell, at which point the witch has a percentage chance of casting the spell as listed in the chart. Each attempted casting of the spell increases the chance of success by 20%. The time it takes to learn a spell does not have to occur consecutively. The amount of time in study can be spread out over a number of days or weeks. The witch reduces the time it takes to learn a new spell 1 hour for every three levels.
Once learned a witch needs to prepare a spell before they can cast it. This is universally referred to as “memorizing” a spell, but in truth the witch begins to cast the spells they are memorizing, generating the magical energy through their particular magical practice, and holds the spell in “midcasting”. When the witch casts the spell they are merely executing the specific actions that finalize casting. Memorizing requires a number of turns equal to the highest level of spell being learned.
A witch must rest for a number of hours equal to the level of the spells before attempting to memorize spells again. Thus if a witch wished to memorize one or more 1st level spells after casting them they would need to have 1 hour of rest to do so, but for a 6th level spell or higher they would require 6 hours of rest. This rest does not require sleep, however they cannot engage in any strenuous activity, such as continuous walking or combat, in order to rest.
Signature Spell: Beginning at 5th, and each level after that, a witch may make one spell of a lower level their Signature Spell. This allows them to cast the spell without having to memorizing it each time. However, doing so requires they permanently commit a spell slot of that spell level to this spell. Once assigned a witch may cast a Signature Spell at any time, provided they have a spell slot available. They may use higher slots to cast lower level spells but not vice versa. For example, a Witch of 6th level has made Hold Person their Signature Spell. This reduces the number of 2nd level spells they can memorize per day to 1 spell and leaves them with 2 first level and 1 second level spell they could use to cast Hold Person if they chose, meaning they could cast Hold Person up to 4 times in one day. It is understood that the Witch is musing the magic of the memorized spell for a different purpose; however, they do not lose the uncast spell, just the energy needed to cast it. Thus, they may cast the spell after the appropriate resting period without memorizing it.
Upon reaching the level of Witch Queen/King (11th), the Witch may establish a Domain or a Realm that is under their protection, both from external and internal threats. They build a House at this point, which, despite the unassuming nome de plume, is generally a fantastic structure, either in size and scale or the materials used for construction. The Witch prefers natural or unassuming material to precious metals and jewelry.
Lvl XP HD Title
1 0 1 Dabbler
2 2,450 2 Under Study
3 4,900 3 Practitioner
4 9,800 4 Hexarian
5 19,600 5 Crafter
6 40,00 6 Auteur
7 80,000 7 Master/Mistress (of the Arts)
8 160,000 8 Witch-in-Residence
9 320,000 9 Witch
10 470,000 10 High Witch
11 620,000 10+3 Witch Queen/King
12 750,000 10+6 Patron
150,000 XP per level after 12th, Witches gain 3 HP per level after 12th. The level title after 12th is Patron.
The number of spells a witch may prepare and cast a day is listed on the chart below
Witch Spell Casting Progression
Class Spell Level
Level 1 2 3 4 5 6 7 8 9
1 1 – – – – – – – –
2 2 – – – – – – – –
3 2 1 – – – – – – –
4 2 2 – – – – – – –
5 2 2 1 – – – – – –
6 2 2 2 – – – – – –
7 3 2 2 1 – – – – –
8 3 3 2 1 – – – – –
9 3 3 2 2 – – – – –
10 3 3 3 2 1 – – – –
11 3 3 3 3 2 – – – –
12 4 3 3 3 2 1 – – –
13 4 4 3 3 3 2 – – –
14 4 4 4 3 3 2 1 – –
15 4 4 4 4 3 3 2 – –
16 5 4 4 4 4 3 2 1 –
17 5 5 4 4 4 4 3 2 1
18 5 5 5 4 4 4 4 3 2
19 6 5 5 5 4 4 4 4 3
20 6 6 5 5 5 5 4 4 4
The witch may choose from the following spells list:
||Summon Monster I
||Summon Animal I
||Contact Other Plane
||Summon Sylvan Being
||Commune with Nature
||Summon Animal II
||Summon Monster II
||Summon Monster V
||Polymorph Any Object
||Summon Monster VII
|Summon Aerial Servant
||Transmute Metal to Wood
|Summon Animal III
|Monster Summoning IV
|Stone to Flesh