Witch Magic | White Witchcraft | Priestess Witchcraft | Black Witchcraft | Secret Order Witches |
Weapons of the Secret Witch Order | Witch Lairs and Treasure | Witch Items | - | - |
The Witch (OD&D, TD #5) | The Witch (OD&D, TD #20) | - | The Witch (AD&D, Dragon #43) | The Witch (AD&D, Dragon #114) |
Dungeons & Dragons | Dragon magazine | - | Classes | The Dragon #5 |
Its origins long since buried in the mists of time, the full story of
witchcraft
will never be told, but it is certain that it held deep roots in even
the most humble
and God fearing of ancient communities. The legendary powers and most
secret
wisdoms of its members could make an interesting (and lengthy) addition
to anyone’s
fantasy campaigns. Their greatest contribution will be evident in the
murky
dungeons, where a single witch could make a corridor almost impassable,
or an
enticing treasure almost unreachable.
Since no witches appear on the wilderness encounter chart, assume on
a die
roll of 5 or 7 there will be witches present fifty-percent of the time,
and the
chart’s indicated monster on the other fifty-percent (this implies
two die rolls).
The number of witches encountered will be a factor of terrain, as they
were best
suited to certain environments, and favored the woodlands and orchards
most of
all.
Witches will be either Lawful (35% of the time) or Chaotic (65%). If
a
group is found to be chaotic, the “Order” of every witch must be checked
individually
with a 12-sided die. A 1-8 implies membership in the Low Order, while
9-11 will indicate she has graduated to High Order, and a roll of 12
means she
swears her allegiance to the forbidden Secret Order. Low and High Order
witches will mix in a group like warlocks and wizards, but Secret Order
witches
are a radical strain, and will never accompany the other types. If
the first die roll
is not a 12, assume none of the rest may be a 12 either. Likewise,
if the first roll is
a 12, all witches present will be Secret Order.
The Secret Order witches are an exception to the table which follows.
Secret
witches are to be found in lairs 75% of the time; they may be found
in ANY terrain
(including water), and there will only be one regardless of their location.
All
other evil witches and the Lawful witches will comply with this table:
NUMBER APPEARING: Mts., Desert: none | Riv., Swamps: 2-4 | Clear:
1-3 | Towns, Woods: 2-13
ARMOR CLASS: 1
MOVEMENT IN INCHES: 9 on foot | 24 on broom
HIT DICE: 4-7
% IN LAIR: Lawful Witch 30% | Chaotic Witch 45%
TREASURE: See notes
When in her lair, a witch will have available to her the use of every
portable
magic device in her hoard of magic items. The GM must determine what
items
are in the treasure, as it may affect the outcome of battle when the
lair has been
invaded.
WITCH MAGIC
Witchcraft, including those spells which resemble Clerical or wizard
spells,
will not effect Djinn, Efreet, or Clerics of any alignment. These 3
character types
are immune to witchcraft.
All witches (except for a Priestess) have saving throws equal to warlocks.
For your saving throws against witchcraft, treat all witch magic as
a “spell” on
the Saving Throw Matrix.
A good witch may normally perform 7 spells per day from the following
table. There is, however, a 4% chance that any good (Lawful) witch
encountered
is ancient, thereby qualifying her as a Priestess. A Priestess may
use the ten ordinary
spells daily, and once each week may employ one of her own, more powerful
spells. (Be sure to check every good witch encountered for category.)
WHITE WITCHCRAFT R = range of spell D = duration (# of turns)
Commune - Cure Light Wounds - Detect Evil - Continual
Light - Hold person -
Remove Curse - Neutralize Poison
These
spells are identical to those of a Patriarch
Sleep - Locate Object - Clairvoyance - Detect
Invisible - Invisibility - Polymorph
Others - Protection from Normal Missles
These
function as Magic-User spells of the same name
(none of the above magic will affect creatures immune to witchcra’t.)
CALM R = 7” D = 6
All insects, animals, and
man-types within range of the witch’s spell
will lose their will to fight.
Even if engaged in life and death battle,
combat will cease immediately.
SUMMON ELEMENTAL
The Elemental will have 12
hit dice, and will appear the turn after it
has been summoned by the witch.
If the witch loses her concentration,
the elemental simply vanishes.
REJUVENATION R = 1”
Affects any one living creature,
reducing the physical (game) age by
five years. A lawful witch
uses this spell to remain forever young and
beautiful.
DISSIPATION R = 5”
With this spell, a witch may
disperse any elemental, any cloud or mist,
or any magic wall of stone,
iron, ice, fire, thorns, or water (regardless
of the level of the spell’s
caster).
COMFORT R = 2” D = 36 (6 hours)
From 1-10 recipients will
feel no pain, heat, cold, fear, hunger, thirst,
or exhaustion for 6 full hours.
This does not negate damage due to
poison, fire, weapons, etc.,
but it will benefit the recipient greatly; it
adds +4 to morale, adds +
1 to saving throws, eliminates need to eat
or rest each hour, and neutralizes
effect of fear wand, panic drums,
sleep spells.
A Priestess has saving throws equal to an eleventh level wizard. She
may
daily perform any ten spells from the preceding table, and once each
week may
employ a single spell from the following list:
CURE DISEASE (As with a Patriarch)
ANTI-MAGIC SHELL (As with a Wizard)
YOUTH Forty game years may be removed from the age of any single living
(no undead) creature which is not immune to witchcraft.
If desirable,
twenty years may be taken from two living creatures,
making each 20
years younger.
INFLUENCE Any one neutral or chaotic character touched by the witch’s
hand will be immediately converted to the Lawful
persuasion on a permanent
basis. This will not affect clerics or undead; use
Hit Probability
Matrix and common sense to determine if a “touch”
has been
made. It is not necessary to contact the target’s
skin.
BANISH ANY ONE CREATURE that is gravely threatening the life of the
Priestess, whether it be undead, clerical, monster,
man, or even another
Priestess (regardless of alignment) may be instantly
banished to hell
with no saving throws. This spell is completely
infallible and operates
at any range and regardless of the precautions taken
against it. Even
creatures the witch cannot detect may be Banished,
as long as they are
threatening her life in a direct way.
ENCHANTMENT In a single day, any one item of magic from the list of
rings, potions, misc. weapons, misc. magic items,
or Table A or B
witch items may be produced. No wands, staves, or
scrolls may be created
in this manner. If the Game Master considers a price
offer fair,
he will allow a player to “hire” the Priestess to
make a particular
item, but there are conditions. The player must
be either Lawful or
Neutral, he must pay in advance, and for the 24
hour period he employs
her he is bound to protect the witch since she will
be in a trade
and unable to defend herself.
SEEK It has long been understood that a witch has access to unearthly
sources of information. With this spell a Priestess
may locate any single
item, place, or creature (like a super-Locate Object
spell) and visual
its surroundings. She will be able to describe its
location, and tell
vaguely what part of the world and what kind of
terrain it lies in. The
closer she approaches, the more definite she can
be of its exact location.
She will perform this spell for any Lawful creature
at the price of
a magic item or 10,000 gold pieces, whichever seems
more valuable
but the item that you seek must be described to
her in great detail or
she won’t be able to detect it for you.
A Low Order witch may perform four Minor spells
daily, while a High Order
witch may use four Minor and two Major spells
each day.
* indicates saving throws are
not allowed
R = range in inches (spell
may be cast this far from witch)
D = duration of spell or its
effects in game turns
MINOR SPELLS
Commune - Detect Invisible - Infravision - Clairvoyance
- Clairaudience
- Locate Object - Continual Light - Polymorph
Self - Polymorph
Others - Charm Person - Charm Monster - Protection
from Normal
Missiles (As with Wizards)
Cause Light Wounds, Darkness* (As with Anti-Clerics)
Summon Elemental, Dissipation* (As with good Witches)
*PIT R = 5”
A pit 5 feet in diameter and
15 feet deep will form in the ground. If
several of these incantations
are used in succession, a very deep well
may be dug. No horizontal
pits may be dug (no tunneling), and if dug
in desert sand the pit’s walls
will cave in on a 6-sided die roll of 1-4.
*FIRE BOX R = 7” D = 6
A hollow 10’ cube of fire
will form about the target creature or object
and remain there six turns.
It moves with the object it surrounds, and
will not suffocate or harm
whatever is trapped inside. Anything passing
through the fiery wall takes
normal damage from fire walls. This
spell can be used as a refuge,
a prison, a plant killer, ice melter, etc. If
the witch uses telekinesis
upon the item within, she can “mow down”
ranks of enemy troops. Destroyed
by cold, rain, or magic.
DIMINISH PLANT/ANIMAL/MEN R = 10” D = 6
All plants, animals, and men-types
in a 10 foot by 10 foot area who
fail to make their saving
throw will be reduced to 1/2 their original
size, with corresponding reductions
in range of spells and weapons, in
strength and hit dice, and
in their movement. Successive uses of this
spell may reduce a target
to 1/4, 1/8, . . . of its original size.
*PLANT ENTRAPMENT R = 5” D = 2
Tree branches, grass, shrubbery,
etc. within a 2”x2” square area will
clasp at and attempt to hold
motionless all living or undead characters
within the boundaries of the
spell. If ordered by the witch the plants
will strangle or disarm the
victim, but since this spell imparts no magic
strength to the plants, the
entrapped have a chance to escape the grip
of smaller, non-wood vegetation.
MAJOR SPELLS
*PARALYZING PIT R = 7” D = 3
A pit 10” in diameter and
2” deep (game scale) forms immediately.
All creatures falling in must
make their saving throw against paralization
each turn they are in the
pit or else be paralized until freed by another.
*UNDEAD CONTROL R = 10” D = 4
From 1-6 undead characters
of any type within a 10” radius of the
witch are affected. They will
obey her mental commands for 4 turns,
but once they go beyond the
10” range this control will be permanently
lost. Undead control may be
maintained at any range if the witch
has a crystal ball with her,
but to establish the spell the witch must be
within 10” of her target characters.
AGING R = 2”
A living thing will age 20
years immediately. Any amount of cloth,
leather, or wood within range
will rot in one turn. Just 2 turns after
this spell is used a 3’x3’
section of 6” thick iron will rust through, and
4 foot thick stone (8’x8’
section) will crumble to dust in only 3 turns.
Saving throws are applicable
for men-types.
*CIRCLE OF BLINDNESS R = 7” D = 3
An extremely powerful and
dangerous anti-sensing spell which prevents
all means of detection. All
creatures within 25’ of the spell’s impact
point except Djinn, Efreet,
Clerics, and witches will be affected
(50’ circle). This circle
counteracts not only normal vision and hearing,
but also prevents the functioning
of ESP, detect invisible, detect
magic or evil, locate object,
seek, clrvoy. or clraud., infravision, and
wizard’s eye. Similarly, the
use of medallions, crystal balls, or detection
wands, potions, and swords
will prove fruitless. The circle is immobile
and its victims may blunder
out of the affected area, but it provides
a witch with a perfect refuge
from combat and the spell is just
too powerful for the use of
“dispell magic”.
*CURSE R = 1” R = infinite with ESP crystal ball
Any 1 creature or object may
be cursed in practically any desired manner
(within far-reaching bounds).
It is not possible to curse a creature
with immediate death! A curse
will not affect holy items (bibles,
crosses, blessed water, clerics,
etc.), enchanted or magic items, those
creatures immune to witchcraft,
or anything which is more than 75%
enclosed by silver A fighter
wearing a silver helmet, shield, and platearmor
would be safe, but one with
just silver shield or just silver mail
armor would not be. Usually
maps, scrolls, and articles of clothing or
of furniture are likely targets.
POISON TOUCH R = physical contact is necessary
This spell is employable in
two ways. Any one living creature touched
by the witch must make a successful
saving throw against poison, or
die immediately. If used in
the alternate and more devious manner,
the first three objects handled
by the witch (or a 4’x4’ section of a flat
surface, like a wall or floor)
will be permanently contaminated with an
undetectable paralyzing-poison.
Creatures coming into contact with
one of these items with their
exposed flesh (note that gloves will protect
you) must make a saving throw
against paralization; and if they
fail they become immobile
and are unable to let go of the poisoned
item or wall. After two turns
of contact they will die.
Clerics are immune to the
paralyzing-poison, as are other “witchcraftproof”
beings, but clerics have no
means to detect the contamination.
If a poisoned item is identified,
a Neutralize Poison spell will make it
harmless again. Holy items,
silver, and magic objects may not be poisoned
by the witch.
A
cunning witch will choose her targets carefully (doorhandles, dagger
grips, a random ladder rung,
tent flaps, bedding, etc. are all likely
places to contaminate.) Never
let a witch sneak into camp!
*CURTAIN WALL R = 2” D = 3 maximum, or until dispelled
Upon graduating from Low to
High Order, the first and most useful
spell a witch learns is this
one. It is a means to summon into existence
an extra-dimensional “room”.
Upon
invoking the spell, a curtain 10’ wide appears in the air, floating
vertically just off the ground.
Behind the drapes is a smooth walled
room 10’ high and wide and
20’ from back wall to front curtain. This,
then is the lair of a High
witch, and in it she can safely store her treasure,
bedding, crystal ball, cauldron
and potions, her broom, and her
pet “familiar”.
After
3 turns, or when sent away by the witch, the curtain fades and its
contents are unreachable by
anyone but the witch who first summoned
it, for every High witch has
her own curtain, and can invoke no other.
It provides a lair, a refuge
if attacked, a prison, and transportation.
When outside she can only
summon it to her location, but if she is inside
when it fades, she can make
it reappear in any location familiar to
her (no places unfamiliar
to her). It is like teleportation with no risk.
Treasure hunters could try
using Charm Person or some other control
agent to force her into summoning
her lair, but her will is great and
two control agents are required
simultaneously! And remember, her
familiar will defend the lair
when it appears before you, and a witch
has other powers of passive
defense (poison touch, curse, etc.).
SECRET ORDER WITCHES
AND THEIR POWERS
Fifty-percent of the primary survivors (players) in my current Dungeons
&
Dragons campaign are wizards above the 11th level, and about a quarter
are
lords magically armed (one has accumulated an astounding collection
of over 20
enchanted swords!) We had once again reached the point where no ordinary
outdoor encounter could present any sort of a realistic challenge.
My solution:
witches, particularly those of the Secret Order.
Members of the forbidden Secret Order are fierce and direct when they
attack,
and a single one may easily destroy a swarm of overconfident or undercautious
wizards and soldiers. However, they have certain weaknesses in their
make-up which a cunning opponent may exploit. Their most obvious shortcoming
is a character flaw: a distrust for disciples and ancient pride brings
about
their jealously guarded independance from all other witches. A Secret
witch is a
loner, and will never be encountered in a group of mutually protective
members.
A well planned counterattack by several magically endowed creatures
can quickly
overwhelm her one spell/turn capacity.
The Secret witches occupy their long lives in the pursuit of power;
and
usually will not trouble themselves to attack any creature(s) unless
provoked.
Still, they cannot tolerate intruders in their lair (a many chambered
cave or mineshaft)
or interruptions in their endless experimenting, so anyone who stumbles
into a Secret Order witch lair can expect big trouble.
Through the ages a Secret witch develops near-total familiarity with
all terrain
features and natural elements within several miles of her lair (i.e.,
she knows
by heart every pebble, every leaf, every gust of wind), with the result
that it is impossible
to surprise her, but she has a 50% chance of sneaking up on you. (If
she
is not in the lair she will of course lose this advantage.) If your
party does not appear
hostile she will leave you alone, but if she has surprised you and
your party
contains a cleric and/or 15 fighting men she feels threatened and attacks.
Secret Order witches have no brooms or crystal balls and no familiar.
They
may perform 6 Group A and 3 Group B spells daily.
GROUP A
Dissipation - Summons Elemental - Seek (as with Priestess)
Fire Box - Paralyzing Pit - Undead Control (as with evil Witch)
Continual Light - Hold Person - Speak with Plants/Animals - Remove curse
-
Neutralize Poison - Insect Plague - Cure Serious Wounds - Ploymorph
Self/Others (as with Patriarch)
Detect Invisible - Invisibility - ESP - Clrvoy. & Clraud. - Fire
Ball - Lightning -
Water Breathing - Hold Monster - Hallucinatory Terrain - Teleport -
Transmute Rock Mud - Growth Plant/Animal - Control Weather (As
with wizard)
GROUP B (These are not vulnurable to Dispell Magic.)
These awesome spells are the very heart of black witchcraft, the very
essence
of satanic powers. If a Secret Order witch surprise attacks your party,
she will
most probably use a spell from this list before trying anything else.
ST indicates a spell’s chosen victim is allowed Saving Throws against
Witchcraft
(treat as a spell).
INTENSIFY R = 15” D = 1 turn
Multiplies the power of any one selected natural
phenomenon. A cool
breeze would become a raging hurricane, the rustle
of leaves will create
a deafening tumult, a sprinkle of rain turns into
flash floods, etc.
Only one phenomenon may be amplified with this spell.
ST-WITHER R = 7”
All living plants and creatures within a 50’ diameter
circle (centered at
the spell’s impact point) will rapidly age and die.
In this manner a
witch could destroy huge chunks of forestry or men-types,
etc.
ST-WEIGHT CONCENTRATION/DILUTION R = 10” D = 6
From 1-10 creatures or objects will be affected.
The witch may triple a
target’s weight (making it slower, unable to fly,
etc.) or cut it to onethird
(strong winds could blow away men, wagons, etc.).
The witch
may choose her targets at will, and decides how
her spell will affect
them on an individual basis (she needn’t make all
heavy or all light).
QUAKE R = 50” D = 2 turn maximum (1 if desired)
As the name implies, this spell creates earthquakes
or great magnitude.
Any patch(es) of ground within the 50” range may
be shaken at
will.
VAPORIZE R = 3”
This spell affects an area the dimensions of Cloudkill.
Any rock or
mineral matter in the affected area will turn into
a thick fog and can
be blown away. In this manner pits and caves may
be dug quite rapidly.
SOLIDIFY R = 3”
The opposite of “Vaporize”. The atmosphere takes
only one half turn
to coagulate, congeal, and then solidify into rock.
Creatures caught in
the affected area are not crushed, but will be trapped
if they don’t
leave soon enough. This rock is true matter, and
will not be affected
by Dispell Magic or Dissipation. (Rock is slightly
porous, so those
trapped may still breathe.)
VOLCANIC CIRCLE R = 8” D = 2
This spell creates a circular line of cohesive lava
around the witch. It
flows outward from her at 4”/turn. (i.e., radius
increases 4”/T) As
the circle expands the line remains 10’ thick, and
will not “thin out”
like a rubber band when stretched. Any ground creature
caught and
“passed under” by the molten rock receives ten dice
of damage (unless
immune to ordinary fire, in which case no damage
is done).
Ground already passed over by the circle may be
considered safe to
walk on.
ST-REFLECTIONS D = 2
When invoked this spell creates a shimmering cloud
about the witch.
For two turns no magic can harm the witch, and any
spell, potion, or
magic device used against her will return to the
attacker (regardless of
range). The only spells this cloud will not reflect
are Banish, Disintegrate,
and certain “sense” magic such as ESP, Detect Evil,
Clairaudience,
etc.
WEAPONS OF THE SECRET WITCH ORDER
In forgotten ages past, in kingdoms unheralded and dead centuries of
untold
history, a fiery confrontation emerged between witch covens world-wide.
The myriad witches of the woodlands and the fields formed an alliance
which
dominated all other covens. This group forcibly directed the studies
of other
witches, and great emphasis was placed on the magic of plants and animals,
that
they might grow stronger still in their respective domains. But there
were those
who sought darker and more Godly enchantments, pursuing powers of devastation
and the very elements. They promised to teach what they learned, to
enslave
the world of men, and to shape raw power to the ends of witches everywhere.
This the alliance would not permit, for power inspires fear, fear of
those that
have it. Those who allied with the new Secret coven were cast out,
and in time
only the mountains offered refuge to the members of this radical coven.
History has spoken little of this oven in the past, but a of late these
witches
have reappeared, and with them the stories of dark sorceries and wicked
powers
they learned in their centuries of isolation.
Secret witch items are the creation of timeless magics, and no ordinary
men
may use them. Indeed, any Cleric to touch one of thee items will meet
with instant
death, for clerics are disciples of dieties, and the secret witches
recognize no
power but their own as supreme.
Only a priestess, a High Order evil witch, or a wizard above the 13th
level
may use these items.
1 * SKULL OF DEATH
A huge charred bejewelled dragon skull to be worn like a helmet.
The wearer may mentally command any undead characters (up to three
dice in number) at any range. Other powers imbued in the wearer are
“The Finger of Death” and “Animate Dead”, and these two powers
may be used repeatedly. The wearer will regenerate from combat damage
at the rate of 5 points/turn, even if killed (unless beheaded).
2 * MOUNTAIN SEEDS
Similar to Hill Seeds in function but much deadlier. When pitched into
the air thee gloves will swell to the size of a castle almost immediately.
With one such seed a wizard could crush armies or destroy a town.
They are safest when dropped from above, but can be thrown up from
the ground if you are able to use teleportation and escape before it
comes down.
3 * LEECH DUST
A satchel of powder employable by any man-type except
clerics. When
a hand full is thrown (up to 2”) it forms a cloud of the same dimensions
as Cloudkill! Any living creature it contacts it will adhere to. The
ominous
name is derived from its ability to absorb blood, diffusing it out
of the victim’s flesh, arteries, and even the very bone marrow. The
moment of contact a creature will begin to grow weak; in two turns
he
will be unable to fight or use spells, in three he will be paralyzed,
and
after four turns he will die.
This sadistic powder may only be removed by a sprinkling
of holy water
(see supply list in book 1). If the victim is freed of the dust before
death
ensues, he will require a full week of rest to restore his health.
Wearing
plate armor in the dust cloud prolongs death for two turns.
4 * ASSASSIN’S EYES
These are enchanted eyes obtained from the witch’s
human victims.
They are endowed with many evil powers.
In flight they will move 12”/turn and perform the
function of a wizard’s
eye, but at any distance and with no time limits. The eyes are normally
invisible and immaterial, allowing them to penetrate any solid barriers,
but they must become visible to attack. (When visible they are highly
vulnerable to being slashed, burned, crushed, etc.)
To attack they become visible and hover in from
of their chosen victim,
and anyone accidentally meeting their horrid gaze may not look away.
The eyes may then use either a Charm Person spell or Death Ray (victim
may use saving throws). If the spell fails to work, the victim has
one
turn to try killing the eyes before they turn immaterial and return
to the
witch using them.
5 * WITCH WAND
This wand performs 7 spells each day, doing so for
years before the
power wanes. It is capable of the following spells; Rejuvination- Remove
Curse - Neutralize Poison - Dissipation - Curse - Cure Light
Wounds - Summon Elemental - Calm - Comfort - Locate Object -
Commune - Polymorph Self - Polymorph Others - Pit - Darkness - Diminish
Plant/Animal/Men - Charm Person/Monster - Continual Light
- Plant Control - and Hold Monster/Person. All of these function as
witchcraft spells of the same name (plant control lasts 1 hour).
The wand has additional powers. It acts as a 30’
ESP medallion, protection
from normal missiles, and shields the holder from Lycanthropes, undead,
and elementals like scrolls.
6 * SERPENT BELT
High class snake belt with extra powers, infravision,
relays audio and
visual, 2 dice of damage to targets, can stretch to 10’, may crawl on
ceilings, and can disintegrate its way in or out of places (makes 1
inch
holes, real scale). Finally, it is invisible and acts as +1 armor when
worn.
* 7 * SEED SATCHEL
A package of 7-12 magic seeds. When dropped upon the ground a certain
whispered phrase will cause a seed to “grow” into whichever of the
listed features is desirable:
a) a wyvern, commanded by the one who spoke the
b) a 10” circular forest, sparse or rain forest
type phrase
c) a near impenetrable wall of thorns 10 feet high
and 4 thick. The wall forms a straight line 30’ long
d) an oak-sized flesh eating tree, with many limbs
but slow movements
e) a 50 foot pool of acrid sulphur, 10 feet deep
f) hollow mound of rock 15’ high and 30’ in diameter,
with a man-sized crack in one wall for passage
g) a 10 foot deep chasm, 10 across and up to 30’
long
The feature or object will disappear in one hour, and the seed may
only
be used once. No wizard may use this unless instructed by a witch.
8 * HORNET CAPE
With this the appropriate man-type (witch or wizard) may fly at 36”
per turn indefinitely. When in flight all flying creatures and monsters
(except man-types) within 50 inches will obey the wearer of the cape,
but this control is lost when the wearer touches the around.
Whoever wears the cape may fire as many as three “stings” each turn.
A Sting is a bolt of energy with a 7 inch range and will do 3 dice
of damage
to any creature struck (use Hit Probability Table). As with other
witch weapons, the supply of energy bolts is inexhaustible.
Wearing this cape gives protection against normal and magic missiles
(but not blades or clubs), and will make the wearer invisible whenever
desired (even firing stings).
Earlier, “Potion Cauldrons” were mentioned in connection with objects
to
be found in a witch lair.
Potion Caludrons are usable only by witches. With this a witch may produce
any potion (in the potion list of book 2) in just one game-day. Any
potion which
is already available may be duplicated at the rate of one duplicate
per hour.
Although they are capable, witches will not produce or even sell a Treasure
Finding potion unless forced to or offered half the treasure to be
found with it. If
you choose the latter means of obtaining this valuable elixir, you
must sign a
blood pledge, and failure to keep your word results in prompt cursing.
All other potions will cost between 500 and 3000 gold pieces (roll a die
to establish
this price).
WITCH LAIRS & TREASURE
Every witch owns a Flying Broom (see Misc. Magic list), and when encountered
outside the lair will be either flying it (35% of the time) at 4 to
40’, or will
have it close at hand to escape attackers. For every two witches found
outside the
lair, there will be one magic witch item among them; and for every
three witches
present, one will wear some kind of a magic ring.
As a precaution, from one to all of the evil witches encountered out
of doors
will be accompanied by her “familiar” as a bodyguard ( see LAIRS to
determine
type of familiar). Good witches will only have small birds or fur animals
with
them, and when an emergency arises will polymorph them into a dragon
bodyguard.
LAIRS — If found within their lair, witches will
be sitting at a crystal ball
table in deep concentration. Determine, before anything else, which
of the three
types of crystal balls it is (plain, ESP, Clraud.) with a die roll,
giving each type an
equal chance to be the one chosen.
In this “circle of concentration” they will be heedless of their surroundings
until the turn after they are attacked or summoned (or 2nd turn of
melee). It is
quite possible to enter their lair and carry off treasure unobserved.
Still, they are
not altogether as unprotected as they might appear. In a concentration
circle a
witch is exerting her full mental capacities, and is immune to all
forms of
Charm/Hold person, Sleep spells, feeblemind, and control items such
as rings,
potions, and staves.
Furthermore, each evil witch present will have posted her “familiar”
on
guard duty. Roll a six-sided die to learn the type of familiar each
witch owns: 1, 2
- Basilisk 3 - Wyvern 4 - Warlock with 1 ring and 1 wand 5, 6 - one
undead
character (no vampires). The individual familiars will cooperate to
protect the
entire circle of witches, and not just their own owner. Good witches
will lack this
defense.
Finally, every evil witch lair is guarded with some type of curse to
be imbued
upon the first Neutral or Lawful trespasser (Lawful witch lairs are
not curseguarded).
The lairs of good witches will be protected by ordinary manual traps,
such as trip-wired crossbows. The referee will have to decide on an
appropriate
curse or trap before any attacking player enters the lair.
If there are three or more witches in the lair, a “Potion Caludron”
will also
be present. This will be described at the end of the list of witch
items. For every
witch in the lair, there will be a Flying Broom present, as in the
out-of-doors.
In a lair may be found a) good witches, b) secret witches, c) Low witches,
d)
a combination of Low and High witches. You will never find a lair with
only
High witches present (see the Chaotic witch spell “Curtain wall”.)
TREASURE — Aside from magic cauldrons, brooms, crystal balls, and a
warlock familiar’s property, each lair will have secreted in the floor,
walls, furniture,
rafters, or in nearby tree trunks and buried in herb gardens, several
tiny
caches of wealth and magic items, guarded by various means.
Good Witch Lair:
1-10 thousand silver pieces (SP)
1-4 thousand Gold Pieces (GP)
1-10 Gems (Gs)
1-8 pieces of Jewelry (J)
1-3 Witch Items (WIs)
Protection is barely adequate. Most is wrapped in lead to prevent others
from detecting it. A willingness to sell items undoubtedly prevents
some magicgreedy
people from resorting to violence.
Low Order Witch Lair:
1-6 thousand GP,
6-11 GS,
1-10 J,
1-3 WIS
Protection:
Mild curses and poison touch supplied by a cooperative High Order witch.
High Order Witch Lair:
11-20 thousand GP,
6-11 Gs,
1-8 J,
1-2 WIS
Protection is assured by hoarding everything in the Curtain room, although
multiple control agents can force her to invoke her Curtain Wall.
Secret Order Witch:
1-4 thousand GP,
1-3 Gs,
1-6 WIs,
1 ring,
1-2 “Secret” WIs
these 1-3 gems are all of superior value,
i.e. = 5,000 to 500,000
There are better ways. From a witch of similar alignment you buy. If
you
ever encounter a group of High Order witches out in the open somewhere,
use
control spells and potions so they will summon their lair and empty
it at your
feet. If you expect to meet Low Order witches, hire a dozen “expendables”
and
arm them with swords. Converging upon a coven of Low Order crones in
a slashing
mob should get you what you want, since they can’t fight for more than
four
turns anyway. Finally, there are the Secret witches. They usually stick
to the
caves, being originally from mountain country. They have no interest
in wealth,
so if you’re after gold try elsewhere. They ARE interested in power,
undiluted
raw power, so if you share the same hobby, grab a dozen wizards and
clerics, 500
armored heavyfoot, and find a Secret witch cave. Just don’t count too
heavily on
that treasure, because you may be in for a painful disappointment.
When examining the list of Witch Items, remember that when found in
the
lair a witch coven has use of all portable magic items in their treasure
hoard. It is
advisable to plan a defense against each particular object that may
be used
against you.
WITCH ITEMS
As explained on page two, a witch lair will contain various enchanted
items.
These objects are usable by any man-type character of any alignment
(unless specifically
noted otherwise). Some of the items require special training to handle
properly, and you will find it absolutely necessary to hire a witch
of your own
alignment for one game day to teach you in the use of those particular
objects.
These items will be marked with a star (*). A witch instructress will
earn 10 gold
pieces per student per object!
Although most of these items will undoubtedly have to be obtained through
destruction of witch covens, it will be possible at times to simply
purchase them.
If you or your party encounter a witch(es) of your own alignment, check
with the
Game Master to learn which objects are in the witch lair. If you wish
to buy, you
must learn if she (they) is willing to sell anything. On a six-sided
die roll of 1-3, 14 l
she is willing to sell an item at the price indicated below; on a roll
of 4 she will ask
double the usual price; and a roll of 5-6 indicates she refuses to
part with the
magic item. You must check her “willingness to sell” for each object
you are
buying.
Items from TABLE A will cost 6-15 thousand GP (or its equivalent in
gems
and jewelry). Determine the price with a die roll.
Objects from TABLE B call for hard bargaining between the player (customer)
and the GM (witch). The usual price for TABLE B object is a payment
of
magic items and 10-50,000 GP (or equivalent).
NOTE: A witch coven willing to sell is willing to instruct!
TABLE A
(*indicates training is required prior to use)
1 | Medallion of ESP (30 or 90 foot range, 50-50 chance for either) |
2 | 3 to 6 Potions (no Treasure Finding potions will be sold) |
3 | 1 Cursed Scroll or cursed object (e.g., helmet, knife, fruit, wand that backfires, etc.) |
4 | Treasure Map (a witch commonly asks for 20% of the haul of gold indicated by the map) |
5 | Treasure-Magic Map (If the amount of wealth indicated by the map is
tremendous, roll a sixsided
die. A 1-4 means the witch is willing to pack up her home and join you as an ally on your treas. - hunting expedition. She could be a valuable asset, and will do nicely if no Clerics or Magic-Users are available. The GM will make provisions for her alliance) |
6 | Roll on Table B |
7 | 3 Potions (no Treasure Finding potions will be sold) |
8 | Dagger + 3 (add to hit probability and to damage against any size target) |
*9 | SNAKE BELT (Similar to snake staff, but in belt form (3’ long) and
usable by everyone. It will silently crawl anywhere its owner mentally directs it, down, halls, through cracks, and even up stone or wood walls, at speeds up to 6”/turn! The belt relays a visual impression of all it passes to its owner, akin to a “Wizard’s Eye”. It does 1 die of damage to any creature it strikes, and is killed only by fire and lightning The synthetic muscles are strong enough to strangle a Wyvern, pin a man’s arms to his side, or hold shut or open a door.) |
10 | Amulet vs. Crystal Balls and ESP (as in Misc. Magic list) |
*11 | IVY BRACELET (A fragile band of enchanced forest ivy, it is found
only in the hoard of forest covens. It will impart to its wearer the power of “Plant Control” (as in potions) until it is removed. It also enables one to “Speak with Plants”, as a Patriarch may do. A firm wind or any vigorous combat will probably destroy this delicate item.) |
12 | DART RING (only to be found with woodland witches, the Darts
fired by this ring are thornlike points. A dart, when it hits, does only one pip of damage, but the creature thus struck will die of poisoning within two days if no “Neutralize Poison” spell is used. The ring fires twice per turn at distances up to 30 feet; the darts are inexhaustable and the ring never misses! |
*13 | LOCKET OF SATAN (Found only in the possession of evil witches,
but usable by all neutral and chaotic man-types. Wearer may command any 3 chaotic creatures within the 7” range, regardless of intervening substances. No saving throws against its influence are allowed! If the wearer concentrates the power against a lawful character for two turns, there is a 15% chance that lawful character will turn permanently evil and corrupted. Has no effect upon clerics, lawful, neutral, or otherwise. |
14 | LOVE LOCKET (Found only in the possession of good witches and
usable only by them. Any male humanoid to come within its 7” range immediately comes under the spell (no saving throws). The victim will do anything to please the wearer, even to the extent of offering her all his possessions. Of course, a good witch is not greedy, and will accept no more than 20 percent of his wealth, and no more than two magic items. Once she has chosen what to keep among his treasures, a highly charismatic man will -ahem- be amply rewarded. All her victims will be released from the spell the next morning, and may not seek to regain their treasure.) |
*15 | THORN TWINE (A 40 foot thorn vine which is flexible as rope and
magically empowered. It may be used as a lariat, tangling any creature helplessly and doing 4 dice of damage each turn it remains ensnared. The strength of an Ogre, a plant control agent, or the use of fire or lightning is needed to free a victim, Assume a “hit” on the Hit Probability Chart indicates a successful cast. If surrounded on open ground, the user may swing the Twine in great, sweeping arcs to hold attackers at bay. In this mode, anyone approaching within 40 feet suffers 1 die of damage/turn. This rope is useless for climbing, and must be handled cautiously.) |
16 | ILLUSIONWAND (This is one of the only three wands a witch ever
uses. The other two are Polymorph and Witch Wand). (Only Witches and Magic-Users may use it.) |
17 | POLYMORPH WAND |
18 | 1 to 3 RINGS, 1 Misc. Magic Item (From tables in book 2.) |
*19 | GUARDIAN EGG (This brass orb is the size of a helmet and weighs
as much as 250 gold pieces. A key word will transform it into a metal servant who will obey and protect its summoner until the next sunrise, when it will return to globular form. (Employable once every 48 hours.) If resting upon the ground when the key word is spoken it will take the shape, strength, and dimensions of a Hill Giant (8 dice). If thrown in the air when transformed a metal Roc is the result (8 dice); and if resting on or submerged in a pool of liquid it transmutes into a 7 foot Dragon Turtle (10 dice). The monster is unintelligent, and will only fly, swim, or go where directed, and fights poorly. Due to their metal bodies, treat these servants as armor class 2. If destroyed in combat they will not return to the egg shape.) |
20 | 1 Ring (from page 25, book 2) |
This completes the list for Table A. If you notices, number six indicates
a
roll on table B, which follows. These items are especially powerful,
and are rare indeed.
TABLE B
1 | HILL SEEDS (1-3 in number)
These black spheres are light and small as a baseball, until thrown. In flight they quickly expand to awesome size and mass. By the time they have travelled 50 feet, they will be several yards across and any struc ture they impact with will suffer from a triple bombard (see Chain mail)! All living creatures will be crushed instantly. Range is 3” to 14”, depending on thrower’s strength. Usable by all, but need training. |
2 | LUCK CHARM
These are various gems, coins, and talismans; and some are quite strong. A 20 -sided die roll is used to determine the charm’s strength in each category. The holder of such a charm benefits in these five ways: a) Charm acts as + 1 (40% chance), + 2 (30%), or + 3 armor. b) Increases saving throws by + 1 (65% chance) or + 2 (35%). c) Increases chance of hitting opponents in combat by + 1 (50%
d) Will grant 1 wish (70%) or 2 wishes of limited power/week. e) Increases chance of finding an opponent’s lair by 10%. If the lair
is
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3 | MIRROR-CRYSTAL
Usable by a!! characters, this beautiful silvery gem serves as magic ar- mor against certain subtle spells. When held in our hand, put in clothing, or mounted on shields, swords, rings, wands, helmets, etc. it provides you with complete protection against Charm/Hold Person-Monster, a!! Sleep spells, paralization, curses, and all control agents (i.e., potions, rings, staves, and spells). The origin of these precious stones dates back to a very ancient wizard who needed to shield his castle guards from crafty intruders. As time passed they fell into the hands best suited to subtle magic: witches! |
4 | AMULET OF POWER
Usable by clerics, witches, and magic-users, this object serves to periodically boost latent magic energies. One day each week, the number of spells (of each level) you may perform, and the range, duration, and power (dice, area, number affected, etc.) of those spells, will increase by 50%! An Enchanter could, for example, do 6-4-3-1 spells on one day a week, rather than the usual 4-3-2-1. (Always drop fractions when calculating a fifty-percent.) Due to the increase in power, reduce a target’s saving throw by -3. Upon acquiring the device, a new user must wear it for 30 consecutive
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