Thursday, December 6, 2012

Fantasy Core RPG: The Witch Part 2

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index


Coven Spell Casting (Optional Rule)
Witches require a Coven to cast certain types of spells.  Individual Witches cannot cast Ceremony spells and spells over 5th level.  10th level Witches are not able to convert XP to increasing their Spellchecks as Wizards are. 

To roll a Spellcheck for a Coven, use the member with the highest Spellcheck.  Add +1 for each of the other members who have at least +3 Wis and Int Bonuses, up to +5.  Like individual Witches, an Int based Spellcheck is needed to prepare the Focus (for a Ceremony spell, the Focus is the Ceremonial space itself if not specified).  Then, a Wis based Spellcheck is used to enact the spell.  All members of the group must be physically next to one another for the castings.

Coven of Three: May cast Ceremony spells of 1st to 5th level (including the Voodoo Doll spell, see below).  These type of Covens are usually familial: grandmother, mother, and daughter.  However, aunts, nieces, and cousins might also be members.  This is where most Witches acquire their Pact from and learn their craft.  Non-hereditary tripartite covens may be professionals (selling discreet services) or individuals working for or allied with somebody else full-time.  Typically with this type of Coven, mutual protection is usually a component.  An attack against one, is an attack against all.    

Coven of Thirteen: Can collectively cast 6th level and up spells.  They can cast non-Ceremony spells in combat as well, though this could be physically awkward.  The incapacitation of any member will disrupt their ability to cast these spells.  13 Witches might come together as an informal group of friends and associates, sharing spells and ensuring mutual protection.  More likely however, they are a Cult (in and of themselves) or part of a Cult, such as an Urban Cult or a group under the sway of a Fallen Paladin or Warlock.  Mutual protection may or may not be part of the Coven agreement, depending on how tight the membership is.      

Convocation (Coven of 169): Can cast Epic level spells.  A group of this kind might comprise most of the Witches of a country or a large county.  This sort of gathering would only occur if they all felt threatened by something.  (Certainly within a group this large of magic users, many of the members will not get along, perhaps even being outright enemies.)  Only the most grave of reasons could possibly bring all Witches together, such as retribution or for protection from an indiscriminate Witchhunt, fighting a powerful, mutual magical enemy, or even national defense.  It's almost impossible to keep such a gathering secret, but it's just as hard to stop.   

Epic Level Spells: These spells are more plot devices than game mechanics.  They are all Ceremony spells, likely requiring multiple castings over separate nights.  The Ref should come up with the spell effect and the means needed to cast it individually to suit the story.  There should always be some sort of precursor event(s) that precedes the main effect to give everyone a warning that something is about to happen.

These spells can enact powerful natural spells via ceremony, such as pestilence, drought, rain of fire (volcano), tsunami, tornado, hurricane, blizzard, blight, and earthquake.  (The real horror show would be the gating in of a demon lord. An unnatural eclipse is the precursor to such a spell).  These spells are uncontrollable when enacted and there is a great deal of danger to the casters if it the ceremony fails (or even succeeds). This is ultimately a self-destructive weapon, which will bring the Wizards and paladins right down on all Witches in a rush to avoid collateral blame for such magical incidents. (On the flip side, these spells are also a potent deterrent against constant Witchhunts.)

Ceremony Spells (Optional Rule)
Many Forbidden spells require a Ceremony to cast. They may require a turn cast and a ceremonial space.  Other requirements may also be necessary, or just use the general guideline of 100 GP in materials/spell level.  Sacrifices may also be used for Ceremony spells, involving either the caster's freshly drawn blood (hp) equal to double the spell level or another's death.  Add +4 to the Spellcheck in either case.  Failure in casting renders the Coven unconscious 1 turn and results in a permanent loss of 1 point of Wis for each member.  At 6 Wis, a Player Character is considered eccentric. (Player's option on how to play that out.) At 3 Wis, the character is considered hopelessly insane. The character is taken out of play and controlled by the Ref.

Hexes (Optional Rule)
Witches are really proficient at screwing with people.  When they reach the appropriate spell level, they will gain these spells (along with the spells of their choice): 3rd level spell--Baleful Polymorph, 4th level spell--Geas/Quest, 5th level spell--Trap the Soul.

In addition, this spell is gained at 1st level (along with their chosen spells), but can only be enacted with a Coven: Voodoo Doll: Allows pain (Stats go to 0), incapacitation, damage (up to ½ current hp), or disability (loss of the use of a limb, sight, hearing) to be inflicted on a person via a doll likeness.  Injuries are not permanent (torture may last 1 turn/level) and cannot directly cause death or dismemberment.  (Will Sv) Forbidden spell.  Ceremony spell.  Requires a doll and a personal effect of the victim (Sympathy). 

Brew Potions and Create Magic Charms (Optional Rule)
Witches are able to channel their spells into supernatural potions and one shot magic items.  Roll for effectiveness when actually used.  Witches aren’t usually after money.  They will usually give potions and charms in exchange for tasks (like gathering rare herbs from a dangerous place) and future favors.  If money is involved, figure 50 to 100 gp per ½ level.  Witches might use their own Healing Potions and Charms, but otherwise probably won’t use other types.

A Witches’ Potions or Charms will work at a rate of Int bonus + ½ level.  The DC is listed with the item.  Potions are imbibed, and Charms are activated with a phrase.  However if they fail, a Potion will be poisonous (DC 18 Fort Sv or severely weakened and all stats go to 0 for 1 hr), and a Charm will explode (1d8 damage).      
Witches can typically create 1 Potion or Charm per hour.  Generally Int bonus + ½ level items per day.  They have an indefinite shelf-life, but an old magic Potion or Charm may not be the safest thing to use.  Even if it works, it will be a weaked effect.

● Healing (Potion or Charm, DC 12): Restores all lost hp, even if below 0 hp.
● Sleep (Potion, DC 18): DC 18 Con Sv or Knocked Out 1 hr when used.  There are more potent versions that knock someone out indefinitely (a Gentle Repose spell added), requiring a special event for them to wake up (like a kiss from a prince).
● Ability Modifier (Potion or Charm, DC 12): Boosts 1 Stat to +5 for 1 turn/encounter.  Functionally incapacitates the user for 1 hour afterward.
● Anti-Poison (Potion, DC 12): Cures any poison.
● Poison (Potion, DC 12): Killing someone with poison is beneath most Witches.  They prefer to incapacitate (evil ones want captives for sacrifice).  DC 18 Fort Sv or unconscious 1 turn.  Takes 1 rd to apply to a weapon and will be good for 1 encounter. 
● Invisibility (Potion or Charm, DC 18): Turns user invisible 1 turn.  Effect ends if user attacks.
● Love (Potion or Charm. DC 18): This is a dangerous one.  Most Witches know better than to mess with this.  The item is given to the person that is the intended.  The person to whom the intended is to fall for needs to be the first person that they see or speak to.  A Sympathy item of the intended could also be used with a Charm.  Hi-jinks may ensue either way.  Even if it works, the Love might take the form of an inexpressible, coy longing, embarrassing puppy love, aggressive horny passion, extremely jealous possessive love, and flat out dangerous psycho love.  (Romantic love could also happen.)  There’s no time limit on the effect.  A Break Enchantment is necessary to end it.

Familiar Animal (Optional Rule)
Witches often have a Familiar animal, such as a cat or other small, natural animal, in their service.  The Witch has a telepathic connection to the animal, which could be used to alert her and can be used as a spy.  This creature would not have any significant attack abilities and would be killed on any hit.  Lost Familiars can be replaced the next day at midnight with the Witch calling for a new animal.  Witches might have other permanently charmed animals (even demons) working for them as well that are more potent.

Permanently Enchanted Items (Optional Rule)
Witches may create permanently enchanted magic items as Wizards do.  Being a family affair, Witches often possess bequeathed magic items, such as flying broomsticks, protection rings, crystal balls, and such.  A low-level Witch may therefore have access to some potent spells.  The specific functioning of these items is left undefined here.  They might activate automatically when worn, require a code phrase, need a low Spellcheck to activate, and/or have daily limits on usage.  Witches can recharge items, such as a Wand of Fireballs for example, even if they don’t have access to the spell.  However, they can only do such recharging at a magic workshop. 

A Player Character might start with 1 utility item and 1 offensive or defensive item.  These items might be scalable, gaining power at higher levels.  An NPC Witch might have items equal to ½ level, varying between utility, offensive, and defensive abilities.  

(Yes, I enjoyed making up this class. A lot.)

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