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Dungeons & Dragons | Dragon magazine | - | Classes | The Dragon #43 |
The word “witch” has several meanings. In popular parlance, a
witch is a woman who practices magic. The woman is usually either
an ugly old crone, or a beautiful young girl. Often, because of her
supernatural power, she can transform herself from one to the other.
In modern occult parlance, a witch is an individual who practices a
religion that supposedly traces its roots back in time for more than
5,000 years. The practitioner of witchcraft can be either male or female.
The practice itself mixes a large amount of magic in with its
worship.
The word “witch” comes from the Old English word “wicce”
(feminine) or “wicca” (masculine). It is akin to the Anglo-Saxon root
word “witan” which means “to know, to learn, or to perceive.” The
words “wise and “wit” have similar roots. Originally, a witch was
someone who possessed knowledge, a person with keen perception, <perception>
someone who was wise. Such knowledge included supernatural
knowledge and the ability to “see” into the spirit world.
The knowledge a witch possessed would have included knowledge
of magic through the drawing of magical symbols,
particularly through
the use of Germanic Runes or Celtic Ogham. A witch would also be
knowledgeable about herbal lore, and
hence is represented by the
person who cured wounds and healed diseases in the village in an age
where medicine was still in its infancy.
Some early witches were probably the descendants of druids (after
the cult was destroyed by the Romans) or shaman-priests (after
Christianity became widespread). The knowledge behind witchcraft
would have been passed on by word of mouth from generation to
generation (possibly becoming distorted in the process). At first,
the
witch would have prayed to the old “pagan” gods for power. As
Christianity grew in strength the old gods would have become
“devils” or “demons.” Eventually, witchcraft became confused with
the Black Mass, an inversion of the Christian Mass which individuals
practiced, in desperation, during lean times in the Middle Ages. Witchcraft
and the Black Mass, however, are not the same thing.
The modern religion of witchcraft is a reconstruction of a religion
which predates Christianity. In prehistoric antiquity, the religion
was
centered around the cycle of life and death as manifested in nature.
The religion was an integral part of a widespread matriarchal society,
i.e. a society run by women. The witch archetype of the old crone who
can transform herself into a beautiful young girl and back again may
well be an echoed memory from the distant past.
A witch usually practices a type of magic known as sympathetic
magic. The two principles of sympathetic magic, as defined by Sir
James Frazer in The Golden Bough,
are: “First, that like produces like,
or that an effect resembles its cause; and second, that things which
have once been in contact with each other continue to act on each
other at a distance after the physical contact has been severed.” Thus,
to charm an enemy, a witch would make a wax miniature of the intended
victim, then activate the magic using the victim’s fingernail or
hair clippings.
In my opinion, a Witch NPC class should include 1) The ability to
use herbs for healing and magic; 2) The power of fascination, i.e.
a
kind of super-charm ability; 3) A combination of both Clerical and
Magic-User abilities; 4) The ability to practice sympathetic magic;
5)
Witches would be worshippers, in secret, of a religion otherwise forbidden
in a particular area; and 6) Powers based on nature and the cycle
of the seasons, similar to druidic powers. While Witches would predominantly
be women, the NPC class would not be limited to women.
A Witch NPC class, like any NPC class not given in the AD&D or
D&D rules, should be viewed with caution by a DM. New NPC classes
should be used only when they are not liable to upset the play balance
of an existing campaign. If the DM exercises discretion, a new NPC
class such as Witches, like a new monster, can add enjoyment and a
touch of the unexpected to gaming adventures.