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Witch
Grit | Additional items |
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1 | |
2 | |
3-4 | |
5 | |
6 |
HD: 1d6-1.
Saving throws against magic succeed on a 1-2 on 1D6.
Not trained in any armor.
Trained in (able to use the tags of) staves or daggers and throwing knives.
Tag: Spiritualist.
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Choose a Witch Tradition. Note its cantrips, perks, and drawbacks.
- The Power Tradition has 1d8 MD, a major drawback and a powerful emblem spell.
- The Balance Tradition has 1d6 MD, a minor perk, a minor drawback, and a medium emblem spell.
- The Prudence Tradition has 1d4 MD, a major perk and a weaker emblem spell.
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+1 Spell per level (1D10 on your Tradition's spell list.)
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+1 Magic Die (MD) per level.
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4 slots for spells (in your mind.)
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A spell may be cast to consult the spell instead of applying its regular effect. [Sum] = number of minutes it will converse (the Referee will use a timer.) It may not be rational or especially helpful. (See the Magic Die rules below for a definition of [Sum].)
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You may store a spell in a craft - a potion, a candle, a wicker doll, or even in runes painted on a stone or a circle of stones arranged in a pattern. This requires hours equal to the [dice] invested. Your MD cannot return until the Craft has activated or has been destroyed/exorcised. The activation condition and target must involve direct interaction with the craft.
A potion cannot activate because it rains two miles south, but it can activate because someone drinks the potion. If the work has a creature as target, it will target the creature(s) most related to the activation condition (the creature that drinks the potion, touches the wicker doll, etc.)
- +1 Attack.
- Gain your Emblem spell.
You immediately detect magic unless the magic is well-hidden. You may spend a day to determine whether the magic is a curse, blessing, or neutral. You can learn this immediately by exhausting one MD.
Choose a number of MD to invest. (Each magic die is 1d4, 1d6, or 1d8 according to your Tradition.) Roll them. [Dice] that show 1-3 return to you when the spell ends. (The result of the spell depends on the number of [dice] and their [sum].) Spells and MD return to your skull after a Long Rest.
Your spells are incomprehensible to anyone but you. They may be written in a book. Unlike Wizard spells, your spells are not living spirits.
Rolling doubles draws a suspicious supernatural Attention to yourself.
Rolling triples causes an Alteration.