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WITCH The witch is a special type of powerful spell caster. Though similar to the magic-user, it is not a mgic-user subclass, much in the same way that the cavalier is similar to (but not a subclass to) the fight- er. Thw 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 in- cludes a number of distinctive abilities. Witches use herbs for heal- ing and magic, 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 worshippers of forbidden religons (generally evil in nature, but not always so). They specialize in spells involving nature, the changing seasons, and sympathetic magic (i.e. magic based upon the similarities between a spell-casting ritual and the spells effect), and they are also very knowledgeable about enchantment/charm spells involving humans and humanoids. The manipula- tion and control of other beings is one of the hallmarks of witch magic-a necessary step on the way to acheiving greater and greater po- wer. 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 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 are taken from Table II on page 10 of Players Handbook. Witches always gain the spells read magic and write, not having to check for knowing these spells as they start in their class. Witches may use the latter two spells to learn the spells used by other spell-casting classes, so long as the spells learned are duplicated in the list of spells all- owed to witches, and so long as the witch is of appropriate level for 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 magical lan- guage) for future use. All witches keep and use spell books, from which they relearn their spells as do magic-users. If a Dungeon Master desires a witch with more variety, the restict- ions on which spells may be learned by witches may be loosened. Spells that summon beings from lower planes and bind them to certain tasks are not likely to be taught to a witch by her deity's servants (wheth- er they are good or evil), but nothing should stop the witch from looking up such arcane knowledge on her own. Independant 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 Unearthed Arcana may be added as well (see the general notes on spells below). There are two 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 high- er. Only humans, elves (any sub-races from Unearthed Arcana), and half elves can be 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 multi- classed or double classed, due to the difficulties involved in learn- ing and mainting ones magical powers. No earned bonus for experience is gained for exceptional ability scores. Most witches are female, since this class attracts a disproportional 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 magic, who find worship among wo- men in oppressive, male-dominated societies. Male witches are some- times called warlocks, though this term invites confusion with the 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 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 hit point for each level of experience-11+1 for 12th level, 11+2 for 13th level, and so on. Witches receive constitui- tion bonuses as do magic-users, and they save either as clerics or as magic-users, on whichever column is better against a given effect. Weapon proficiences, 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 magic 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, simi- lar to the procedure for a cleric with above average wisdom: Intelligence Spell Bonus 13 One first level spell 14 One first level spell 15 One first level spell 16 One second level spell 17 One third level spell 18 One fourth level spell 19+ One fifth level spell The spell bonuses are cumulative; e.g. a witch with a 15 intelli- gence receives three 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, de- pending 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 magic 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-prehaps a single ring of mammal control, potions of invisibility, and diminution, an eversmoking bottle, and a rug of smoldering (used as a trap). The cash reserve for an NPC witch is roughly equal to her amount of experience points expressed as gold pieces, though "cash" may actually be in the form of mundane items such as glassware, spell components, wall hang- ings, furniture, and so forth. Each NPC witch's lair should be tailor- ed by the DM to fit the campaign circumstances as seen fit. These guidelines do not apply to PC witches (if they are permitted). Because of their close working relationship with their deities, wit- ches regard themselves as superior to all other classes of characters. Witches tolerate no masters, save their deities or high-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 ser- vices of hirelings in the normal manner and is allowed to consult with sages if she desires. A witch may have as many as three apprentices in training at one time. All aprentices are, of course, witches themselves and cannot be of a higher level than one-fourth of the witch's experience level. Thus, a 4th level witch can have 1-3 1st level apprentices and cannot have a 2nd level apprentice until reaching 8th level herself (fract- ions are rounded down). Apprentices can aquire experience points through normal means, and can also receive the benefit of up to one-half of the witch's own a- quired experience points. The awarding of a witchs experience points to her apprentices can only take place when the points would not raise the apprentices to a level more than one fourth the level of the witch herself. Each major diety worshipped by witches maintains a formal organiza- tion 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 crea- tures and the use of awful spells,though-suprisingly-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 dan- ces of rivalry and power. Kings, high priests, archmages, and dragons may be drawn into these conflicts, serving as pawns in a greater game. Upon attaining 10th level, 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 a 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 prow- ess, a mirror of life trapping, or one of these objects, depending on alignment: libram of silver magic if good, libram of gainful conjura- tion if neutral, or libram of ineffable damnation if evil. Unless ac- cepted into the High Secret Order, a witch may not progress beyond 16th level. A witch who joins a High Secret Order may progress to the 22nd level of experience. Witches who join a High Secret Order are bound to even greater serv- itude to their deities than before and take on additional responsibil- ities to carry out their deities wills. Witches who choose not to join such an order at 10th level cannot latter decide to join, but they gain more personal freedom and have less complicated relationships with their deities. Such "independant" witches are not well regarded by other witches, even those of their own alignment and religon, and High Secret Orders rarely go out of their way to assist these "un- grateful renegades" High Secret Order witches, in addition to the spells aquired normal- ly, recieve one additional High Secret Order Spell for each level they have gained while in the High Secret Order. For example, a 10th level witch receives one High Secret Order spell; at 15th level, she re- ceives six High Secret Order spells; finally, at 22nd level she re- ceives 13 High Secret Order spells. There is only one Queen of Witches and one Princess of Witches for each High Secret Order. A princess who aquires enough experience points to become queen must either remain at princess level (gaining no additional powers or abilites) or plot agaist the current queen in an attempt to overthrow her. A witch is taught certain special abilities by her deity and her deity's otherwordly servants as she progresses in level. These abil- ities, 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 ingrediants. 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 two levels she progresses beyond third level. Thus, at 11th level, a witch can brew Type E poison. Saving throw applicable. A narcotic has the effect of a sleep spell on a victim with 8 hp's or less if the saving throw is failed. A victim with 9-16 hp is reduced to half dexterity and half normal movement for 12 turns; a victim with 17-24 hp's loses one-third dexterity and one-third move- ment rate for the same 12 turn duration; a victim with 25+ hp' loses one sixth dexterity and movement for the duration of the narcotic's effects. A successful saving throw halves the effects and duration of a narcotic. Only humans, demi-humans, and humanoids are affected. Brew truth drug (4th): A witch may brew one 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 half) lasts 2-12 turns. A dose of truth drug is potent for only one day after being made. Only humans, demi-humans, and humans are a- ffected. Brew love potion (5th): The witch can brew one special form of phil- ter of love per week. The potion has all the effects of the usual po- tion, 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 charm- ing lasts for 8+2-8 turns. This potion has a chance of affecting a vic- tim of the same level (or with the equivalent hit dice) as the witch who brewed the potion. Thus, a 9th level witch could brew a potion to affect a fighter of 9th level or lower, but not a 10th level fighter. Enamoring effects last until dispelled. Victims who save vs. spells are not affected. Only humans, demi-humans, and humanoids are affected New Spell Descriptions and Explanations: 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 the lowest level opponents in a group affected first. The caster must be able to verb- ally communicate with her opponents for the spell to work. By using this spell, the witch can send her attackers away from her on an ima- ginary errand for themselves, such as going to town for supplies or going to a nearby river to get water. If the intended victims fail a it poses no threat to their safety or well being. There is a 20% chance, plus 1% per level of the caster, that the quested forget about the witch after the spell has worn off or after the quest is complet- ed, whichever comes first. Seduction I: Range 6", duration 2 turns or until dispelled, are of effect one man. This spell causes the affected man to cast aside all weapons, armor, and clothing in an attempt to seduce the witch, leav- ing the victim virtually defenseless against attacks from the witch or any other character 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 a 1d20. If the roll is 16 or more, the victim can also retrieve a helmet or shield. 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 computed by adding the seduction spell level (1 through 8) to the charisma score of the witch and subtracting the wisdom score of the intended victim. The resulting number is used as a modifier (plus or minus) to a roll of d20. 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. Barbarians need a 15 to save, fighters and rangers need a 13 to save, theives and assassins 12, ca- valiers and paladins 10, magic users and illusionists 9, and clerics, druids, and monks need 8 to save. Nature Call: Range 12" radius around witch. The spell simmons from 1-10 small birds or mammals (up to the size of a squirrel or hawk) or one creature as large as an eagle or wolf. The spell allows communica- tion with the summoned creature, enabling the caster to give the crea- ture one or two orders. The summoned creatures can be made to rush at an opponent and fake an attack, causing confusion in monsters of ani- mal intelligence or lower and causing more intelligent opponents to a- ttack 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 messangers, carrying an object their size permits them to carry for up to three days. Pacify: Range 6", duration 4 turns +1 turn per level of caster; area of effect 1" by 2". The spell affects from 1-8 creatures of 6 or fewer hit dice, causing those who fail a saving throw to cease combat and either leave the scene or lie down on the spot and 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 the creature is attacked while under the influence of the spell. This spell does not affect undead. 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 dis- pelled. The spell creates a magical rope in front of any creature des- ignated by the witch who is within range. The rope can be of any len- gth desrired up to 100'. It unerringly carries out the witch's orders to move about, attach itself to any solid object so that charactes can pull on it, use it to climb or descend a surface, or ensnare up to six small, three man-sized, or one giant-sized creature. In order to en- snare second and subsequent opponents, the rope must first sucessfully ensnare the creature upon whom the ensnarement is currently being at- tempted. The rope can attack only one 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 ensnared creature around in an attempt to tie up other victims. The rope is considered to have a strength of 19. Saving throws are allowed to any creature in danger of being tied up, but a new savng throw must be made at te start of every round in which the danger still exsists. Saving throws in the third and subse- quent 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 one 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 it save. The breath weapon of a dragon, strong acid, and magical fire or lightning cause damage to the rope, and it is destroyed and immediately disappears if its hit points are reduced to less than one third of its original total. Nor- mal weapons have no effect on the rope, but magical weapons can cut through the rope in two rounds. The rope suffers no damage from such blows, but simply becomes two seperate pieces of rope, each piece re- taining the proper portion of the rope's current hit points. Any cap- tive with strength of 18 or higher has a chance of freeing itself in each round after becoming ensnared, but must save at -2 in the round after becoming freed in order to avoid immediately being tied up a- gain. The percentage chance for a victim to free itself is 5% for a captive of 18 strength, 10% for 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 attempt to free itself once per round. Dragons or dragon-sized creatures have a constant 80% cha- nce per round to free themselves from the rope, but the percentage 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. Plant Entrapment: Range 5", duration 2 turns, are of effect 2" by 2". Tree 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 sucess dependant on the size and strength of the plant life doing the entraping. WITCHES EXPERIENCE TABLE Spells usable per lv. Experience Pts. Level d4 HP's 1 2 3 4 5 6 7 8 HSO Title 0-2500 1 1 1 - - - - - - - - Medium 2501-5000 2 2 2 - - - - - - - - Soothsayer 5001-10000 3 3 2 1 - - - - - - - Spiritualist 10001-20000 4 4 3 2 - - - - - - - Sybil 20001-35000 5 5 4 2 1 - - - - - - Siren 35001-50000 6 6 4 3 2 - - - - - - Conjuress 50001-75000 7 7 5 3 2 1 - - - - - Mystic 75001-100000 8 8 5 4 3 2 - - - - - Seeress 100001-200000 9 9 5 5 3 2 1 - - - - Enchantress 200001-350000 10 10 5 5 4 3 1 - - - - Sorceress 350001-600000 11 11 6 5 4 3 2 - - - - Witch 600001-900000 12 11+1 6 6 5 3 2 1 - - - Topaz Witch The chart continues but I'm getting tired of typing. If she should ever reach 13th level I'll send you the info. Also, any spells that I did not explain are the standard versions found in Players Handbook. After she reaches a new level I will send you any new spell descript- ions and any new special abilites she may receive.