by Bill Muhlhausen
-
| - | - | Character Classes | - | - |
| Dragon | - | AD&&D | - | Dragon 114 |
| Real-World Witches | - | - | - | - |
Preface: To Wiccans, sorry, what
follows tends to present the Witch as often evil.
To non-Wiccans, well, learn about Wicca.
I'd like to emphasize that what follows
is just part of a Game, just part of Fantasy.
So, to any Wiccan that reads this...
no worries.
What follows is not the truth about
most of Witchcraeft: What follows is just Fantasy!
That said, Yes, I think that The Witch
should be a core AD&D class, as it is
a strong archetype.
Have fun, and remember this is just
a Game... Fantasy.
- St. Prespos
The witch has long
been a popular NPC
character in the D&D
&&
AD&D games,
and long-time readers of DRAGON
Magazine may recall numerous incarnations
of this character class and its powers
over the years. The most recently published
version of the witch appeard in
DRAGON issue #43,
in November 1980. Bill
Muhlhausen's article was revised and
edited by Kim Mohan && Tom Moldvay;
this version has been further expanded
and revised by Roger E. Moore,
and edited by Karen Martin, Robin Jenkins,
and (once
again) Kim Mohan.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = <less than
a wizard>
3. ABILITY SCORE MINIMUMS
STRENGTH =
INTELLIGENCE = 13 (PR)
WISDOM = 13 (PR)
DEXTERITY =
CONSTITUTION =
CHARISMA =
COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= human, elf, half-elf
5. MULTI-CLASS POSSIBILITIES = none
6. HIT DIE TYPE = d4
7. MAXIMUM NUMBER OF HIT DICE = 11
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT = Witches may be of
any alignment, though evil witches are
the
rule; good and neutral witches are almost
unknown
15. STARTING MONEY = (CHA x 10) + 2-20,
magick items worth up to 5000 gp
16. WEAPON PROFICIENCIES = as MU
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT = as MU
21. SAVING THROWS = MU or cleric, whichever
is better
22. MAGIC ITEMS =
<Witches'
Oil, TD33>
It must be noted that the witch is a very
powerful spell-caster. It could conceivably
be used as a PC on an experimental
basis, but it works best as an NPC
used to challenge parties of adventurers
on a long-term basis. The class has been
deliberately given extraordinary spellcasting
powers, in terms of numbers of
spells available and the power of individual
spells; PC witches may
prove to be overwhelming, but NPC
witches are thus. better able to challenge
large groups of adventurers.
The decidedly
evil nature of
the witch (as a rule) is
also a point against its use as a PC
class.
We hope you enjoy it. Happy Halloween!
— The editors.
The witch is a special type of powerful
spell-caster. Though similar to the magick-user,
it is not a magic-user subclass, much
in the same way that the cavalier
is similar
to (but not a subclass of) the fighter.
The
witch has talents and powers normally
associated with other spell-casting classes,
as well as its own unique abilities.
Based upon the witch of fairy tale, myth,
and fantasy, the class includes a number
of
distinctive abilities. Witches use herbs
for
healing
and magick, somewhat in the manner
of druids (to which witches are distantly
related). Witches combine cleric and
magic-user forms of magic, since they are
essentially worshipers of forbidden religions
(generally evil in nature, but not
always so). They specialize in spells involving
nature, the changing seasons, and
sympathetic magick (i.e., magic based upon
the similarities between a spell-casting
ritual and the spell’s effect), and they
are
also very knowledgeable about
enchantment/charm spells involving humans
and humanoids. The manipulation
and control of other beings is one of the
hallmarks of witch magick—a necessary
step on the way to achieving greater and
greater power. Evil witches often specialize
in curses and destructive spells.
Witches gain new spells by performing
ritual sacrifice
and prayer to deities—
usually demon princes, archdevils, or the
current oinodaemon.
If the deity is
pleased, it sends a servant being to teach
the witch a new spell appropriate to her
level and ability. Because the witch must
learn the new spell as a magic-user does,
her chance to know each listed spell and
her minimum and maximum number of
spells per level are taken from Table
II on
page 10 of the PH.
Witches
always gain the spells read
magick &&
write,
not having to check for knowing
these spells as they start in their class.
Witches may use the latter 2 spells to
learn the spells used by other spell-casting
classes, so long as the spells learned
are
duplicated in the list of spells allowed
to
witches, and so long as the witch is of
a
level appropriate to the spell. For instance,
a 4th-level witch who has found a scroll
with the 2nd-level cleric spell find
traps
may attempt to learn the spell directly
from the scroll, copying it down (in her
own magickal language) for future use.
All
witches keep and use spell books, from
which they relearn their spells as do
magic-users (see page 40, “Recovery
of
spells,”
in the DMG, and pages
79-80 in UA).
If a GM desires a witch
with more variety, the restrictions on
which spells may be learned by witches
may be loosened. Spells that summon
beings from the lower planes and bind
them to certain tasks are not likely to
be
taught to a witch by her deity’s servants
(whether they are evil or good), but nothing
should stop the witch from looking up
such arcane knowledge on her own. Independent
witches who did not join a High
Secret Order (see below) are the ones most
likely to make use of such spells — so
long
as the witches do not USE them to attempt
to bind their own deity. Other spells,
particularly
those from UA,
may be added as well (see the general
notes on spells below).
There are 2 orders of witches. Low
Order Witches may progress to 16th level,
and High Secret Order Witches may advance
to 22nd level. Witches may be of
any alignment, though evil witches are
the
rule; good and neutral witches are almost
unknown. The prime requisites for
a
witch are intelligence and wisdom, each
of
which must be 13 or higher. Only humans,
elves (any sub-race from UA),
and half-elves can he witches; furthermore,
only humans
and dark elves
(drow) can be members of a High Secret
Order. Other elves and all half-elves are
limited to no higher than 11th level as
witches, but no male witch of any race
can
rise higher than 9th level. No witch may
be multiclassed or double-classed, due
to
the difficulties involved in learning and
maintaining one’s magical powers. No
earned bonus to experience is gained for
exceptional ability scores.
Most witches are female, since this class
attracts a disproportionate number of
female humans,
elves,
and half-elves to its
practice. This situation is encouraged
by
the large number of evil male beings ruling
the Lower Planes, most of whom desire
mortal consorts, and by female deities
(of any alignment) governing magick, who
find worshipers among women in oppressive,
male-dominated societies. Male
witches are sometimes called warlocks,
though this term invites confusion with
the level title for 8th-level magic-users.
Conversely, many female magic-users are
improperly called witches. As a generic
term for a single witch, the pronoun “she”
is used in this text.
Witches have 4-sided hit dice and receive
1 hit die for each level of experience
up to and including 11th level. Thereafter,
they each receive one additional HP
for each level of experience — 11+1 for
12th level, 11+2 for 13th level, and so
on.
Witches receive constitution bonuses as
do
magic-users, and they save either as
magic-users or as clerics, on whichever
column is better against a given effect.
Weapon proficiencies, allowable weapon
types, attack tables used, and attacks
per
round are all as per magic-users. They
may wear no armor whatsoever, save for
magical protections such as rings, bracers,
cloaks, etc., and witches cannot USE
shields. They may use any magical item
that magic-users are able to employ. Oil
may be used as a weapon (though it rarely
is), and poison is freely used by evil
witches.
Witches with above-average intelligence
receive bonus spells, similar to the procedure
for a cleric with above-average wisdom:
| Intelligence | Spell bonus |
| 13 | One 1st-level spell |
| 14 | One 1st-level spell |
| 15 | One 1st-level spell |
| 16 | One 2nd-level spell |
| 17 | One 3rd-level spell |
| 18 | One 4th-level spell |
| 19+ | One 5th-level spell |
The spell bonuses are cumulative; e.g.,
a
witch with a 15 intelligence receives 3
additional 1st-level spells. A witch must
have an intelligence of 16 to cast 8th-level
spells.
Witches start out in the world with a
variable amount of money, depending
upon how well they are liked by their
deities. Multiply a witch’s charisma
score
by 10 and add a variable amount from 2-
20 to find the number of gold
pieces given
to a 1st-level witch through a servant
of
her deity. Thereafter, witches tend to
accumulate numerous useful magical
treasures. NPC witches have an amount of
magical treasure equal in gold-piece value
to their level multiplied by 5, expressed
in terms of thousands of gold pieces. For
example, a 2nd-level NPC witch would
have about 10,000 gp worth of magical
equipment — perhaps a single ring
of
mammal
control, potions of invisibility
and <ring of mammal control, too powerful for low-level witches>
diminution,
an eversmoking bottle, and
a
rug
of smothering (used as a trap). The
cash reserve for an NPC witch is roughly
equal to her amount of XP
expressed as gold pieces, though "cash"
may actually be in the form of mundane
items such as glassware, spell
components,
wall hangings, furniture, and so forth.
Each NPC witch's lair should be tailored
by
the DM to fit the campaign circumstances
as seen fit. These guidelines do not apply
to PC witches (if they are permitted).
Followers, hirelings,
and apprentices
Because of their close working relationship
with their deities, witches regard
themselves as superior to all other classes
of characters. Witches tolerate no masters
save their deities or higher-level witches,
and they insist upon governing all underlings
with absolute authority, regardless of
alignment. Witches who have become
consorts of their deities are especially
dangerous and intolerant of all rivals.
Anyone who attempts to control or give
orders to a witch invites disaster.
When a witch reaches 9th level, she can
attract 5-50 zero-level followers of the
appropriate alignment if she establishes
a
place of worship. Since witches usually
worship forbidden gods, such a place of
worship must be kept secret, and it must
also be cleared of wandering monsters.
The followers try to remain hidden from
the outside world except under extreme
circumstances. A witch may also obtain
the services of hirelings in the normal
manner and is allowed to consult with
sages if she desires.
A witch may have as many as 3
apprentices in training at 1 time. All
apprentices are, of course, witches themselves
and cannot be of a level higher than
1/4 of the witch's experience level.
Thus, a Sybil witch can
have 1-3 Mediums and cannot have a Soothsayer
until reaching Seeress herself (fractions are rounded
down).
Apprentices can acquire XP through normal
means, and can
also receive the BENEFIT
of up to 1/2 of
the witch's own acquired XP. The awarding
of a witch's XP
to her apprentice(s) can only
take place when the points gained would
not raise the apprentice(s) to a level
more
than 1/4 the level of the witch
herself.
For example: A Mystic(7th)
with
60,000 XP has a Medium(1st)
with 2,300 XP,
and the witch performs an action that
awards her 500 XP. The
apprentice would be entitled to 1/2, or
250, of those points (if the witch desired
to
award the points to the apprentice), except
that such an addition would raise the
apprentice to Soothsayer(2nd),
and the witch
cannot have a Soothsayer(2nd) apprentice
until
she reaches Seeress(8th).
Thus, the apprentice
can be awarded a maximum of 200 points
because she must remain as a Medium(1st);
from
that point onward, the apprentice won't
be able to record any more XP gained until
her teacher advances to Seeress(8th).
High Secret Orders
Each major deity worshiped by witches
maintains a formal organization of the
most powerful witches in a certain area.
This organization is usually known as a
High Secret Order. High Secret Orders
may have members scattered over an
entire world or across a small country,
as
the situation permits; orders that have
been decimated by magical wars or which
are just starting out may be highly localized.
High Secret Orders serving different
deities and causes have been known to
attack one another in dreadful battles
involving attacks by extraplanar creatures
and the use of awful spells, though --
surprisingly -- such orders are rarely
warlike. Even
members of diametrically
opposed orders prefer to oppose each
other in more subtle manners, weaving
complex plots and spreading their influence
against one another in generations-long
dances of rivalry and power. Kings,
high priests, archmages, arid dragons may
be drawn into these conflicts, serving
as
pawns in a greater game.
Upon attaining 10th(Sorceress), a witch
must
decide whether to apply for membership
in a High Secret Order. This application
may be made only by witches with at least
16 intelligence and 16 wisdom. The witch
must also possess at least one of the following
objects: any magical crystal
ball,
any magical (non-cursed) broom, a mirror
of
mental prowess, a mirror
of life trapping,
or 1 of these objects, depending on
alignment: libram
of silver magic if good,
libram
of gainful conjuration if neutral, or
libram
of ineffable damnation if evil. Unless
accepted into the High Secret Order, a
witch may not progress beyond 16th(Diamond
Witch).
A witch who joins a High Secret Order
may progress to the 22nd(Queen
of Witches) of experience.
Witches who join a High Secret Order
are bound to even greater servitude to
their deities than before and take on additional
responsibilities to carry out their
deities' wills. Witches who choose not
to
join such an order at 10th(Sorceress)
cannot
later decide to join, but they gain more
personal freedom and have a less complicated
relationship with their deities. Such
"independent" witches are not well regarded
by other witches, even those of
their own alignment and religion, and
High Secret Orders rarely go out of their
way to assist these "ungrateful renegades."
High Secret Order witches, in addition to
the spells acquired normally, receive 1
additional High Secret Order spell for
each
level they have gained while in the High
Secret Order. For example, a Sorceress(10th)
receives 1 High Secret Order spell; at Emerald Witch(15th) level, she receives
6 High Secret Order spells; finally, at Queen of Witches(22nd),
she receives 13 High Secret Order spells.
There is only 1 Queen of Witches(22nd)
and
1 Princess of Witches (21st)for
each High
Secret Order. A princess who acquires
enough XP to become
Queen when there is a reigning queen
must either remain at princess level (gaining
no additional powers or abilities) or
plot against the current queen in an attempt
to overthrow her.
Witches' special
abilities
A witch is taught certain special abilities
by her deity and her deity's otherworldly
servants as she progresses in level. These
abilities, noted on the Witches
Table at
their appropriate levels, are explained
below. Note that spell-like powers are
in
addition to spells already known by the
witch.
Brew poisons
and narcotics (3rd level):
An evil witch can brew one dose of
either a poison or a narcotic each day,
providing she has the necessary ingredients.
The mixtures cannot be used to coat
weapons and must be ingested by the
intended victims. A witch learns how to
brew Type A ingestive
poison at 3rd level
(see pages 20-21 of the DMG). She learns
how to brew an additional type of ingestive
poison for every 2 levels she progresses
beyond third level. Thus, at 11th(Witch)
level, a witch can brew Type E poison.
Saving throws are applicable.
A narcotic has the effect of a sleep spell
on a victim with 8 hp or less if the saving
throw is failed. A victim with 9-16 hp
is
reduced to 1/2 dexterity and 1/2 normal
movement for 12 turns; a victim with 17-
24 hp loses 1/3 dexterity and onethird
movement rate for the same 12-turn
duration; a victim with 25 + hp loses 1/6
dexterity and movement for the
duration of the narcotic's effect. A successful
SAVE throw halves the effect and
duration of a narcotic. Only humans,
demi-humans, and humanoids are affected.
Brew truth drug
(4th): A witch may
brew 1 dose of truth drug per week. A
victim who ingests a dose of the drug and
fails a SAVE vs. poison falls into a stupor
and is forced to answer 1-4 questions
truthfully. The truth drug can only affect
an individual of an equal or lower experience
level (or equal or fewer hit dice) than
the witch who brewed the potion. The
stupor (which reduces movement and
strength by 1/2) lasts 2-12 turns. A dose
of
truth drug is potent for only 1 day after
being made. Only humans,
demi-humans,
and humanoids are affected.
Brew love potion
(5th): The witch
can brew one special form of philter
of
love
per week. The potion has all the
effects of the usual potion, save that
the
victim is affected only by the witch, the
victim gains a -4 to save against being
charmed by the witch, and the charming
effects last for 8+2-8 turns. This potion
has a chance of affecting a victim of the
same level (or with equivalent hit dice)
as
the witch who brewed the potion. Thus,
a
Sorceress could brew a
potion to
affect a Lord or lower,
but
not a 10th-level Lord.
Enamoring effects
last until dispelled. Victims who save
vs.
spells are not affected. Only humans,
demi-humans, and humanoids are affected.
Manufacture potions
and scrolls (6th): At this level,
a witch may make any
potions
listed in the Players Handbook or
in Unearthed Arcana, without the
help of
an alchemist. An alchemist
can cut compounding
and infusing times by 50%. In
addition, scrolls
may be penned by the
witch for later USE, as per the rules in
the
DMG (pages 116-118).
Candle magick (7th):
A witch may
manufacture 1 candle per month, a
process that requires no interruptions
(or
else the candle is ruined). For each 3
days spent in making a candle, the candle
burns for 1 turn, up to a maximum of 9
turns (for a candle which took 27 days
to
make). The magick of a candle takes effect
when the candle is either snuffed out or
burned down to nothing at the end of its
duration. A Mystic may
make
red candles;
the ability to make other
colors of candles is gained as the witch
rises in level. A candle must be burned
in
the PRESENCE
of the intended victim
(where appropriate) in order to work, and
the victim must not be further than 10'
away through the entire burning time.
Saves may be attempted, where
applicable, for the effects of all candles
except red candles. Any candle that does
not burn continuously for at least 1
turn has no effect. A candle that is extinguished
midway through a TURN is treated
as though it had not burned at all during
that TURN, but that TURN is counted
against the max. amount of time a certain
candle may be burned. Thus, if a candle
with a max. life of 5 turns is extinguished
midway through its 3rd TURN of burning,
its effects are as though it had
only burned for 2 turns (not 2
and a fraction), but if it is re-ignited
later, it has only 2 turns of burning <>
left before it goes out automatically.
Red candle:
The victim is affected as if
by a philter
of love, with a duration
of 1 day (24 hours)
for each turn of burning.
No save is allowed,
and the potion's
effects cannot be
dispelled xcept by
a limited
wish, alter reality, or wish
spell.
Blue candle
(9th level): One turn of protection
from evil/good; 10' radius (as per the MU spell) <>
is gained for each
TURN of burning.
This power has double
effects against good
beings if used by an
evil witch, or against
evil beings if used
by a good witch.
Purple candle
(11th level): This acts as
a truth
drug, as noted above, allowing 2
questions to be asked
of a victim for each
TURN of burning,
with all such questions
being answered truthfully.
Yellow candle
(13th level): One TURN of
telepathy
(the witch is able to read a victim's
mind and communicate
with him) is
gained for each TURN
of burning. All languages
are understood for
the duration of the
effect, and falsehoods
and evasions are
known as such.
Gold candle
(15th level): This cures 1-6
hp damage on any
being able to be affected
by a cure
light wounds spell, on the
being nearest the
candle when the latter is
extinguished, for
each TURN of burning. If
the witch puts out
a candle, she herself
is cured.
Black candle
(18th level): One curse can
be placed on a victim
for each TURN of
burning, up to a
max. of six turns of burning and
six curses. The curses
are
weakness (STR
is reduced to 3), <>
feeblemindedness
(INT is reduced 3),
foolishness
(WIS is reduced to 3),
clumsiness
(DEX is reduced to 3), <>
exhaustion
(CON is reduced to 3). <>
<order>
ugliness (CHA
is reduced to 3), and <cf. COM>
Saves vs. spells
can be attempted
for each curse
and, if successful,
negate that particular
curse only. Casting
wish
or remove curse
(the latter by a
High
Priestl)
removes 1 curse for
each casting of that
spell. Each curse
lasts indefintely until
dispelled.
Use all magical scrolls (9th): Druid,
<>
M-U, and illusionist scrolls can be
read and used with a 10% chance of spell
failure. Cleric scrolls can be read by
a
witch, but only those spells usable by
both
clerics and witches may be employed (with
a 20% chance of failure).
| Experience Points | Experience level | 4-sided dice
accum. |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | HSO | Level Tit | Special ability
gained |
| 0 -- 2,500 | 1 | 1 | 1 | - | - | - | - | - | - | - | - | Medium | None |
| 2,501 -- 5,000 | 2 | 2 | 2 | - | - | - | - | - | - | - | - | Soothsayer | None |
| 5,001 -- 10,000 | 3 | 3 | 2 | 1 | - | - | - | - | - | - | - | Spiritualist | Brew potions and narcotics |
| 10,001 -- 20,000 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | - | Sybil | Brew truth drug |
| 20,001 -- 35,000 | 5 | 5 | 4 | 2 | 1 | - | - | - | - | - | - | Siren | Brew love potion |
| 35,001 -- 50,000 | 6 | 6 | 4 | 3 | 2 | - | - | - | - | - | - | Conjuress | Manufacture potions and scrolls |
| 50,001 -- 75,000 | 7 | 7 | 5 | 3 | 2 | 1 | - | - | - | - | - | Mystic | Candle magic |
| 75,001 -- 100,000 | 8 | 8 | 5 | 4 | 3 | 2 | - | - | - | - | - | Seeress | None |
| 100,001 -- 200,000 | 9 | 9 | 5 | 5 | 3 | 2 | 1 | - | - | - | - | Enchantress | Use all magical scrolls |
| 200,001 -- 350,000 | 10 | 10 | 5 | 5 | 4 | 3 | 1 | - | - | - | 1 | Sorceress | Acquire familiar |
| 350,001 -- 600,000 | 11 | 11 | 6 | 5 | 4 | 3 | 2 | - | - | - | 1 | Witch | None |
| 600,000 -- 900,000 | 12 | 11+1 | 6 | 6 | 5 | 3 | 2 | 1 | - | - | 1 | Topaz Witch | Manufacture magical items |
| (300,00 xp per level for
each additional level beyond 12th) |
- | - | - | - | - | - | - | - | - | - | - | - | - |
| 900,001 -- 1,200,000 | 13 | 11+2 | 6 | 6 | 6 | 4 | 3 | 1 | - | - | 2 | Sapphire Witch | Brew flying ointment |
| 1,200,001 -- 1,500,000 | 14 | 11+3 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | - | 2 | Ruby Witch | None |
| 1,500,001 -- 1,800,000 | 15 | 11+4 | 6 | 6 | 6 | 6 | 4 | 3 | 1 | - | 2 | Emerald Witch | Manufacture control doll |
| 1,800,000 -- 2,100,000 | 16 | 11+5 | 6 | 6 | 6 | 6 | 5 | 3 | 2 | 1 | 3 | Diamond Witch | Manufacture perma magick items |
| 2,100,101 -- 2,400,000 | 17 | 11+6 | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 3 | Witch Mother | Fascination |
| 2,400,001 -- 2,700,000 | 18 | 11+7 | 6 | 6 | 6 | 6 | 6 | 4 | 3 | 3 | 3 | Priestess | None |
| - | - | - | - | - | - | - | - | - | - | - | - | <fine tune colours> | - |
| 2,700,001 -- 3,000,000 | 19 | 11+8 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 4 | High Priestess | None |
| 3,000,001 -- 3,300,000 | 20 | 11+9 | 7 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 4 | Eternal Priestess | Longevity |
| 3,300,001 -- 3,600,000 | 21 | 11+10 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | 4 | Princess of Witches | Limited wish |
| 3,600,001 ++ | 22 | 11+11 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 5 | Queen of Witches | Shape change |
Acquire familiar
(10th): This power
is similar to a magic-user's 1st-level
find
familiar
spell, except that there is no
chance of not acquiring a familiar.
Witches' familiars are quite powerful.
The
familiar adds its hit points to the witch's,
but, if the familiar dies the witch only
loses the hit points the familiar originally
added -- not double the number. Familiars
as tough as a witch's are difficult to
locate;
if her familiar dies, a witch must wait
from 3-18 years to acquire another. Familiars
are usually given bizarre names by
their mistresses, such as puns (Mephisto-
Fleas),
nonsense words (Sybybala), anagrams
of other famous names (Yaabagab),
and so on.
The specific animal types used as familiars
by witches are the same as used by
regular magic-users. However, a witch's
familiar is capable of human speech, has
high intelligence and considerable cleverness,
and is AC 5 with 2 HD. Such familiars
may not appear noticeably different
from others of their kind, however. A
witch's familiar adds + 1 to its "to hit"
and
damage rolls. Possession of a familiar
gifts the witch with the abilities given
by a
pearl
of power (of a type randomly determined
for each familiar), because the
familiar's own mind can store spells and
telepathically assist the witch. A telepathic
link bonds both witch and familiar within
a 12" radius. Special familiars may be
acquired, as per the magic-user spell,
and
such always have the maximum number
of hit points.
Manufacture magickal
items (12th):
At this level, a witch may manufacture
magical items that do not have permanent
natures (such as wands
and rechargeable
items, as well as 1-shot devices).
Brew flying
ointment (13th): The
witch may brew enough ointment per
week for 1 human-sized individual to fly
(as per the fly
spell, only at 48" speed).
The flying duration is 1-4 hours plus a
number of turns equal to the witch's level.
The ointment must be smeared over the
recipient's unclothed body to work.
Witches using this ointment have maneuverability
class A.
Manufacture control
doll (15th):
Once per week, a witch can make 1 clay
or wax doll which she can use to control
one character or monster. Dolls are made
to fit general categories, e.g. a man,
a
woman, a troll,
a dragon. For the doll to
function as desired, a part of the specific
target (a nail clipping, a lock of hair,
a bit
of outer skin or scales, etc.) must be
made
part of the doll. Once the specific material
is added, the doll acquires a focus. The
doll must now be shown to the intended
victim. If the victim fails to save vs.
spells,
the victim is charmed (as per a
monster's
charm
spell, in the DMG, page 65). The
charm lasts as long as the doll is intact
and
in the witch?s possession. If the witch
loses
the doll, or if the doll is destroyed or
damaged,
the spell is broken.
Manufacture permanent
magical items (16th):
The witch may now create
items that do not require recharging.
This process is performed in a month-long
ceremony during which the witch takes
the item to be enchanted and invokes her
deity to properly enspell the item. The
chance for success is 70%, plus a percentage
amount equal to the witch's CHA.
If an item fails to be permanently enchanted,
it must be destroyed and a new attempt
made later.
Fascination
(17th): The power of fascination may
be used once per day. A
witch merely has to concentrate to exercise
the power. Any individual who merely
looks at the witch and fails to SAVE
vs.
spells
faithfully serves the witch as long as
the fascination lasts (a number
of turns
equal to the level of the witch). Service
while fascinated is nearly absolute,
stopping
just short of following suicidal orders.
This power is unrelated to the 2nd-level
illusionist spell fascinate.
Longevity (20th):
From this point onward, the witch ages
at only 1/10th
the normal rate for her racial type, except
for magickal effects (which increase or
decrease the witch's biological age as
usual; see below).
Shape
Change (22nd):
This power is
usable once per day for no longer
than 2 turns each time. Otherwise, this
power is identical to the 9th-level M-U
spell of the same name.
Duplication: Certain
spells are duplicates
of existing magic-user, cleric, druid,
or
illusionist spells. These spells are noted
as
such below by the presence of a letter-number
symbol, designating the the class
and spell level which the witch duplicates.
Thus the witch spell clairvoyance
(MU-3) is in all ways the same as the third-
level MU spell of the same name
(except for minor differences noted elsewhere).
Certain minor alterations in the spells
castings AREA |of| effect are noted
as well, if any
exist. All duplicated spells that are reversible
in their original form are also reversible
as witch spells, unless stated otherwise
(see, for example, darkness
and light).
Holy Symbol: Witches
do not use
or unholy symbols in their spell-casting
rituals. Any good-aligned character who
displays a holy symbol in an attempt to
<>
ward off an evil witches spell gains a
+2
bonus on ail saving throws against the
witch's magic; however, no other actions
may be attempted by that person. Further-
more, good-aligned clerics who display
a
holy symbol to ward off an evil witch?s
spell gain a basic magic resistance to
that
witch's magic of 5% per level of the cleric,
in addition to a +4 bonus on all saves
against her magic. Thus, a good Perfect
<typo is intentional>
gains a 25% magic resistance against
any spell cast at him by an evil witch.
Neutral or evil beings who confront a good
or neutral witch gain no such saving gra-
ces. This power was granted to good clerics
to offset the might of evil witches.
Alignment
restrictions: Several witch
spells are described as only usable by
witches of certain alignments. In many
other cases, the use of a spell may be
contraindicated by the nature of the spell
as regards the alignment of the spell
caster. DMs who choose to make the witch
a NPC in their campaign
should use great discretion in the selection
and use of certain spells by a witch of
a
particular alignment.
Material components:
All spells that
duplicate existing spells have verbal,
material, and somatic components as required
by the pre-existing spell. All other spells
require both verbal and somatic components,
with material components left to
the discretion of The
DM employing the
witch as an NPC. It would be permissible
to require no material component for such
spells, and it would certainly also be
permissible
to assign particular material components
to some or all of such spells.
Herbs, roots, bones, and other plant and
animal material are often used, sometimes
purely for effect.
Casting
time: The casting time for any
witch spell duplicating an existing spell
is
the same as for the existing spell. The
casting time for any other witch spell
is a
number of segments equal to the level of
that spell. Casting time for any High Secret
Order spell, including spells from the
Players Handbook, is 9 segments,
except
for banish, which has a casting
time of 5
segments.
Cantrips:
Witches may learn any cantrips normally learned by magic-users, and
such cantrips are often used in normal
magical rituals and work. However,
witches are granted immunity to all cantrips
(as a means of preserving their dig
nity).
New spells:
As noted earlier, the
Dungeon Master may give an NPC witch
spells other than those listed here. However,
this should be carefully done to avoid
having the witch turn into a powerhouse
and to avoid breaking down the witch's
distinctive repertoire of spells and abilities.
There would be no need for a witch to
have or use the 5th-level cleric spell
magic
font,
for example, and other spells might
be of little use or interest to a particular
witch. The DM should construct a witch?s
spells to reflect her personality and interests,
perhaps playing upon several major
themes. One witch might be concerned
with summoning and binding minor evil
helpers; another might want to gain control
over the inhabitants and treasures of
a particular forest. The spells selected
for
such witches should be generally directed
toward attaining such goals.
Male victims:
If a spell notes that it is
effective against men, the terms "man"
and "men"
should be read as generic
terms, referring to all male humans, demihumans,
and humanoids
| 1. | Change self (i1) |
| 2. | Charm man I |
| 3. | Control vapor |
| 4. | Cure wounds |
| 5. | Darkness |
| 6. | Detect evil |
| 7. | Detect illusion |
| 8. | Detect poison |
| 9. | Faerie fire (d1) |
| 10. | Find familiar (mu1) |
| 11. | Give wounds |
| 12. | Light |
| 13. | Magic disk |
| 14. | Mending |
| 15. | Minor quest |
| 16. | Read languages |
| 17. | Reflected image |
| 18. | Seduction I |
| 19. | Sleep |
| 20. | Unseen servant |
* - The 1st-level spells listed here do not include read magick and write, which are automatically gained by all witches.
Charm man I
- A witch must have a
CHA
score of at least 11 to CAST this <COM>
spell. The spell affects up to 5-8 men
<human males?> of
3rd level or lower in a 16' radius from
the
witch, and has a duration of 2-5 turns.
It
affects victims the same as a charm
person
spell. If there is a leader with a group
of
men, he may dispel the charm if his CHA
plus a roll of 1d8 is 6 points or
more higher than the witch's CHA. If <COM>
the spell is not dispelled by a leader,
each
man within the AREA of effect must attempt
a save vs. spells. A successful save
negates the effect of the spell for that
man
only. If there are more men within range
than the max. # who can be
affected, the spell is directed against
the
lower-level men first. The spell won't
work on any man who has taken damage
from any other action of the same witch
during the current encounter.
RANGE: 0'
AREA: 16' radius
DURATION: 2-5 turns
SAVE: negates
Control vapor
-- Range is 10' times the
level of the witch, area of effect is a
3"
diameter sphere. A quantity of gas or
vapor may be controlled and moved about,
with a maximum movement of 6" per
round. The spell-caster may MOVE while
controlling the gases, but may not begin
casting another spell while the control
is
being maintained. The duration of the
spell is 1 turn or until dispelled.
Cure wounds
-- Usable only by witches
of good or neutral alignment. By touching
one character or creature, THE
WITCH can
heal from 1-6 hp damage. Neutral witches
cannot use cure wounds and
give wounds
on the same day. See the spell cure
light
wounds
(C-1) for further details.
Darkness ? I-1 (only
neutral and evil
witches may cast this spell).
Detect evil -- C-1
Detect illusion -- I-1
Detect poison -- D-1
Faerie fire -- D-1
Find familiar -- MU-1
Give wounds --
Usable only by witches
of evil or neutral alignment. By touching
one character or creature, the witch can
cause from 1-6 hp damage. Neutral
witches cannot use give wounds
more
than once per day. See cure
wounds
above.
Light
-- C-1 (only witches of good align-
ment may use this spell)
Magick disk
-- Range 2", maximum dura-
tion 10 rounds. This magical missile is
+3
to hit if cast by a witch of level l-16
and
+4 to hit if cast by a witch of level 17
or
higher. The disk may be thrown around
corners if the caster is in plain view
of the
corner and has just seen an opponent go
in that direction, but the missile is only
+1 to hit when thrown around a corner.
The disk damages opponents requiring
magical weapons to be hit. It may be
thrown once each round for up to 10
rounds, scoring 1 hp damage for each
successful hit, or it may be thrown once
only for a fixed amount of damage (if it
hits). If thrown once, damage caused is
4
hp for levels 7-9, 8 hp for levels 10-12,
10
hp for levels 13-16, and 12
hp for levels 17
and higher. The caster may specify sub-
dual damage only, as per the procedure
for subdual
outlined for dragons in the <cf subdual,
UA>
Monster Manual. The spell
is usable once
per day.
Mending -- MU-1
Minor quest
-- Range 2", duration 6
hours, area of effect 5? diameter sphere.
The spell affects up to 12 experience levels
worth of humanoid opponents, or up to
6 levels (6 HD) of monsters, with lowest-
level opponents in a group affected first.
The caster must be able to verbally com-
municate with her opponents for the spell
to work. By using this spell, the witch
can
send her attackers away from her on an
imaginary errand for themselves, such as
going to town for supplies or going to
a
nearby river to get water.
If the intended
victim or victims fail a saving throw,
they
are compelled to attempt the errand,
provided that it poses no direct threat
to
their safety or well-being. There is a
20%
chance, plus 1% per level of the caster,
that the quested being or beings forget
about the witch after the spell has worn
off or after the quest is completed, which-
ever comes first.
Read languages
-- As per the 1st-level
magic-user spell comprehend
languages,
except that only written
communications
may be understood.
Reflected
image -- Range 4", duration 1
day per level of the caster or until dis-
pelled, area of effect up to 2" by 2".
This
spell enables a witch to form a picture
on
any reflecting surface, depictmg a single
scene that she has in mind.
Seduction
I -- Range 6", duration 2
turns or until dispelled, area of effect
1
man. This spell causes the affected man
to
cast aside all weapons, armor, and clothing
in an attempt to seduce the witch, leaving
the victim virtually defenseless against
attacks from the witch or any other char-
acter or creature. Immediately after the
spell wears off or is dispelled, the victim
can retrieve one of his dropped weapons
on a roll of 11 or more on 1d20. If the
roll
is 16 or more, the victim may also retrieve
a shield or helmet. Rolls may be repeated
each round until successful, as long as
the
victim stays within grasping range of the
weapon or other object to be recovered.
The saving throw for this spell is com-
puted by adding the
seduction spell level
(1 through 8) to the CHA score of the <COM>
witch and subtracting the WIS score of
the intended victim. The resulting number
is used as a modifier (plus or minus) to
a
roll of 1d20. The adjusted die roll must
be
equal to or greater than a certain number,
depending on the class of the intended
victim, for the save to be successful.
Bar-
barians need a 15 to
save, Fighters and
Rangers need a 13 to save, Thieves and
Assassins 12, Cavaliers and paladins 10,
Magic-users and Illusionists 9, and Clerics,
Druids, and Monks need 8 to save.
Sleep
-- MU-1; the spell affects from 2-16
creatures of 1 HD (or of 1st level), 2-12
creatures of 1+1 to 2 HD (or 2nd level),
1-
6 creatures of 2+1 to 3 HD (or 3rd level)
and 0-1 creatures of 3+1 to 4 HD (or 4th
level). Each group is rolled for separately,
making it possible for the spell to affect
up
to 35 creatures at one time.
Unseen
servant -- MU-1
| 1. | Bless |
| 2. | Charm man II |
| 3. | Detect invisibility |
| 4. | ESP |
| 5. | Find traps |
| 6. | Hold person |
| 7. | Hold portal |
| 8. | Identify |
| 9. | Knock |
| 10. | Locate object |
| 11. | Magic mouth |
| 12. | Nature call |
| 13. | Pacify |
| 14. | Pit |
| 15. | Purify food & drink |
| 16. | Pyrotechnics |
| 17. | Seduction II |
| 18. | Speak with animals |
| 19. | Speak with plants |
| 20. | Speak in tongues |
Second level
Bless
-- C-1 (only good and neutral
witches may cast this spell)
Charm man II
-- Same as charm man I,
except that duration is 5-10 (1d6 +4) turns
and number of men
affected is 7-12
(1d6 + 6) of 4th level or lower.
Detect invisibility -- MU-2
ESP
-- MU-2 (victim must be touched to
be affected)
Find traps -- C-2
Hold person -- C-2
Hold portal -- MU-1
Identify -- MU-1
Knock -- MU-2
Locate object -- MU-2
Magic mouth -- MU-2
Nature call
-- Range 12" radius around
witch. The spell summons from 1-10 small
birds or mammals (up to the size of a
squirrel
or hawk) or 1 creature as large
as an eagle
or a wolf. The spell allows
communication with the summoned creatures,
enabling the caster to give the creatures 1 of 2 orders. The summoned
creatures can be made to RUSH
at an opponent and fake an attack, causing confusion
in monsters of animal intelligence or lower
and causing more intelligent opponents
to
attack at -2 to hit for a duration of 1
turn. The summoned creatures cannot be
forced to rush at a character or creature
from which they would normally flee.
Summoned creatures can also be made to
act as messengers, carrying any object
their size permits them to carry for up
to
3 days.
Pacify -- Range
6", duration 4 turns + 1
turn per level of caster; area of effect
1"
by 1" by 2". The spell affects from 1-8
creatures of 6 or fewer HD, causing
those who fail a saving throw to cease
combat and either leave the scene or lie
down on the spot to REST (50% chance of
each). Pacified characters or creatures
won't harm the witch or her party as long
as the pacified creatures are not harmed.
A pacified creature is allowed another
saving throw each time that creature is
attacked while under the influence of the
spell. The spell does not affect undead.
Pit -- Range
6", area of effect 4". The
spell creates a 20'-deep, 20'-wide pit
anywhere
within the area of effect. The spell
may only be used in an outdoor environment,
and cannot be employed inside a
structure or enclosure, or underground.
If
used as an offensive measure, intended
victims are permitted a saving throw. A
successful save made by a stationary
opponent means the caster misjudged the
target's position or distance from the
caster,
and the pit is formed at a location 20'
away from the intended victim or victims.
A successful save made by an intended
victim who is in motion means that the
target has a 70% chance of avoiding the
pit during the next round. A victim who
falls into the pit takes 2d6 hp damage
if
stationary before the fall, or 3d6 hp
damage if moving before the fall. The spell
remains in effect until 6 creatures have
fallen into the pit, or until it is dispelled.
Purify
food & drink -- C-1 (only good
witches may cast this spell)
Pyrotechnics -- MU-2
Seduction II
-- Same as seduction I,
except for determination of saving throw.
Speak with animals -- D-1
Speak with plants -- D-4
Speak in
tongues -- Duration 2 turns + 1
turn per level of caster. The spell enables
a
witch to understand the language of any
intelligent entity and communicate with
that entity in that language. No saving
throw is allowed. Only 1 language may
be understood and spoken for each cast-
ing of the spell, but it is possible to
cast
the spell again (while the 1st casting
is
still in effect) and understand up to 3
languages at once (with 3 separate
castings).
| 1. | Calm |
| 2. | Clairvoyance |
| 3. | Comfort |
| 4. | Continual light |
| 5. | Cure disease |
| 6. | Dissipate vapor |
| 7. | Fireball |
| 8. | Invisibility |
| 9. | Lightning bolt |
| 10. | Mystic rope |
| 11. | Phantasmal force |
| 12. | Phantom light |
| 13. | Plant entrapment |
| 14. | Protection from normal missiles |
| 15. | Remove curse |
| 16. | Seduction III |
Calm --
Area of effect 7" radius from
caster, duration 6 turns. Number of characters
or creatures affected is unlimited
within the area of effect. All insects,
animals, humanoid types, and monsters of 5
HD or less lose their will to fight, even
if
currently engaged in combat
to the death.
Saving throws are made at -2. The magic
resistance of any intended victim is lowered
by 15% from its normal magic resistance for purposes of determining whether
this spell is successfully cast. Every
attack
on a calmed being entitles that being to
another saving throw at +3. Members of
the witch's party are unaffected by the
spell unless 1 or more of them is attacking
the witch. The caster has no control
over beings who are calmed after the spell
has taken effect.
Clairvoyance -- MU-3
Comfort
-- Range 2", duration 36 turns,
number of creatures affected up to 10.
Recipients of the benefit of this spell
feel
no pain, heat, cold, hunger, thirst, or
ex-
haustion, and need not eat or rest for
the
duration of the spell. The spell does not
negate normal damage taken, but it does
n e g a t e t h e
e f f e c t s o f a wand
of fear,
drums
of panic, any similar magic item, or
a sleep
spell. Recipients receive a + 1 to all
saving throws for the duration of the spell.
Continual light -- C-3
Cure disease -- C-3
Dissipate
vapor -- Range 1" per level of
the caster, duration 2 turns, area of effect
5" by 5" by 5". This spell disperses any
gaseous substance. Creatures with intelli-
gence (such as an air
elemental) are enti-
tled to a saving throw VS. spells.
The
movement rate of the dissipating gas is
6".
Fireball
-- MU-3 (only an evil or neutral
witch may cast this spell, and only 1
fireball may be cast in a day)
Invisibility -- MU-2
Lightning
bolt -- MU-3 (only evil and
neutral witches may cast this spell, and
only 1 lightning bolt may be
cast in a
day.
Mystic rope
-- Range 10", duration 2
turns +5 rounds for each level of the
caster above 6th level, or until the rope
is
destroyed or dispelled. The spell creates
a
magical rope in the witch's hand or on
the
ground in front of any creature designated
by the witch who is within range. The
rope can be of any length desired up to
100'. It unerringly carries out the witch's
orders to move about, attach itself to
any
solid object so that characters can pull
on
it, use it to climb or descend a surface,
or
ensnare up to 6 small, 3 man-sized,
or 1 giant-sized creature. In order to
ensnare 2nd and subsequent oppo-
nents, the rope must 1st successfully
ensnare the creature
upon whom the
ensnarement is currently being attempted.
The rope can attack only 1 potential
victim at a time. Any part of the rope
not
being used to tie up a character can move
at a rate of 9" and drags an already en-
snared creature around in an attempt to
tie up other victims. The rope is consid-
ered to have a strength
of 19. Saving
throws are allowed to any creature in
danger of being tied up, but a new saving
throw must be made at the start of every
round in which the danger still exists.
Saving throws in the 3rd and subsequent
rounds are made at +2. Any creature
being chased by the rope is -1 to hit
other opponents in that round. Actual
ensnarement, once a saving throw is
failed, takes 1 full round, after which
the victim is rendered helpless until and
unless the rope can be cut or untied by
the victim, or destroyed by an attack form
which damages it. The rope has 1 hp for
each 4' of length, and has a saving throw
number of 12 against all attack forms
which can harm it. The rope can be destroyed
by dispel magic or
disintegrate if it
fails its save. The breath weapon of a
dragon,
strong acid, and magical fire
or
magical
lightning cause damage to the rope, and it
is destroyed and immediately disappears
if
its hit points are reduced to less than
1/3 of its original total. Normal weapons
have no effect on
the rope, but magical
weapons can cut through the rope in 2
rounds. The rope suffers no damage from
such blows, but simply becomes 2 sepa-
rate pieces of rope, each piece retaining
the proper proportion of the rope's cur-
rent number of hit points. Any captive
with strength of 18 or higher has a chance
of freeing itself in each round after be-
coming ensnared, but must save at -2 in
the round after becoming freed in order
to avoid immediately being tied up again.
The percentage chance for a victim to free
itself is 5% for a captive of 18 strength,
10% for strength 18/01 to 18/50, 15% for
18/51 to 18/75, 20% for 18/76 to 18/90,
30% for 18/91 to 18/99, 40% for 18/00,
50% for strength 19, 55% for 20, 65% for
21, 75% for 22, 85% for 23 and 95% for
strength 24. A victim may make an at-
tempt to free itself once per round.
Dragons or dragon-sized creatures have
a
constant 80% chance per round to free
themselves from the rope, but the percent-
age drops to 40% if the dragon is ensnared
about the head, so as to render its breath
weapon useless. Dragons may attempt no
offensive action while trying to break
an
ensnarement about the mouth.
Phantasmal force -- MU-3
Phantom light
-- A mobile faerie fire
that either follows behind the witch and
her party or leads the way, at a distance
of
up to 12". Identical in all other respects
to
the regular spell.
Plant entrapment
- Range 5", duration
2 t u r n s , a
r e a o f e f f e c t 2 "
b y 2 " . T r e e
branches, grasses, shrubs, and the like,
within the area of effect, grab at and
attempt to hold motionless all living and
undead creatures with their reach, and
may attempt to disarm or strangle an
intended victim if the witch orders the
attempt. If a victim fails to save against
the
spell, there is still a chance for the
victim
to free itself manually from the grasp
of
the plants, with the possibility of success
dependent on the size and strength of the
plant life doing the entrapping.
Protection from normal missiles -- MU-3
Remove curse -- C-3
Seduction III
-- Same as seduction I,
except for determination
of saving throw.
| 1. | Charm monster |
| 2. | Control fluid |
| 3. | Cure/cause serious wounds |
| 4. | Glyph of warding |
| 5. | Hallucinatory terrain |
| 6. | Infravision |
| 7. | Levitate |
| 8. | Mirror image |
| 9. | Neutralize poison |
| 10. | Plant growth |
| 11. | Polymorph other |
| 12. | Polymorph self |
| 13. | Seduction IV |
| 14. | Shock |
| 15. | Strength |
| 16. | Wall of Water |
Charm monster -- MU-4
Control fluid
-- A witch may control an
amount of liquid equal to 6 cubic feet
for
each level of experience of the witch.
For
a maximum duration
of 3 turns, the
liquid may be made to move at the witch's
directions at the rate of 3" per round.
The
witch may herself move about while this
spell is in effect, but she may not begin
to
cast another spell until this spell ends
or is
dispelled.
Cure/cause
serious wounds -- Generally
the same as the 4th-level cleric spell
cure
serious wounds (reversible). Only
witches
of good or neutral alignment can
cure, and
the spell restores 3-13 (2d6 + 1) hp dam-
age. Only witches of evil or neutral alignment
can cause, and the spell administers
2-12 (2d6) hp damage.
Glyph of warding -- C-3
Hallucinatory terrain -- MU-4
Infravision -- MU-3
Levitate -- MU-2
Mirror image -- MU-2
Neutralize poison -- C-4
Plant growth -- MU-4
Polymorph other -- MU-4
Polymorph
self -- Generally the same as
the 4th-level magic-user spell of the same
name, except that the witch may only use
the claw and bite attacks of the creature
whose form is assumed, and NOT any special
attacks.
Seduction
IV -- Same as seduction I,
except for determination of saving throw.
Shock - Area
of effect 6" radius of
witch, duration 1 round. The casting of
this spell creates a
blast of electrical energy emanating in all directions from the
witch, doing 4-32 hp damage to each character
or creature within the 6" radius.
The spell affects friends and enemies alike.
A successful SAVE cuts damage in
half.
Strength -- MU-2
Wall
of water -- Range 3", duration
6
turns, area of effect
up to 4" wide, 4"
high, 1" thick. The
casting of this spell
creates a magical
barrier of water that is
impervious to normal
fire, but not to a
fireball
or other magically created flame.
Creatures of flame
take 5-30 hp damage
when passing through
it. The wall's swirling currents block missile fire, including
magic
missile and magic disk.
Any living or
undead thing with
less than 5 HD cannot
pass through the
wall. Creatures with 5 +
HD can pass through
but take 3-18 hp
damage in doing so.
A creature that can
pass through it needs
2 rounds to do so,
unless the creature
has strength of 18/51
or greater, in which
case it moves through
at its normal movement
rate. The wall
cannot be used to
create a water elemental. The
wall must have 1 of its sides
resting on the ground
or floor. The spellcaster may pass through the wall unharmed and may fill
up to 5 water
flasks from it without
harm. Any water
stored in this manner
loses all its magical
properties. When
the spell ends or is
dispelled, the water
does not disappear
but instead becomes
normal water and
flows out along the
surface it is contacting.
| 1. | Animal growth |
| 2. | Anti-magic shell |
| 3. | Charm animal |
| 4. | Immunity |
| 5. | Insect plague |
| 6. | Monster summoning I |
| 7. | Oracle |
| 8. | Produce flame |
| 9. | Seduction V |
| 10. | Slow |
| 11. | Spirit |
| 12. | Teleport |
| 13. | Transmute rock to mud |
| 14. | Weakness |
| 15. | Water breathing |
| 16. | Wizard eye |
Animal growth - D-5
Anti-magic shell - MU-6
Charm animal
- Generally the same as
the 2nd-level druid spell charm
person or
mammal,
except that the spell affects only
non-humanoid animals.
Immunity
- Duration 18 turns for each
experience level of the caster. The character
or creature touched by the witch after
the casting of the spell is immune to diseases
and poisons for the duration of the
spell.
Insect plague - C-5
Monster summoning I - MU-3
Oracle
- Generally the same as the 5th
level cleric spell commune,
except that the
spell can be used only once per week.
Produce
flame - Generally the same as
the 2nd-level druid
spell of the same name,
except that the flame does not have to
originate from the caster's hand and may
be created anywhere within a 3" radius
of
the witch.
Seduction
V - Same as seduction I,
except for determination of saving throw.
Slow - MU-3
Spirit
- Duration 4 + 1-8 turns, range
touch. The spell allows
the witch or any
1 character or creature she touches to
have a noncorporeal body that can pass
into and through objects. The recipient
of
the spell becomes transparent, but the
outline of its body can be seen. Only lat-
eral movement is allowed, at a rate of
12"
per round. Normal weapons and missiles
have no effect on a creature in spirit
form,
magic weapons do 1/2 damage, and offen-
sive spells are only 30% effective (15%
if a
save is made). Combat is possible with
other noncorporeal forms such as
shadows,
spectres,
ghosts and wraiths,
as
well as elementals
of the medium through
which the recipient is passing. The recipi-
ent of the spell may cast no spell higher
than level 2 against opponents not in spirit
form which cannot do full damage to the
recipient.
Teleport - MU-5
Transmute rock to mud - MU-5
Weakness -
Duration 1 turn per experi-
ence level of the caster, range touch,
area
of effect 1 individual. The spell cuts
the
victim's STR
in 1/2 (fractions rounded
up) for the duration of the spell or until
dispelled. A strength of 18/01 or greater
is
reduced to 10.
Water breathing - MU-3
Wizard eye - MU-4
| 1. | Animate dead |
| 2. | Cancel life level |
| 3. | Evaporate fluids |
| 4. | Haste |
| 5. | Leomund's secret chest |
| 6. | Lower water |
| 7. | Seduction VI |
| 8. | TK |
| 9. | True sight |
| 10. | Vision crystal |
| 11. | Wards of defense |
| 12. | Worship |
Animate dead - C-3
Cancel
life level - Duration 1 month;
all saving throws made
at -5. The witch
must make a successful roll to hit the
victim's AC for the spell to work.
Witches of level 20 and higher are allowed
a duration of 1 year.
The effect of the
spell is to drain a life-energy level,
identi-
cal to the effect of a wight,
for the dura-
tion of the spell. No further experience
may be gained by the victim until this
spell
is lifted. Only a wish
can undo this spell
prior to the end of its duration.
Evaporate
fluids - Same as dissipate
vapor,
except that the spell is effective
against liquids instead of gases or vapors.
Haste - MU-3
Leomund's secret chest - MU-5
Lower water - C-4
Telekinesis - MU-5
True
sight - 1-6 (only witches of good
alignment may cast this spell).
Vision crystal
- Duration 1 turn for
each 7 levels of experience of the caster
(fractions do not count). This spell enables
the witch to make any transparent or
reflecting object into a crystal
ball for one
viewing. A crystal
ball created in this
manner does not count as one of the re-
quired items for a witch desiring admis-
sion to the High Secret Order. See the
spell
magick
mirror (MU-4) for other relevant
details.
Wards of
defense - Duration 5 seg-
ments per experience level of the caster.
The spell creates a stationary force field of
a 2" radius around the witch, shielding
her from all magical or physical attacks
for the duration of the spell or until
it is
dispelled. The witch may cast spells of
level 3 and lower from inside the field,
and may fire missiles from within the
field. The witch may move about within
the field, but if she
moves up to or beyond
the 2" radius from her original position,
the spell is dispelled.
Worship
- Range 12", duration 3 turns
per level of the caster or until dispelled.
The spell affects 1 intelligent (semi-
intelligent or higher) creature, regardless
of hit dice. Characters or creatures with
magic resistance are entitled to a saving
throw as usual, and have their magic
resistance reduced by a factor of 90% for
purposes of determining whether the spell
takes effect. Characters or creatures with
out magic resistance save at -2. The
effect of the spell is to put the entity
into a
trance from which it cannot be revived.
until the spell expires or is dispelled.
The
victim obeys simple commands from the
witch and, if the victim has spell-casting
capability, may cheerfully cast 1 spell
from its repertoire (of the witch's choice)
on behalf of the witch.
| 1. | Astral projection |
| 2. | Call spirits |
| 3. | Control lycanthrope |
| 4. | Control undead |
| 5. | Find the path |
| 6. | Fire storm |
| 7. | Geas |
| 8. | Legend lore |
| 9. | LOVE |
| 10. | Seduction VII |
| 11. | Stone to flesh |
| 12. | Wall of ice |
Astral
projection - As per the 7th-level
cleric spell astral
spell.
Call spirit
- Range 2" from corpse con-
taining spirit to be called. No saving
throw
allowed. The spell must be cast at night,
and the name of the deceased must be
known to the witch before casting. One
round after casting, the spirit of the
de-
ceased character or creature
is summoned
to the witch. She may then ask the spirit
4 questions of any sort, and the spirit
is
compelled to answer truthfully if the
answer is known to it or can be obtained
by it. Before any questions are asked,
the
spirit must be told whether it is supposed
to search the spirit world for the an-
swer(s) or to rely entirely on its own
knowledge. There is a base chance of 50%
that the spirit knows the answer to any
question(s) asked of it. This chance is
adjusted upward by 20% if a search of the
spirit world is called for. However, a
search of the spirit world takes from 5
rounds up to 1 day, depending on the
difficulty or complexity of the question,
per question. If a spirit does not know
and
is unable to discover the answer to a ques-
tion, it informs the caster of that fact.
The
spell lasts until dispelled or until the
caster
h a s r e c e i v e d
4 r e s p o n s e s f r o m t h e
s p i r i t.
C o
n t r o l l y c a n t h
r o p e -- Range 12" radius
of the caster, duration permanent or until
dispelled. No saving throw allowed. Any
and all lycanthropes within range are
affected, and won?t automatically attack
the caster. However, for each day or part
of a day the spell remains in effect, there
is a 5% chance (cumulative) of the affected
creature(s) breaking the spell and attacking
the witch. (Roll separately for each
creature.)
C o n t r
o l u n d e a d
-- Same as control lycanthrope, except that the spell
affects any
and ail undead creatures within range.
Find the path -- C-6
Fire storm -- D-7
Geas -- MU-6
Legend lore -- MU-6
Love --
Range touch, duration permanent or until dispelled. The spell is usable
only by witches of good or neutral alignment.
The spell acts as a permanent philter
of love if the intended target fails its
saving throw. The spell can only be removed
by a limited wish or
a wish. Only
1 target can be affected for each casting
of the spell.
Seduction
VII - Same as seduction I,
except for determination of saving throw.
Stone to flesh -- MU-6
Wall
of ice -- MU-4
| 1. | Charm man III |
| 2. | Clone |
| 3. | Death |
| 4. | Dispel enchantment |
| 5. | Mass polymorph |
| 6. | Reincarnation |
| 7. | Rusting touch |
| 8. | Seduction VIII |
| 9. | Summon devil |
| 10. | Temporary resurrection |
| 11. | Wasting |
| 12. | Youth |
Charm man III
-- Same as charm man I,
except that the spell affects 9-16 (d8
+8)
men of
5th level or lower.
Clone -- MU-8
Death --
Range 12", duration 1 round,
area of effect 4" by 4". This spell instantly
destroys from 2-16 creatures (undead <and?>
extraplanar beings excluded) within the
area of effect, as long as the intended
victims have 7 or fewer HD. Or, 1
creature of more than 7 HD can be killed.
No saving throw is allowed in either case.
The effects of this spell can be negated
if a
successful dispel
magic has been cast
earlier in the same round, or by a
dispel
enchantment
spell cast by another witch
(see below).
Dispel
enchantment -- Range 12" for
creatures, touch for
magick items. This
incantation either creates a circular field
of anti-magical force that permanent dis-
pels any sort of spell which is currently
in
effect within range of the dispel
enchant-
ment spell, or it renders useless
any single
magic item which is touched by the caster.
No saving throw is allowed for the items,
though artifacts
and relics are not af-
fected. Magic is dispelled at the level
of the
witch's magic use. Duration of the spell
is
5 rounds/level for dispelling spells, or
<1?>
turn/level for neutralizing magic items.
Mass polymorph
-- Range 12", area of
effect 6" by 6" by 6". Caster may poly-
morph up to 10 man-sized creatures, as
per the polymorph
other spell. Saving
throw is made at -3 for each creature,
-4 if only 1 or 2 creatures are in-
tended to be affected. In addition, any
character or creature which makes a
successful system shock roll has no chance
<?>
of being polymorphed. Up to
3 differ-
ent types of creatures may be among the
creatures which are changed into; for
example, in a group of at least 3 tar-
gets, the witch could turn 1 or more of
them into a cat,
1 or more into a dog,
and 1 or more into a mouse.
Creatures
larger or smaller than man-size cause the
maximum number affected to be altered
accordingly, with 2 small-sized creatures
equivalent to 1 man-sized creature, and 2 or 3 man-sized
creatures equivalent to one large-sized
creature.
Reincarnation -- MU-6
Rusting touch
-- Duration 1 turn or until
dispelled, range touch. The spell affects
all
ferrous metals as if they had been touched
by a rust
monster, and can affect as many
items as the witch can touch within the
duration of the spell. Magical items made
of metal get a SAVE at -4; otherwise, no
saving throw allowed.
Seduction VIII
-- Same as seduction I
except for determination of saving throw.
Summon
daemon/demon/devil
-- Usable
only by witches of evil alignment. The
spell is generally the same as the 5th-level
magic-user spell conjure
elemental, except
that the conjured creature vanishes with-
out attacking should the witch's concentra-
tion be disturbed. Archdevils and the like
cannot be conjured, and any intelligent
creature that is conjured and performs
a
service for the witch may claim a service
from her at any future time. Protection
from
evil must be cast by a cleric or
magic-user in the witch's party or the
witch herself must burn a blue candle
before the spell can be cast. No saving
throw is allowed to the summoned being.
This spell brings whatever sort of creature
the witch desires, be it a Type
V demon or
a styx
devil, but there is a percentage
chance equal to the summoned being's HD
that the spell fails.
Temporary
resurrection
-- Duration 2
days per experience level of the caster,
range 6", only 1 character or creature
can be affected on each casting. The spell
causes the affected character or creature
t o b e b r o u
g h t b a c k t o l i f e
w i t h a l l p e r s o n a l
p o w e r s p r e v i o u s
l y p o s s e s s e d . N o s a v i
n g
throw allowed. The spell is reversible,
with temporary
death causing the affected
creature to be rendered lifeless for the
duration. A saving throw is allowed for
the reverse of the spell. Only witches
of
evil or neutral alignment may cast
tempo-
rary death. Note that material goods
owned by the character returned to life
are not restored by this spell's powers.
Wasting
-- Duration 1 turn or 2 touches,
whatever comes first. The spell causes
any character or creature which is
touched to immediately age
10-100 years.
Intelligent creatures (low intelligence
or
higher) are allowed a saving throw.
Youth --
Duration 2 rounds, usable once
per day. Affects 1 character or creature
per casting of the spell. Anyone or any
thing touched becomes
10 years younger <aging>
for the duration of the spell.
| 1. | Banish |
| 2. | Circle of blindness |
| 3. | Combine |
| 4. | Control weather |
| 5. | Disintegrate flesh |
| 6. | Earthquake |
| 7. | Guards and wards |
| 8. | Intensify |
| 9. | Maze |
| 10. | Paralyzing pit |
| 11. | Prismatic sphere |
| 12. | Prismatic spray |
| 13. | Reflection |
| 14. | Seek |
| 15. | Solidify air |
| 16. | Transport via plants |
| 17. | Vaporize |
| 18. | Volcanic circle |
| 19. | Weight concentration |
| 20. | Wind walk |
Banish
-- Range 24", area of effect 2" by
4" by 4". The effect of this spell is to
send
any character or creature (including an-
other witch) or an inanimate object that
has been animated straight to a random
Lower Plane in a random location. The
spell affects 1 creature or thing only,
but is infallible and operates regardless
of
any attempts to dispel or counteract it.
Even creatures the witch cannot actually
detect may be banished if one
is threaten-
ing her well-being in a direct way, as
long
as that creature or thing lies within the
spell's area of effect.
Circle
of blindness -- Range 7", area of
effect 3" radius of impact point, duration
3 turns. No saving throw is allowed. All
witches are immune to the effects of this
spell. Within the area of effect, the spell
neutralizes normal vision and hearing and
negates the effects of the following spells:
ESP, detect
invisibility, detect magic,
detect
evil/good,
locate
object, seek,
clairvoyance,
infravision,
and wizard eye. The spell
also
renders useless any
magic item that offers
any sort of detection ability. The circle
is
immobile, and victims may blunder out of
the area of effect. The only other ways
to
counteract the effects of the spell before
it
wears off are wishes
of any sort, the witch
spell dispel
enchantment as by the inten-
tional premature dispelling of the spell
by
the caster.
Combine --
This spell allows the caster <cf. combine>
to combine the casting of 2 or more
spells, not to exceed a total of 7 spell
levels. Range, duration, and area of effect
of the combination spell are determined
according to the smallest or shortest such
figures for the spells involved. The 2
spells so joined must have been memo-
rized by the witch prior to their casting,
and the combine spell may be
cast up to a
full turn prior to the casting of the 2
<spells?>
Control weather -- D-7
Disintegrate
flesh -- Range 5", area of
effect 4" by 4" by 4". The spell enables
a
witch to completely disintegrate all living
material and beings within the specified
area of effect. Only beings with a magic
resistance
gain any form of saving throw
against this attack. Nonliving material
possessions and objects are not affected
by
this spell, but dead organic matter (bodies,
bones, etc.) is also consumed.
Earthquake -- C-7
Guards and wards - MU-6
Intensify
-- Range 15" (outdoors only),
duration 1 turn, area of effect ½
mile
square. This spell multiplies the power
of
1 currently existing natural phenome-
non: A light breeze would become a
hurricane-strength wind, the sound of
rustling leaves would become a deafening
tumult, a sprinkle of rain would become
a
flash flood. Dispel
magic has no effect on
this spell.
Maze -- MU-8
Paralyzing
pit -- Range 8". The spell,
when cast outdoors, causes the immediate
formation of a pit 2" by 2" by 2". Victims
falling into the pit, either upon its forma-
tion or in subsequent rounds, automati-
cally take 2-12 hp damage from the fall.
In
each round after the fall, a victim must
make a saving throw vs. spells or be para-
lyzed. The paralyzation feature of the
pit
lasts for 6 rounds after the formation
of
the pit, but the pit is permanent and con-
tinues to inflict 2-12 hp damage to anyone
or anything that falls into it later. When
the spell is cast in a dungeon or inside
any
other type of enclosure, no pit is formed;
instead, a paralyzation field 1" thick
and
2" wide, to the maximum possible height,
is formed. The field lasts for 12 rounds.
Victims are allowed a saving throw at +1,
and if a save is failed the victim is para-
lyzed for 2 rounds. Victims are entitled
to
a new saving throw every second round
they are in the field, but must make a
successful save in 2 consecutive rounds
to avoid being paralyzed
all over again.
The spell-caster may enter the pit or the
field without being adversely affected.
Prismatic sphere -- MU-9
Prismatic spray -- I-7
Reflection
--
Duration 2 turns, area of
effect immediate area around spell caster.
This spell creates a shimmering cloud
around the witch, causing any magical
attack used against her to be turned
against the attacker. Attacks with normal
weapons have no effect and are not reflected.
The spell won't reflect the effects
of a banish
spell or any detection spell.
Banish still works, and divination spells
<?>
simply have no effect.
Seek --
By casting this spell, a witch
immediately gains the ability to determine
the location of any
single item, place, or
creature and visualize
all major aspects of
its immediate surroundings (within 5').
She is able to tell in what part of a world
or area the thing being sought exists;
the
closer she actually is to the thing being
sought, the more definite her general idea
of its location. The spell may be used
by a
witch for her own BENEFIT,
or she may be
induced to cast it on behalf of another
character or creature, as long as that
individual is of the same specific alignment
as the witch. When the spell is performed
on behalf of someone else, the witch must
be provided with an extremely detailed
description of the item being sought. As
payment for her service, the witch can
require a magic item in the individual's
possession (50% chance) or a sum of
10,000-40,000 gp.
Solidify air
-- Range 3", area of effect 2"
by 2" by 2". By casting this spell, the
witch can cause the atmosphere
within
the area of effect to solidify. The solidifying
process takes 5 rounds, after which
any creature(s) within the area of effect
are trapped and unable to move. The
atmosphere forms into a rocklike substance
which is solid and hard, but porous
enough to allow trapped creatures to
breathe. The substance is not affected
by
dispel
magic or any other similar spell.
Furthermore, the witch may command the
solidified air toe become nonporous, smothering
those within it in a single round, or
she may command the solidified air to
turn to fog, releasing the trapped characters
but temporarily blinding them. At any
time, the witch may communicate freely
with those trapped inside the block of
air
by speech. No saving throw is given
against this spell, which has a permanent
duration until dispelled by command of
the witch.
Transport via plants -- D-7
Vaporize
-- Range 3", duration 10
rounds, area of effect 4" wide by 2" deep
by 2" high. Any rock, mineral matter, or
metal in the affected area is turned into
a
thick fog that can be blown away.
Dispel
magic
has no effect on this spell. Magical
items must save against disintegration
to
avoid being destroyed.
Volcanic
circle -- Range 8", duration 3
rounds. The spell creates a circular patch
of cohesive lava 1" wide by ¼" deep
which radiates outward from the point of
origin at the rate of 3" per round. Creatures
touched by the lava immediately
take 8-80 hp damage from the molten
rock. The spell-caster is unharmed by this
spell. Ground that has already been passed
over by the circle is safe to walk on after
a
full turn. Dispel
magic has no effect on
this spell.
Weight
concentration/dilution
-- Range
10', duration 6 turns, area of effect up
to
10 creatures or objects. The spell enables
the witch to triple a target's weight,
making it move more slowly, become unable to
fly, etc. Weight dilution,
the reverse of the
spell, causes a target's weight to be reduced
to 1/10 of its normal amount,
meaning that strong winds could blow
away men,
wagons, or other normally
heavy objects. Targets are allowed saving
throws. Dispel
magic has no effect on this
spell.
Wind
walk -- C-7
NAMES
1. Blackleaf (Dark Dungeons)
INSPIRATIONS
1. Opium Warlock
zb
19
18
17
16
15
14
13 | Delmaria (witch conjurer 16; 93.144)
Delmaria's Staff of Withering (new item; 93.075)
12
11
10
9
8
7
6
5
4
3
2.
Robin
Neheli (hf Warlock 2)
1.
"beautiful witch"
Nice try
Dear Dragon:
A friend once told me of the witch NPC.
He
said that it had appeared in a past issue
of
DRAGON Magazine. I was wondering if you
could either send me information regarding
this
class or tell me which issue had it (if
it is not out
of print). It would be much appreciated.
I also have a great name for the letters
column. How about "Bloodletters"?
Tommy Tucker
Harwood MD
(Dragon #155)
The last witch NPC class we printed was
in
issue #114. It was a revamped and expanded
version of the witch NPC that appeared
in issue
#43 long ago. Note that this class was
deliberated
made more powerful than normal PC
classes so that it could could better
challenge those
PCs; it is not recommended for use as
a PC.
And I think we'll just stick with "Letters.”
clore wrote:
Quote:
A pity Ms. Rowling doesn't
know the correct names for various magical practitioners...
although the fortune she
has made using misnomers pretty well belies the necessity for such knowledge
Specifics, please. Personally
I'm pretty impressed with her knowledge of the traditional lore.
To be exact, a witch is properly
one that serves evil, and a male witch is a warlock, not a wizard.
There is ample evidence that
during the middle ages there was indeed a cult of Satanists calling themselves
witches that sought to do malign works in service of the
Devil.
This sort of confusion extends elsewhere to the term sorcerer, that belonging properly to one that calls up demons to perform services for him.
Ms. Rowlings "knowledge" seems
to come from recent make-believe about Druidical practices and "the Old
Religion,"
neither of which have a modicum
of actual historical evidence upon which to base their claims/
Cheers,
Gary
themattjon wrote:
Taken from a Christian point
of view, of course
Olde English translation:
wizard = wise man
witch = wise woman
But of course, I digress
from the topic of the thread, as religious debate doesn't have any more
a constructive part here than a political one would
As if only Christians can
read historical recores about Satanist cults?
The fact is that there were
witches in the middle ages that were pladged to serve the
Devil.
Wise in OE was "wicca," was it not?
In any event, the Romans
stamped Druidism out so thoroughly as
to leave no trace of what its practitioners actually believed,
only that they birned a lot
of people alive at needfire (ceremonies).
the Romans were not gentle,
but they surely did not like either the Carthaginian or Celtic religions.
Cheers,
Gary
Darius wrote:
Wise:
Middle English, from Old English wIse; akin to Old High German wIsa manner, Greek eidos form, idein
(I too can look up and copy
and paste from dictionary sites
Which is more than some can
manage...
Gary
I can copy and paste from
the OED (CD-ROM), though given the definitions you gave, you might not
like it if I quote the material on those words.
(I'm afraid it supports Rowling's
usages much better than yours.)[/quote]
Are you still posting here?
Gary
Quote:
Originally Posted by Thulcondar
Mr. Gygax,
I'm back with another question, and again apologies if you've covered this somewhere else.
How do (did?) you view "witches" in Greyhawk? I am aware of the "witch" character class which appeared in the early days of The Dragon, but it seems to me that you've given witches a bit more status than a mere character class in your writings.
I'm thinking specifically of Iggwilv, of course, who is variously known as the Witch-Queen, Greatest of Witches, etc. as well as the denizens of Grimalkinsham in your Gord story, "Revel in Rel Mord". In the latter work, witches as a group seem on a par with Hags and Annises... and universally old, powerful, and ugly to boot. That seems to imply they are inhabitants of the lower planes just as are the hags, but then again it doesn't sound completely convincing, as one of the witches is said to be the Baronness of the good thorp of Grimalkinsham, implying a human origin.
I don't recall seeing anything from you in the Sorceror's Scroll to the effect that a class of witches was in the works a la the doomed-to-obscurity Mountebank. Any insights you might have on the subject, specific or general, would be most welcome. The scanty evidence is contradictory on the surface, but that has been the case before, and it usually turns out that you have had some holistic intent in your mind that, once explained, neatly ties together the disparate threads.
My thanks for taking the time to listen to the query of a fan since the age of 12.
To cut to the chase here,
I envisage witches and warlocks as humans
pledged to the evil and malign. some so excell that they become more than
human...
For details of this IU suggest you have a look at the Mythus game rules in which I had Witchcraeft skill detailed, or get ahold of the Shamanism & Witchery supplement for the Lejendary Adventure game system. Article material covering the latter is likely to be found at www.lejendary.com
If it is no longer available, I believe that the Trolls will be publishing the book in the coming year.
BTW, I was age 12 when I became
a dedicated SF anf fantasy fan, reading a pulp zine or book about every
day
Cheers,
Gary
Quote:
Originally Posted by Thulcondar
Heh, I'll be sure not to
mention that to my wife, who is IRL a pagan witch. Oh, the rants I hear
every time Wizard of Oz comes on...
I like your take on witches/warlocks;
I was fooling around with ideas revolving around herbalism mixed with spellcraft
and so forth, but it never really jelled.
Any tips on how you would
approach your vision of witches and warlocks in a 1st Ed. AD&D
setting?
Ordinary magic-users who
enter into a pact with the denizens of the Lower Planes, and at certain
levels gain new abilities in return?
Or a new class unto itself?
Thulcondar

Witches really have nothing
do do with modern Wiccan beliefs, something that was formulated in the
last century supposedly based on Druidical paratices.
As the Romans absolutely
wipes out every vestage of Druidism, there is nothing of that old pagan
religion to use in forming a new one save a few names.
Anyway, witches in the meddle
ages were definately Satanists bent on doing the malign.
That is my model for witches
and warlocks in the RPG.
I would certainly make it
a separate class.
The background for it is
detailed and complex, so I again suggest regerencing the Mythus
game treatment of them or else the LA game system's optional sourcebook,
Shamanism
& Witchery, the latter being more easily translated into AD&D
mechanics.
BTW, there are four sorts
of Shamans, and one is near to Wiccan.
Cheers,
Gary
