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355 lines
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Plaintext
355 lines
23 KiB
Plaintext
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WITCH
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The witch is a special type of powerful spell caster. Though similar
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to the magic-user, it is not a mgic-user subclass, much in the same
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way that the cavalier is similar to (but not a subclass to) the fight-
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er. Thw witch has talents and powers normally associated with other
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spell-casting classes, as well as its own unique abilities.
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Based upon the witch of fairy tale, myth, and fantasy, the class in-
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cludes a number of distinctive abilities. Witches use herbs for heal-
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ing and magic, somewhat in the manner of druids (to which witches are
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distantly related). Witches combine cleric and magic-user forms of
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magic, since they are essentially worshippers of forbidden religons
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(generally evil in nature, but not always so). They specialize in
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spells involving nature, the changing seasons, and sympathetic magic
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(i.e. magic based upon the similarities between a spell-casting ritual
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and the spells effect), and they are also very knowledgeable about
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enchantment/charm spells involving humans and humanoids. The manipula-
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tion and control of other beings is one of the hallmarks of witch
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magic-a necessary step on the way to acheiving greater and greater po-
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wer. Evil witches often specialize in curses and destructive spells.
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Witches gain new spells by performing ritual sacrifice and prayer to
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deities-usually demon princes, archdevils, or the current oinodaemon.
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If the deity is pleased, it sends a servant to teach the witch a new
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spell appropriate to her level and ability. Because the witch must
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learn the new spell as a magic-user does, her chance to know each
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listed spell and her minimum and maximum number of spells are taken
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from Table II on page 10 of Players Handbook. Witches always gain the
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spells read magic and write, not having to check for knowing these
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spells as they start in their class. Witches may use the latter two
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spells to learn the spells used by other spell-casting classes, so
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long as the spells learned are duplicated in the list of spells all-
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owed to witches, and so long as the witch is of appropriate level for
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the spell. For instance, a 4th-level witch who has found a scroll with
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the 2nd-level cleric spell find traps may attempt to learn the spell
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directly from the scroll, copying it down (in her own magical lan-
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guage) for future use. All witches keep and use spell books, from
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which they relearn their spells as do magic-users.
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If a Dungeon Master desires a witch with more variety, the restict-
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ions on which spells may be learned by witches may be loosened. Spells
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that summon beings from lower planes and bind them to certain tasks
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are not likely to be taught to a witch by her deity's servants (wheth-
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er they are good or evil), but nothing should stop the witch from
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looking up such arcane knowledge on her own. Independant witches who
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did not join a High Secret Order (see below) are the ones most likely
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to make use of such spells-so long as the witches do not use them to
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attempt to bind their own deity. Other spells, particularly those from
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Unearthed Arcana may be added as well (see the general notes on spells
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below).
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There are two orders of witches. Low Order Witches may progress to
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16th level, and High Secret Order Witches may advance to 22nd level.
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Witches may be of any alignment, though evil witches are the rule;
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good and neutral witches are almost unknown. The prime requisites for
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a witch are intelligence and wisdom, each of which must be 13 or high-
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er. Only humans, elves (any sub-races from Unearthed Arcana), and half
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elves can be witches; furthermore, only humans and dark elves (drow)
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can be members of a High Secret Order. Other elves and all half-elves
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are limited to no higher than 11th level as witches, but no male witch
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of any race can rise higher than 9th level. No witch may be multi-
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classed or double classed, due to the difficulties involved in learn-
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ing and mainting ones magical powers. No earned bonus for experience
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is gained for exceptional ability scores.
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Most witches are female, since this class attracts a disproportional
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number of female humans, elves, and half-elves to its practice. This
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situation is encouraged by the large number of evil male beings ruling
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the lower planes, most of whom desire mortal consorts, and by female
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deities (of any alignment) governing magic, who find worship among wo-
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men in oppressive, male-dominated societies. Male witches are some-
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times called warlocks, though this term invites confusion with the
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title for 8th-level magic-users. Conversely, many female magic-users
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are improperly called witches. As a generic term for a single witch,
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the pronoun "she" is used in text.
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Witches have 4-sided hit dice and receive 1 hit die for each level
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of experience up to and including 11th level. Thereafter, they each
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receive one additional hit point for each level of experience-11+1 for
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12th level, 11+2 for 13th level, and so on. Witches receive constitui-
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tion bonuses as do magic-users, and they save either as clerics or as
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magic-users, on whichever column is better against a given effect.
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Weapon proficiences, allowable weapon types, attack tables used, and
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attacks per round are all as per magic-users. They may wear no armor
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whatsoever, save for magical protections such as rings, bracers,
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cloaks, etc., and witches cannot use shields. They may use any magic
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item that magic-users are able to employ. Oil may be used as a weapon
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(though it rarely is), and poison is freely used by evil witches.
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Witches with above average intelligence receive bonus spells, simi-
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lar to the procedure for a cleric with above average wisdom:
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Intelligence Spell Bonus
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13 One first level spell
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14 One first level spell
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15 One first level spell
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16 One second level spell
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17 One third level spell
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18 One fourth level spell
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19+ One fifth level spell
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The spell bonuses are cumulative; e.g. a witch with a 15 intelli-
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gence receives three additional 1st level spells. A witch must have an
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intelligence of 16 to cast 8th level spells.
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Witches start out in the world with a variable amount of money, de-
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pending upon how well they are liked by their deities. Multiply a
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witch's charisma score by 10 and add a variable amount from 2-20 to
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find the number of gold pieces given to a 1st level witch through a
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servant of her deity. Thereafter, witches tend to accumulate numerous
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useful magic treasures. NPC witches have an amount of magical treasure
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equal in gold piece value to their level multiplied by 5, expressed in
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terms of thousands of gold pieces. For example, a 2nd level NPC witch
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would have about 10,000 gp worth of magical equipment-prehaps a single
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ring of mammal control, potions of invisibility, and diminution, an
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eversmoking bottle, and a rug of smoldering (used as a trap). The cash
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reserve for an NPC witch is roughly equal to her amount of experience
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points expressed as gold pieces, though "cash" may actually be in the
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form of mundane items such as glassware, spell components, wall hang-
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ings, furniture, and so forth. Each NPC witch's lair should be tailor-
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ed by the DM to fit the campaign circumstances as seen fit. These
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guidelines do not apply to PC witches (if they are permitted).
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Because of their close working relationship with their deities, wit-
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ches regard themselves as superior to all other classes of characters.
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Witches tolerate no masters, save their deities or high-level witches,
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and they insist upon governing all underlings with absolute authority,
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regardless of alignment. Witches who have become consorts of their
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deities are especially dangerous and intolerant of all rivals.Anyone
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who attempts to control or give orders to a witch invites disaster.
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When a witch reaches 9th level, she can attract 5-50 zero level
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followers of the appropriate alignment if she establishes a place of
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worship. Since witches usually worship forbidden gods, such a place of
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worship must be kept secret, and it must also be cleared of wandering
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monsters. The followers try to remain hidden from the outside world
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except under extreme circumstances. A witch may also obtain the ser-
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vices of hirelings in the normal manner and is allowed to consult with
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sages if she desires.
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A witch may have as many as three apprentices in training at one
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time. All aprentices are, of course, witches themselves and cannot be
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of a higher level than one-fourth of the witch's experience level.
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Thus, a 4th level witch can have 1-3 1st level apprentices and cannot
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have a 2nd level apprentice until reaching 8th level herself (fract-
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ions are rounded down).
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Apprentices can aquire experience points through normal means, and
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can also receive the benefit of up to one-half of the witch's own a-
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quired experience points. The awarding of a witchs experience points
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to her apprentices can only take place when the points would not raise
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the apprentices to a level more than one fourth the level of the witch
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herself.
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Each major diety worshipped by witches maintains a formal organiza-
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tion of the most powerful witches in a certain area. This organization
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is usually known as a High Secret Order. High Secret Orders may have
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members scattered over an entire world or across a small country, as
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the situation permits; orders that have been decimated by magical wars
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or which are just starting out may be highly localized. High Secret
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Orders serving different deities and causes have been known to attack
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one another in dreadful battles involving attacks by extraplanar crea-
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tures and the use of awful spells,though-suprisingly-such orders are
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rarely warlike. Even members of diametrically opposed orders prefer to
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oppose each other in more subtle manners, weaving complex plots and
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spreading their influence against one another in generations-long dan-
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ces of rivalry and power. Kings, high priests, archmages, and dragons
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may be drawn into these conflicts, serving as pawns in a greater game.
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Upon attaining 10th level, a witch must decide whether to apply for
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membership in a High Secret Order. This application may be made only
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by witches with at least a 16 intelligence and 16 wisdom. The witch
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must also possess at least one of the following objects: any magical
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crystal ball, any magical (non-cursed) broom, a mirror of mental prow-
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ess, a mirror of life trapping, or one of these objects, depending on
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alignment: libram of silver magic if good, libram of gainful conjura-
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tion if neutral, or libram of ineffable damnation if evil. Unless ac-
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cepted into the High Secret Order, a witch may not progress beyond
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16th level. A witch who joins a High Secret Order may progress to the
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22nd level of experience.
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Witches who join a High Secret Order are bound to even greater serv-
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itude to their deities than before and take on additional responsibil-
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ities to carry out their deities wills. Witches who choose not to join
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such an order at 10th level cannot latter decide to join, but they
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gain more personal freedom and have less complicated relationships
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with their deities. Such "independant" witches are not well regarded
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by other witches, even those of their own alignment and religon, and
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High Secret Orders rarely go out of their way to assist these "un-
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grateful renegades"
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High Secret Order witches, in addition to the spells aquired normal-
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ly, recieve one additional High Secret Order Spell for each level they
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have gained while in the High Secret Order. For example, a 10th level
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witch receives one High Secret Order spell; at 15th level, she re-
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ceives six High Secret Order spells; finally, at 22nd level she re-
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ceives 13 High Secret Order spells.
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There is only one Queen of Witches and one Princess of Witches for
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each High Secret Order. A princess who aquires enough experience
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points to become queen must either remain at princess level (gaining
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no additional powers or abilites) or plot agaist the current queen in
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an attempt to overthrow her.
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A witch is taught certain special abilities by her deity and her
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deity's otherwordly servants as she progresses in level. These abil-
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ities, noted on the Witches Table at their appropriate levels, are
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explained below. Note that spell-like powers are in addition to spells
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already known by the witch.
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Brew poisons and narcotics (3rd level): An evil witch can brew one
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dose of either a poison or a narcotic each day, providing she has the
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necessary ingrediants. The mixtures cannot be used to coat weapons and
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must be ingested by the intended victims. A witch learns how to brew
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Type A ingestive poison at 3rd level (see pages 20-21 of the DMG).She
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learns how to brew an additional type of ingestive poison for every
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two levels she progresses beyond third level. Thus, at 11th level, a
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witch can brew Type E poison. Saving throw applicable.
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A narcotic has the effect of a sleep spell on a victim with 8 hp's
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or less if the saving throw is failed. A victim with 9-16 hp is
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reduced to half dexterity and half normal movement for 12 turns; a
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victim with 17-24 hp's loses one-third dexterity and one-third move-
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ment rate for the same 12 turn duration; a victim with 25+ hp' loses
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one sixth dexterity and movement for the duration of the narcotic's
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effects. A successful saving throw halves the effects and duration
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of a narcotic. Only humans, demi-humans, and humanoids are affected.
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Brew truth drug (4th): A witch may brew one dose of truth drug per
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week. A victim who ingests a dose of the drug and fails a save vs.
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poison falls into a stupor and is forced to answer 1-4 questions
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truthfully. The truth drug can only affect an individual of an equal
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or lower experience level (or equal or fewer hit dice) than the witch
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who brewed the potion. The stupor (which reduces movement and strength
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by half) lasts 2-12 turns. A dose of truth drug is potent for only one
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day after being made. Only humans, demi-humans, and humans are a-
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ffected.
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Brew love potion (5th): The witch can brew one special form of phil-
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ter of love per week. The potion has all the effects of the usual po-
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tion, save that the victim is affected only by the witch, the victim
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gains a -4 to save against being charmed by the witch, and the charm-
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ing lasts for 8+2-8 turns. This potion has a chance of affecting a vic-
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tim of the same level (or with the equivalent hit dice) as the witch
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who brewed the potion. Thus, a 9th level witch could brew a potion to
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affect a fighter of 9th level or lower, but not a 10th level fighter.
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Enamoring effects last until dispelled. Victims who save vs. spells
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are not affected. Only humans, demi-humans, and humanoids are affected
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New Spell Descriptions and Explanations:
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Minor Quest: Range 2", duration 6 hours, area of effect 5" diameter
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sphere. The spell affects up to 12 experience levels worth of humanoid
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opponents, or up to 6 levels (6 HD) of monsters, with the lowest level
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opponents in a group affected first. The caster must be able to verb-
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ally communicate with her opponents for the spell to work. By using
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this spell, the witch can send her attackers away from her on an ima-
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ginary errand for themselves, such as going to town for supplies or
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going to a nearby river to get water. If the intended victims fail a
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it poses no threat to their safety or well being. There is a 20%
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chance, plus 1% per level of the caster, that the quested forget about
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the witch after the spell has worn off or after the quest is complet-
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ed, whichever comes first.
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Seduction I: Range 6", duration 2 turns or until dispelled, are of
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effect one man. This spell causes the affected man to cast aside all
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weapons, armor, and clothing in an attempt to seduce the witch, leav-
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ing the victim virtually defenseless against attacks from the witch or
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any other character or creature. Immediately after the spell wears off
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or is dispelled, the victim can retrieve one of his dropped weapons on
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a roll of 11 or more on a 1d20. If the roll is 16 or more, the victim
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can also retrieve a helmet or shield. Rolls may be repeated each round
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until successful, as long as the victim stays within grasping range of
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the weapon or other object to be recovered. The saving throw for this
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spell is computed by adding the seduction spell level (1 through 8) to
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the charisma score of the witch and subtracting the wisdom score of
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the intended victim. The resulting number is used as a modifier (plus
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or minus) to a roll of d20. The adjusted die roll must be equal to or
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greater than a certain number depending on the class of the intended
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victim, for the save to be successful. Barbarians need a 15 to save,
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fighters and rangers need a 13 to save, theives and assassins 12, ca-
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valiers and paladins 10, magic users and illusionists 9, and clerics,
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druids, and monks need 8 to save.
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Nature Call: Range 12" radius around witch. The spell simmons from
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1-10 small birds or mammals (up to the size of a squirrel or hawk) or
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one creature as large as an eagle or wolf. The spell allows communica-
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tion with the summoned creature, enabling the caster to give the crea-
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ture one or two orders. The summoned creatures can be made to rush at
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an opponent and fake an attack, causing confusion in monsters of ani-
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mal intelligence or lower and causing more intelligent opponents to a-
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ttack at -2 to hit for a duration of 1 turn. The summoned creatures
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cannot be forced to rush at a character or creature from which they
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would normally flee. Summoned creatures can also be made to act as
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messangers, carrying an object their size permits them to carry for up
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to three days.
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Pacify: Range 6", duration 4 turns +1 turn per level of caster; area
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of effect 1" by 2". The spell affects from 1-8 creatures of 6 or fewer
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hit dice, causing those who fail a saving throw to cease combat and
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either leave the scene or lie down on the spot and rest (50% chance of
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each). Pacified characters or creatures won't harm the witch or her
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party as long as the pacified creatures are not harmed. A pacified
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creature is allowed another saving throw each time that the creature
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is attacked while under the influence of the spell. This spell does
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not affect undead.
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Mystic Rope: Range 10", duration 2 turns +5 rounds for each level of
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the caster above 6th level, or until the rope is destroyed or dis-
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pelled. The spell creates a magical rope in front of any creature des-
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ignated by the witch who is within range. The rope can be of any len-
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gth desrired up to 100'. It unerringly carries out the witch's orders
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to move about, attach itself to any solid object so that charactes can
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pull on it, use it to climb or descend a surface, or ensnare up to six
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small, three man-sized, or one giant-sized creature. In order to en-
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snare second and subsequent opponents, the rope must first sucessfully
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ensnare the creature upon whom the ensnarement is currently being at-
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tempted. The rope can attack only one potential victim at a time. Any
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part of the rope not being used to tie up a character can move at a
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rate of 9" and drags an already ensnared creature around in an attempt
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to tie up other victims. The rope is considered to have a strength of
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19. Saving throws are allowed to any creature in danger of being tied
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up, but a new savng throw must be made at te start of every round in
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which the danger still exsists. Saving throws in the third and subse-
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quent rounds are made at +2. Any creature being chased by the rope is
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-1 to hit other opponents in that round. Actual ensnarement, once a
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saving throw is failed, takes one full round, after which the victim
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is rendered helpless until and unless the rope can be cut or untied by
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the victim, or destroyed by an attack form which damages it. The rope
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has 1 hp for each 4' of length, and has a saving throw number of 12
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against all attack forms which can harm it. The rope can be destroyed
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by dispel magic or disintegrate if it fails it save. The breath weapon
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of a dragon, strong acid, and magical fire or lightning cause damage
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to the rope, and it is destroyed and immediately disappears if its hit
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points are reduced to less than one third of its original total. Nor-
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mal weapons have no effect on the rope, but magical weapons can cut
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through the rope in two rounds. The rope suffers no damage from such
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blows, but simply becomes two seperate pieces of rope, each piece re-
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taining the proper portion of the rope's current hit points. Any cap-
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tive with strength of 18 or higher has a chance of freeing itself in
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each round after becoming ensnared, but must save at -2 in the round
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after becoming freed in order to avoid immediately being tied up a-
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gain. The percentage chance for a victim to free itself is 5% for a
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captive of 18 strength, 10% for 18/01 to 18/50, 15% for 18/51 to 18/
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75, 20% for 18/76 to 18/90, 30% for 18/91 to 18/99, 40% for 18/00, 50%
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for strength 19, 55% for 20, 65% for 21, 75% for 22, 85% for 23 and
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95% for strength 24. A victim may make an attempt to free itself once
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per round. Dragons or dragon-sized creatures have a constant 80% cha-
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nce per round to free themselves from the rope, but the percentage
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drops to 40% if the dragon is ensnared about the head, so as to render
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its breath weapon useless. Dragons may attempt no offensive action
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while trying to break an ensnarement about the mouth.
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Plant Entrapment: Range 5", duration 2 turns, are of effect 2" by
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2". Tree branches, grasses, shrubs, and the like within the area of
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effect, grab at and attempt to hold motionless all living and undead
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creatures with their reach, and may attempt to disarm or strangle an
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intended victim if the witch orders the attempt. If a victim fails to
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save against the spell, there is still a chance for the victim to free
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itself manually from the grasp of the plants, with the possibility of
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sucess dependant on the size and strength of the plant life doing the
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entraping.
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WITCHES EXPERIENCE TABLE Spells usable per lv.
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Experience Pts. Level d4 HP's 1 2 3 4 5 6 7 8 HSO Title
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0-2500 1 1 1 - - - - - - - - Medium
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2501-5000 2 2 2 - - - - - - - - Soothsayer
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5001-10000 3 3 2 1 - - - - - - - Spiritualist
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10001-20000 4 4 3 2 - - - - - - - Sybil
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20001-35000 5 5 4 2 1 - - - - - - Siren
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35001-50000 6 6 4 3 2 - - - - - - Conjuress
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50001-75000 7 7 5 3 2 1 - - - - - Mystic
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75001-100000 8 8 5 4 3 2 - - - - - Seeress
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100001-200000 9 9 5 5 3 2 1 - - - - Enchantress
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200001-350000 10 10 5 5 4 3 1 - - - - Sorceress
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350001-600000 11 11 6 5 4 3 2 - - - - Witch
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600001-900000 12 11+1 6 6 5 3 2 1 - - - Topaz Witch
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The chart continues but I'm getting tired of typing. If she should
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ever reach 13th level I'll send you the info. Also, any spells that I
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did not explain are the standard versions found in Players Handbook.
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After she reaches a new level I will send you any new spell descript-
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ions and any new special abilites she may receive.
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