Witchcraft
The WitcheS’ World is composed of winds, blood and all things growing, together forming the three hazardous paths a witch has to wander: the white path where the wind wails and spirits howl; the red path of the slow-running blood; and the green path, overgrown by thickets and roots. According to the mythology of the witches, there are places where these three paths converge, such as the cliff of Karvosti deep within Davokar.
Witchcraft is believed to be the oldest and most deeply rooted of the traditions. Some tutors at Ordo Magica even claim that witchcraft – despite its primitive flaws – forms the basis of theurgy, and because of this, both theurgs and wizards have the wise witches of old to thank for understanding the fundamental principles of magic.
The Titles of Witchcraft
Witches believe in independence, thus they are watchful of titles and hierarchal structures. The harsh living conditions of Davokar have resulted in each barbarian village housing a witch, and every witch is expected to have a helper (an apprentice). Furthermore, within each clan there is a witches’ node supervised by a Keeper, often called a Hex Mistress by southern scholars. All nodes convene at Karvosti, where the High Chieftain is advised by the Huldra, the foremost of all witches, whom outsiders generally call the Arch Witch.
Corruption
For practitioners of witchcraft Corruption is viewed as nature’s way of seeking balance; what the witch does to the world strikes back against him or her. The Corruption must be weighed against the necessity of what the witch is about to do and be handled accordingly. Some witches will choose to sacrifice themselves to the Corruption in order to save their people; such is the fate of a witch according to the demands of life in the gloom of Davokar.
Powers
The chants of the witches include Bend Will, Curse, Entangling Vines, Inherit Wound, Larvae Boil, Lay on Hands, Maltransformation, Nature’s Embrace, Shapeshifting and Storm Arrow.
Bend Will
Material: A silver ring.
Free will is an illusion, but the power of the will is unmistakable. The mystic has come to understand these seemingly contradictory principles and can use the insight to control the will of other creatures.
Level 1. The mystic can seize control of a creature’s will by succeeding at an opposed WIL roll. The mystic must concentrate to maintain control and cannot perform actions while concentrating. The controlled creature can try to break free as an action on its turn with an opposed WIL roll. The controlled creature can only perform non-combat actions while affected.
Level 2. The mystic can seize control of a creature’s will by succeeding at an opposed WIL roll. The mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the controlled creature break free. The controlled creature can try to break free as an action on its turn with an opposed WIL roll. The controlled creature can only perform non-combat actions while affected.
Level 3. The mystic can seize control of a creature’s will by succeeding at an opposed WIL roll. The mystic does not have to concentrate to sustain the control; it is ongoing and considered active until the controlled creature break free. The controlled creature can try to break free as an action on its turn with an opposed WIL roll.
Curse
Material: None, a dark glare is enough.
The mystic masters the stare of the Evil Eye and can curse enemies on the battlefield; a power often used by the disciples of the Dark Lords during The Great War.
Level 1. Once per turn, the mystic’s dark glare automatically gives an enemy Bane on any rolls meant to affect the mystic. This effect is ongoing until the affected creature succeeds at a WIL roll. The affected creature may roll to negate the effect as an action on it's turn.
Level 2. Like level 1 but the enemy has a Bane on all rolls regardless of target.
Level 3. The mystic puts a curse of death upon an enemy. The enemy suffers 1D6 damage, ignoring Armor, for all actions it tries to perform. The target suffers no damage if it remains still and passive. This effect is ongoing until the affected creature succeeds at a WIL roll. The affected creature may roll to negate the effect as an action on it's turn.
Entangling Vines
Material: A handful of seeds or a tangle of roots.
The earth is bound by roots, while objects above ground are often covered by vines. All that the mystic does is uses its will to stimulate the already ongoing processes of nature.
Level 1. The mystic calls forth entangling vines or roots from out of the earth to ensnare an enemy. The ensnared creature cannot move but can use ranged weapons and powers. The creature is ensnared until succeeding at a STR roll which it can make as an action each round.
Level 2. As level 1 but the mystic can ensnare additional creatures by spending Corruption - one point of Corruption ensnare an addition creature within sight.
Level 3. As level 2 but those ensnared also suffers 1D6 damage per turn from their thorny prison. The sharp thorns find gaps in the targets
armor, so any Armor is ignored.
Inherit Wound
Material: A splash of blood.
The mystic has closely studied the spirits of creation and death, and can use this knowledge to redistribute damage between itself, its allies and its enemies.
Level 1. The mystic can attract the spirits of damage from another creature. The target heals 1D6 points of HP while the mystic suffers an equal amount of damage.
Level 2. As level 1, but the effect heals 1D8 points of HP and also draws any ongoing effects of poison and bleeding to the mystic. The mystic suffers half the damage (rounded up), both from wounds and any poison/bleeding.
Level 3. The target heals 1D8 HP while the mystic suffers half as much damage. The mystic may also pass the other half of the damage on to another creature in sight. The chosen target’s armor is ignored and it cannot defend itself in any way.
Larvae Boil
Material: A handful of larvae.
Drawing from the force of wrath the mystic can infuse an enemy’s body with larvae that then start to eat their way out. Although it is loudly refuted by members of the court, persistent rumors say that this is how the ambrian hero king Ynedar met his demise.
Level 1. The mystic plants larvae inside the body of its enemy, which then start to eat their way out. The target suffers 1D4 damage each turn, ignoring Armor. The effect is automatic the first turn and continues until the target succeeds at a CON roll.
Level 2. The mystic plants larvae inside the body of its enemy, which then start to eat their way out. The target suffers 2D4 damage each turn, ignoring Armor. The effect is automatic the first turn and continues until the target succeeds at a CON roll.
Level 3. The mystic plants larvae inside the body of its enemy, which then start to eat their way out. The target suffers 3D4 damage each turn, ignoring Armor. The effect is automatic the first turn and continues until the target succeeds at a CON roll.
Lay On Hands
Material: A holy symbol.
The secrets of life lay bare for the mystic and with them follows the coveted power of healing, often interpreted as a gift from whichever deity the mystic adheres to.
Level 1. The mystic can through touch heal 1D6 HP This power also works on the mystic itself.
Level 2. The mystic’s healing hands now heal 1D8 HP and stop the ongoing effect of poisons and bleeding.
Level 3. The mystic can heal a creature within sight, healing 1D8 HP and halting the ongoing effect of poisons and bleeding. The mystic now heals 1D12 HP when touching the target.
Maltransformation
Material: A pupa or an egg.
The mystic has grasped that physical appearance is a dynamic concept, and knows how to use that insight to transform its enemies into weaker forms.
Level 1. With a successful opposed WIL roll the mystic can turn a target into a harmless beast (mammal or reptile, the mystic decides which). The affected creature may roll once per round on its turn to end the effect. The harmless animal keeps the target’s original Attributes but none of its abilities or powers and can neither attack nor use items.
Level 2. The mystic no longer has to concentrate to keep the Maltransformation active; it is ongoing until the affected creature breaks free with a WIL roll. The affected creature may roll once per round on its turn.
Level 3. Like level 2 but the mystic can trigger a Chain of Maltransformations by spending Corruption - one point of Corruption transform an additional creature within sight.
Natures Embrace
Material: A fistful of soil.
The deep soil of the world is a safe place for the mystic, just as the mountain rock may become a shelter. The mystic can sink into the earth and thereby avoid attacks from its enemies.
Level 1. The mystic sinks into the earth. There, the mystic is invulnerable but also unable to take any Actions. The mystic must succeed with another WIL roll each turn to remain in the safe bosom of the earth. If the mystic fails the test, then he or she is returned to the surface.
Level 2. The mystic can use mystical powers on itself while in the earth and does not have to roll WIL in order to remain there.
Level 3. The mystic can move by using its Movement Action to appear in a different spot than where it first sank into the ground. The mystic can also use powers on its allies while in the earth, as well as see the allies through the protective layers of soil.
Shapeshift
Material: A bit of fur or skin from the beast in question.
The mystic’s understanding of the essence of nature makes it possible to take the form of beasts – a talent that the snake witches of clan Gaoia are particularly renowned for.
Level 1. The mystic take the form of a small beast (mammal or reptile); practical when wanting to escape or when scouting, but useless in combat. The mystic’s Attributes remain unchanged but he or she gets a Boon on any Sneak or AGL-based rolls (including dodge). Also, enemies do not get any Free Attacks against the mystic when in beast form, even if it withdraws from melee combat or hurries past an enemy. The mystic have to succeed at a WIL roll to change back. For the duration of the transformation, the mystic counts as a beast. If the mystic becomes the victim of powers that affect beasts, then it may choose to remain in beast form – and hence suffer the effect of the power – or revert back to its original form.
Level 2. The mystic can assume the form of a battle beast (wild boar or wolf are most common). The beast form has the Attributes of the mystic but also gains the Abilities Iron Fist and Robust for the duration.
Level 3. The mystic can now assume the form of a truly imposing battle beast, gaining the Abilities Massive Blow and Double Slash in addition to those gained at the adept level.
Storm Arrow
Material: Arrows or crossbow bolts.
The mystic can ask the wind to lift and carry arrows towards its enemies. The barbarian witch Yagaba, a friend of Lasifor Nightpitch, sometimes
demonstrates this power, and is rarely seen with-outa handful of black-feathered arrows floating by her side.
Level 1. The mystic enchants a handful of arrows (up to five). The arrows then float next to the mystic for the rest of the scene and can be fired, once per turn, as an Action (one arrow can be fired the same turn that the power is activated). The arrows hit their target automatically. Any quality or special ability that the arrow might have is added to the effect. The arrow normally deals 1D6 damage.
Level 2. The arrows are enchanted as above, but in the hands of the adept mystic they now deal 1D8 damage. As an Action, the mystic can send two arrows against either the same target or two different targets.
Level 3. The mystic can use an Action to fire three arrows against one or separate targets.
The rituals of witchcraft are often performed as dances and include Blood Bond, Borrow Beast, Familiar, Nature’s Lullaby, Necromancy, Oracle, Quick Growth, Turn Weather and Witch Circle.