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<strong>Liber</strong> Mysterium<br />

<strong>The</strong> <strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong>


<strong>Liber</strong> Mysterium<br />

<strong>The</strong> <strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong><br />

A <strong>Netbook</strong> for using <strong>Witches</strong> in your fantasy role-playing game<br />

http://www.fancc.net<br />

Requires the use <strong>of</strong> the Dungeons <strong>and</strong> Dragons ® Player’s H<strong>and</strong>book ®,<br />

Third Edition, published by Wizards <strong>of</strong> the Coast ®


<strong>Liber</strong> Mysterium<br />

<strong>Liber</strong> Mysterium:<br />

<strong>The</strong> <strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong><br />

By Timothy S. Brannan<br />

Editors: Debra L. Ruh <strong>and</strong> Brendan Quinn<br />

Additional Authors: Dominique Crouzet, Ravenscrye Daegmorgan, Zdravko Ikica, Duane<br />

Nutley, Brendan Quinn, Debra L. Ruh, Rod Thompson<br />

Artists: Daniel Brannan, Dominique Crouzet, Ravenscrye Daegmorgan, Aitor Gonzalez,<br />

Nichole Grubb, Carrie Hall, Tommie Leijs, Daniel Rosenberg<br />

Playtesters, Pro<strong>of</strong>readers <strong>and</strong> Additional Content:<br />

Joni Crocker, Lisa Countryman, Carl Cramer, Michael Filkin, Luke Finnigian, Garner Johnson, Paul W. King,<br />

Katrina Kirovich, Adam Orth, LeAnne Phoenix <strong>and</strong> the New Dawn Coven, Brooke Shapiro<br />

Special Thanks to Jon R. Cook <strong>and</strong> R. Michael Grenda<br />

Rafael Arrais, Cole Austin, Blue Troll, C.J. Carrella, Fidjlin, Larry Geyer, Gary Gygax, Alex<strong>and</strong>er Jurkat, Master<br />

<strong>of</strong> Runes, Blake McDonald, Michael Moolick, Gianluca Meluzzi, NightScreed, Clark Peterson, Gary Ray, Ole<br />

A. Ringdal, Brian Rodriguez, Brad Thompson, Phillip Wallace <strong>and</strong> Kevin Webb.<br />

Very Special Thanks to the <strong>Netbook</strong> <strong>of</strong> Feats <strong>and</strong> <strong>Netbook</strong> <strong>of</strong> Classes Teams <strong>of</strong> the FanCC for their reviews<br />

<strong>and</strong> suggestions.<br />

Very, Very Special Thanks to the Kittens!<br />

And <strong>of</strong> course extra special thanks to my wife Natalie <strong>and</strong> sons Liam <strong>and</strong> Connor who are all sick <strong>and</strong> tired <strong>of</strong><br />

hearing about witches.<br />

2


Table <strong>of</strong> Contents<br />

Table <strong>of</strong> Tables <strong>and</strong> Figures..............................................6<br />

Forward....................................................................... 7<br />

About this <strong>Netbook</strong> ...........................................................7<br />

Dedication ...........................................................................8<br />

Introduction................................................................ 9<br />

Notice <strong>and</strong> Disclaimer .......................................................9<br />

Book Conventions..............................................................9<br />

Open Gaming Content Declaration ................................9<br />

A Note About Gender.......................................................9<br />

Chapter Summaries ..........................................................10<br />

But what is a witch?..........................................................10<br />

<strong>Witches</strong> in the Game........................................................10<br />

<strong>Witches</strong> <strong>and</strong> Wizards ...................................................10<br />

<strong>Witches</strong> <strong>and</strong> Clerics......................................................10<br />

<strong>Witches</strong> <strong>and</strong> Druids .....................................................11<br />

A View <strong>of</strong> the <strong>Witches</strong> Religion.................................11<br />

Being a Witch....................................................................12<br />

Karma <strong>and</strong> the Rule <strong>of</strong> Three.....................................12<br />

Life Death <strong>and</strong> Rebirth ...............................................12<br />

Cosmology ....................................................................12<br />

Chapter I: <strong>The</strong> Witch Class.......................................13<br />

Witch..................................................................................13<br />

Game Rule Information .........................................15<br />

Human Witch Starting Package.............................16<br />

Alternate Witch Starting Package..........................16<br />

Epic Level Witch..........................................................16<br />

Chapter II: Traditions ...............................................19<br />

Tradition Descriptions.....................................................19<br />

Amazon .........................................................................20<br />

Chovihani......................................................................21<br />

Classical .........................................................................23<br />

Craft <strong>of</strong> the Wise..........................................................25<br />

Eclectic Witch...............................................................27<br />

Faerie Tradition............................................................28<br />

Family Tradition...........................................................30<br />

Lorelei............................................................................32<br />

Malefic ...........................................................................33<br />

Tantric ...........................................................................34<br />

Tempestarii ...................................................................36<br />

Venefica.........................................................................39<br />

Voodoo..........................................................................40<br />

Traditions <strong>and</strong> Covens.....................................................42<br />

Creating a New Traditions ..............................................42<br />

Witch Racial Traditions ...................................................42<br />

Dwarf.............................................................................43<br />

Elf...................................................................................43<br />

Fey..................................................................................44<br />

Goblinoids ....................................................................44<br />

Gnomes.........................................................................44<br />

Hags ...............................................................................45<br />

Half-Elf .........................................................................45<br />

3<br />

<strong>Liber</strong> Mysterium<br />

Half-Orc ....................................................................... 45<br />

Halflings........................................................................ 46<br />

Humanoids................................................................... 46<br />

Humans......................................................................... 46<br />

Chapter III: Mystical Paths ......................................47<br />

Multiclassing ..................................................................... 47<br />

<strong>Witches</strong> <strong>and</strong> Basic Prestige Classes........................... 48<br />

<strong>Witches</strong> <strong>and</strong> Other Classes......................................... 48<br />

Multiclass Practices.......................................................... 48<br />

Green Witch................................................................. 49<br />

Hoodoo......................................................................... 49<br />

Incantatrix .................................................................... 49<br />

Psychic Witch............................................................... 49<br />

Other <strong>Witches</strong>.............................................................. 49<br />

Prestige Classes ................................................................ 53<br />

Spells <strong>and</strong> the Prestige Classes .............................. 53<br />

Hermetic Mage ............................................................ 53<br />

Imbolc Mage ................................................................ 57<br />

Master <strong>of</strong> Circles.......................................................... 59<br />

Warlock......................................................................... 61<br />

Witch Finder ................................................................ 64<br />

Witch Guardian ........................................................... 67<br />

Witch-Knight ............................................................... 70<br />

NPC Class – <strong>The</strong> Hedge-Witch..................................... 73<br />

Skills................................................................................... 75<br />

New Uses for Old Skills ............................................. 75<br />

Knowledge (Demonology)......................................... 77<br />

Knowledge (Witchcraft) ............................................. 77<br />

Meditative Trance........................................................ 78<br />

Pr<strong>of</strong>ession (Fortune Teller)........................................ 78<br />

Pr<strong>of</strong>ession (Herbalist) ................................................. 79<br />

Pr<strong>of</strong>ession (Midwifery) ............................................... 79<br />

Ritual Casting............................................................... 80<br />

Seduction ...................................................................... 80<br />

Tantra............................................................................ 81<br />

Yoga .............................................................................. 81<br />

Witch Feats....................................................................... 82<br />

Animal to Human........................................................ 82<br />

Astromancy .................................................................. 82<br />

Aura <strong>of</strong> Undead Disruption....................................... 82<br />

Cast Magic Circle......................................................... 83<br />

Celibate Casting ........................................................... 83<br />

Charm Resistance ........................................................ 83<br />

Craft Magic C<strong>and</strong>le...................................................... 83<br />

Create Magic Cord ...................................................... 83<br />

Create Talisman ........................................................... 84<br />

Distil Potion................................................................. 84<br />

Divine Dominion ........................................................ 84<br />

Extra Familiar .............................................................. 84<br />

Familiar Spell................................................................ 85<br />

Fear Resistance ............................................................ 85<br />

Greater Divine Dominion.......................................... 85<br />

Harming Touch ........................................................... 85<br />

Immunity <strong>of</strong> the Faerie............................................... 85


<strong>Liber</strong> Mysterium<br />

Improved Familiar .......................................................85<br />

Improved Metamagic...................................................85<br />

Improved Spell Capacity .............................................86<br />

Kiss Spell.......................................................................86<br />

Spell Knowledge...........................................................86<br />

Sylvan Empathy............................................................86<br />

Unnatural Sleep Resistance.........................................86<br />

Chapter V: Covencraft ...............................................87<br />

Covens <strong>and</strong> Game Play....................................................87<br />

Witch’s Name ...............................................................87<br />

Witch’s Mark.................................................................88<br />

Duties <strong>of</strong> the Coven ....................................................88<br />

Officers..........................................................................88<br />

Coven Names <strong>and</strong> Symbols........................................88<br />

<strong>The</strong> Coven, Lay-<strong>Witches</strong> <strong>and</strong> the Cowan .................88<br />

Degrees & Circles ........................................................89<br />

<strong>The</strong> Covenstead............................................................89<br />

Permanent.................................................................89<br />

Temporary ................................................................89<br />

Other Types .............................................................89<br />

Tools <strong>of</strong> the Craft.............................................................89<br />

Ritual Tools...................................................................90<br />

Athame......................................................................90<br />

Broom .......................................................................90<br />

Cauldron ...................................................................91<br />

Censer........................................................................91<br />

Chalice.......................................................................91<br />

Pentacle.....................................................................91<br />

W<strong>and</strong> .........................................................................91<br />

Other Tools ..................................................................91<br />

Bell.............................................................................92<br />

Laybrys......................................................................92<br />

Mortar <strong>and</strong> Pestle ....................................................92<br />

Staff ...........................................................................92<br />

Stone..........................................................................92<br />

Sword ........................................................................92<br />

Witch’s Tome....................................................................92<br />

Contents ........................................................................92<br />

Power Ritual..................................................................93<br />

Ceremonials ..................................................................93<br />

Monthly Moon Ceremonials..................................93<br />

Closing Rituals..............................................................93<br />

<strong>The</strong> Book <strong>of</strong> Law..............................................................93<br />

Sabbats <strong>and</strong> Holy Days....................................................94<br />

Samhain/<strong>Witches</strong>’ New Year .....................................94<br />

Yule/Winter Solstice ...................................................94<br />

Imbolc/C<strong>and</strong>lemas ......................................................95<br />

Ostara/Spring Equinox...............................................96<br />

Beltane/Mayday ...........................................................96<br />

Midsummer/Summer Solstice....................................97<br />

Lammas/Lughnasadh..................................................97<br />

Mabon/Autumnal Equinox........................................98<br />

<strong>Witches</strong> without a Coven ................................................98<br />

Solitaries ........................................................................98<br />

Renegades......................................................................98<br />

Notes on Creating a Coven.............................................99<br />

4<br />

Examples <strong>of</strong> Covens........................................................ 99<br />

<strong>The</strong> Cult <strong>of</strong> the Decaying Earth................................ 99<br />

<strong>The</strong> Brotherhood <strong>of</strong> Set ........................................... 100<br />

<strong>The</strong> Daughters <strong>of</strong> the Flame.................................... 100<br />

<strong>The</strong> Mara .................................................................... 101<br />

<strong>The</strong> Temple <strong>of</strong> Astartë, Queen <strong>of</strong> Heaven ............ 102<br />

<strong>The</strong> <strong>Witches</strong> <strong>of</strong> the Howling Moon........................ 103<br />

<strong>The</strong> White Lotus........................................................ 103<br />

<strong>The</strong> Witch’s Patrons ...................................................... 104<br />

<strong>The</strong> Goddess.............................................................. 104<br />

<strong>The</strong> God ..................................................................... 104<br />

Name <strong>of</strong> the Goddess ................................................... 104<br />

Artemis........................................................................ 104<br />

Astartë......................................................................... 105<br />

Athena......................................................................... 105<br />

Bast.............................................................................. 105<br />

Brigit............................................................................ 105<br />

Cardea ......................................................................... 105<br />

Cerridwen ................................................................... 105<br />

Danu............................................................................ 106<br />

Demeter...................................................................... 106<br />

Diana........................................................................... 106<br />

Eir................................................................................ 106<br />

Gaea ............................................................................ 106<br />

Hathor......................................................................... 106<br />

Hecate ......................................................................... 106<br />

Hel............................................................................... 107<br />

Hestia .......................................................................... 107<br />

Holda........................................................................... 107<br />

Ishtar ........................................................................... 107<br />

Isis................................................................................ 107<br />

Kali .............................................................................. 108<br />

Lilith ............................................................................ 108<br />

Lovitar......................................................................... 109<br />

Mabd ........................................................................... 109<br />

Morigann .................................................................... 109<br />

Rhiannon .................................................................... 109<br />

Tiamat ......................................................................... 109<br />

Tlazolteol.................................................................... 109<br />

Name <strong>of</strong> the God........................................................... 109<br />

Apollo ......................................................................... 110<br />

Cernunnos .................................................................. 110<br />

Dagda.......................................................................... 110<br />

Dionysius.................................................................... 110<br />

Osiris........................................................................... 110<br />

Other Patrons................................................................. 110<br />

Spirits .......................................................................... 110<br />

Demons, Devils, <strong>and</strong> Fiends.................................... 110<br />

Chapter VI: Magic.................................................... 111<br />

Magical <strong>The</strong>ory <strong>and</strong> Thought....................................... 111<br />

Magical Correspondences......................................... 112<br />

<strong>The</strong> Thaumaturgic Triangle View ........................... 112<br />

<strong>The</strong> Pentagram View................................................. 112<br />

Magic Circles .................................................................. 113<br />

Combined Circles ...................................................... 114<br />

Witch’s Familiars............................................................ 114


Multiple Familiars.......................................................115<br />

Improved Familiars....................................................115<br />

Ritual Magic.....................................................................116<br />

Augmented Ritual Magic...........................................116<br />

Combined Ritual Magic.............................................117<br />

Witch True Rituals.....................................................118<br />

Researching Original True Rituals ...........................118<br />

Countering Ritual Magic ...........................................119<br />

Witch True Rituals.....................................................119<br />

Spells.................................................................................124<br />

Witch Spell Lists.........................................................124<br />

0 Level Witch Spells..............................................124<br />

1st Level Witch Spells ............................................125<br />

2nd Level Witch Spells...........................................125<br />

3rd Level Witch Spells............................................126<br />

4th Level Witch Spells............................................126<br />

5th Level Witch Spells............................................127<br />

6th Level Witch Spells............................................127<br />

7th Level Witch Spells............................................127<br />

8th Level Witch Spells............................................127<br />

9th Level Witch Spells............................................127<br />

New Bard Spells .........................................................128<br />

New Cleric Spells .......................................................128<br />

New Clerical Domains ..............................................128<br />

Fertility Domain.....................................................129<br />

Moon Domain .......................................................129<br />

New Druid Spells.......................................................129<br />

New Paladin Spells.....................................................130<br />

New Ranger Spells .....................................................130<br />

New Sorcerer / Wizard Spells..................................130<br />

New Uses for Old Spells...........................................130<br />

Same Spell, New Name.............................................130<br />

Spell Descriptions ......................................................131<br />

Magic Items.....................................................................155<br />

Weapons <strong>and</strong> Armor .................................................155<br />

Specific Weapons .......................................................155<br />

Specific Armors..........................................................156<br />

Potions, Oils, <strong>and</strong> Powders.......................................156<br />

Talismans.....................................................................156<br />

Rods.............................................................................157<br />

Staffs <strong>and</strong> Distaffs......................................................157<br />

Wondrous Items.........................................................158<br />

Books, Manuals, & Tomes........................................159<br />

Permanent Magic Circles...........................................160<br />

Magic C<strong>and</strong>les.............................................................161<br />

Magic Cords................................................................162<br />

Cursed Items...............................................................163<br />

Artifacts.......................................................................163<br />

Chapter VII: Bestiary...............................................165<br />

Using Monsters in Your Campaign..............................165<br />

Monster Types ................................................................165<br />

Crossbreeds.................................................................165<br />

Fey................................................................................165<br />

Hags .............................................................................165<br />

Monsters from Other Sources..................................165<br />

Batlings.............................................................................166<br />

5<br />

<strong>Liber</strong> Mysterium<br />

Butterfae.......................................................................... 167<br />

Druther............................................................................ 167<br />

Leprechaun ..................................................................... 169<br />

Lesser Hag (Template) .................................................. 171<br />

Makva (Wood Hag) ....................................................... 171<br />

Nymph, Sea..................................................................... 172<br />

Poludnica......................................................................... 173<br />

Poppet ............................................................................. 174<br />

Scarecrow Guardian ...................................................... 175<br />

Chapter VIII: Witch Stories .................................... 177<br />

Witch Adventures .......................................................... 177<br />

A Curse on <strong>The</strong>e ....................................................... 177<br />

Fairy Tales .................................................................. 177<br />

Journey to the Rock .................................................. 177<br />

Old City Lady............................................................. 177<br />

Old Lady <strong>of</strong> the Woods............................................ 177<br />

Potion Mistress .......................................................... 177<br />

She Bewitched Me..................................................... 178<br />

Strange Brew .............................................................. 178<br />

<strong>The</strong> Call....................................................................... 178<br />

<strong>The</strong> Lost...................................................................... 178<br />

<strong>The</strong> Exile .................................................................... 178<br />

<strong>The</strong> Expert ................................................................. 178<br />

<strong>The</strong> Imbolc Challenge............................................... 178<br />

<strong>The</strong> Orphan................................................................ 178<br />

<strong>The</strong> Quester ............................................................... 179<br />

<strong>The</strong> Witch Trial.......................................................... 179<br />

Non-Player Characters .................................................. 179<br />

Royrn, Xothia <strong>of</strong> the Rock....................................... 179<br />

Serith Greenleaf......................................................... 181<br />

Saillie ........................................................................... 182<br />

Teamhair..................................................................... 184<br />

<strong>The</strong> Witch Team ..................................................... 186<br />

<strong>The</strong> Witch Team ..................................................... 187<br />

Main Contributors ......................................................... 187<br />

Other Contributors........................................................ 187<br />

Game Licenses ........................................................ 188<br />

OPEN GAME LICENSE Version 1.0a .................... 188<br />

<strong>The</strong> d20 System ® License version 5.0 ......................... 189<br />

Art Credits <strong>and</strong> Copyrights........................................... 190<br />

References ................................................................191<br />

Index........................................................................ 193


<strong>Liber</strong> Mysterium<br />

Table <strong>of</strong> Tables <strong>and</strong> Figures<br />

Table 1-1: <strong>The</strong> Witch............................................................18<br />

Table 1-2: Witch Spells per Level .......................................18<br />

Table 2-1: Craft Witch Physical Appearance.....................25<br />

Table 2-2: Family Witch Summoning.................................31<br />

Table 2-3: Elemental Correspondences .............................38<br />

Table 3-1: Green Witch Level Progression .......................50<br />

Table 3-2: Green Witch Spell Progression ........................50<br />

Table 3-3: Hoodoo Level Progression ...............................51<br />

Table 3-4: Hoodoo Spell Progression ................................51<br />

Table 3-5: Incantatrix Level Progression...........................52<br />

Table 3-6: Incantatrix Spell Progression ............................52<br />

Table 3-7: Hermetic Mage Progression..............................54<br />

Table 3-8: Imbolc Mage Progression .................................58<br />

Table 3-9: Master <strong>of</strong> Circles class abilities .........................61<br />

Table 3-10: Warlock Progression........................................62<br />

Table 3-11: Witch Finder Progression ...............................66<br />

Table 3-12: Witch Guardian Level Progression................70<br />

Table 3-13: Witch-Knight Progression ..............................72<br />

Table 3-14: <strong>The</strong> Hedge-Witch.............................................74<br />

Table 4-1: Witch Skills..........................................................76<br />

Table 4-2: Astromancy Frequency Chart...........................82<br />

Table 5-1: Covenstead benefits ...........................................89<br />

Fig. 6.1 Thaumaturgic Triangle View ...............................112<br />

Fig. 6.2 Pentagram View ....................................................112<br />

Table 6-1: Witch’s Familiars ..............................................115<br />

Table 6-2: Improved Familiars by Alignment .................116<br />

Table 6-3: Improved Familiars by Type...........................116<br />

Table 6-4: Augmented Ritual Casting Time ....................117<br />

Table 6-5: Combined Ritual Casting Time ......................118<br />

Table 6-6: Combined Ritual Bonus Levels......................118<br />

Table 6-7: New Spell Names.............................................131<br />

6


Forward<br />

In the process <strong>of</strong> working on this book I discovered two things.<br />

7<br />

<strong>Liber</strong> Mysterium<br />

First. I am completely obsessed with witches.<br />

I always have been. What can I say, I find them fascinating; <strong>Witches</strong> <strong>of</strong> fairy tales, stories, myth, history, even<br />

movies <strong>and</strong> TV, all <strong>of</strong> them. I even remember my first witch. Margaret Hamilton as the Wicked Witch <strong>of</strong> the West in<br />

the Wizard <strong>of</strong> Oz. When I am not writing about witches or watching them I am usually talking about them. So I hope<br />

what you have here, the fruit <strong>of</strong> my labor <strong>and</strong> obsessions is something that you too will enjoy.<br />

This all started some sixteen or seventeen years ago when I told my regular playing group “I want to write a<br />

witch class”. I had read the famous (infamous) issue #114 <strong>and</strong> then proceeded to read everything I could on roleplaying<br />

witches. Of course the roots <strong>of</strong> this took shape long before that. It started in 1979 when I got my h<strong>and</strong>s on this<br />

book full <strong>of</strong> monsters <strong>and</strong> the crazy notion that I should be in a basement somewhere with dice <strong>and</strong> other people<br />

pretending to be something else. I still have my first witch character, she is still doing quite well despite all the revisions<br />

(<strong>and</strong> different versions <strong>of</strong> the core game) I have put her through.<br />

This book has been a long time in coming.<br />

<strong>The</strong> second thing I discovered there was no way I could do this alone.<br />

On page 2 <strong>of</strong> this book you will see a list <strong>of</strong> people. This book exists not so much because I wanted it too, but<br />

because they helped me do it. Sometimes they dragged me kicking <strong>and</strong> screaming to do it, but in the end we ended up<br />

with something I think we are all proud <strong>of</strong>.<br />

Four years ago I released my first netbook ever to the Internet. Yes, it was about witches. Today I hope not<br />

only to recapture that thrill, but to surpass it. I also hope that this book is somewhat helpful, interesting or entertaining<br />

to you, the FPRG players out there.<br />

About this <strong>Netbook</strong><br />

This book, more than any other I have been associated with is truly the work <strong>of</strong> a team. <strong>The</strong> <strong>Witches</strong> <strong>and</strong><br />

<strong>Warlocks</strong> Team at the FANCC has put this book together. So I cannot take credit alone. All <strong>of</strong> our names <strong>and</strong><br />

contributions are listed on page 2 <strong>and</strong> in the back <strong>of</strong> this book.<br />

“<strong>Liber</strong> Mysterium” comes from the Latin “<strong>Liber</strong>” meaning book or volumes <strong>of</strong> books <strong>and</strong> the Greek<br />

“Mysterium” which describes an ancient cult <strong>of</strong> Goddess worshippers. This is the root <strong>of</strong> “Mystery Traditions” or<br />

“Mystery Religions”. This is also where we get our word “mystery” or “mysterious”.<br />

This book uses rules from version 3.0 <strong>of</strong> the Core Rulebooks. We have tried to indicate areas that are different or<br />

changed for version 3.5 <strong>of</strong> the core rules. Our hope is that regardless <strong>of</strong> which version <strong>of</strong> rules system you are using you<br />

will find this book easy to integrate into your current game.<br />

Timothy S. Brannan<br />

timothy.brannan@comcast.net<br />

October 31 st , 2003


<strong>Liber</strong> Mysterium<br />

Dedication<br />

“Journey <strong>of</strong> Twilight’s Moon” Copyright 2002© by Carrie Hall<br />

This book is dedicated to Angelique, Baba Yaga, Circe, Glinda, Hermione, Kiki, Louhi, Morgan LeFey, Witchiepoo, Alex<strong>and</strong>ra,<br />

Jane <strong>and</strong> Sukie, <strong>The</strong> Mayfairs, Prue, Piper, Phoebe, <strong>and</strong> Paige, Sabrina, Samantha, <strong>and</strong> Tabitha, Nancy, Bonnie, Rochelle, <strong>and</strong> Sarah,<br />

Sally <strong>and</strong> Gillian, Willow <strong>and</strong> Tara, <strong>and</strong> (with all apologies to Yeats) “all the wild witches, those most noble ladies”.<br />

8


Introduction<br />

“What is it with you <strong>and</strong> witches anyway?”<br />

My Mom<br />

Witch. <strong>The</strong> very name summons up images<br />

<strong>of</strong> midnight Sabbats under the full moon.<br />

It is a terrible accusation to some, a badge<br />

<strong>of</strong> honor for others.<br />

Notice <strong>and</strong> Disclaimer<br />

In order to use this work to it’s fullest; it is<br />

recommended that you be pr<strong>of</strong>icient, or at least familiar,<br />

with the d20 game system. In addition, it is assumed that<br />

you have paper, dice, pencils <strong>and</strong> other tools necessary to<br />

play the game.<br />

This work does not attempt to be the fullest or<br />

final authority <strong>of</strong> the subject <strong>of</strong> role-playing witches in a<br />

fantasy game. It also does not attempt to present a<br />

factual account <strong>of</strong> the religion <strong>of</strong> witches or a sociological<br />

overview <strong>of</strong> witchcraft.<br />

Information presented herein is designed solely<br />

for the use <strong>of</strong> individuals playing the d20 game system.<br />

Any other intentions beyond that are outside the scope<br />

<strong>of</strong> this work <strong>and</strong> are not intended.<br />

This work is also not intended to harm or<br />

<strong>of</strong>fend anyone within the religious community <strong>of</strong><br />

practicing Wicca, Voodoo or any other witch or Pagan<br />

tradition.<br />

Book Conventions<br />

This book uses various conventions to denote<br />

specific pieces <strong>of</strong> text.<br />

Text like this is the bulk <strong>of</strong> this book. It<br />

indicates any game related information.<br />

GM’s <strong>and</strong> Author’s Note: Information in this format is<br />

designed for Game Masters. It is either role-playing or<br />

background information.<br />

This text indicates Open Gaming information. This<br />

could include any indications <strong>of</strong> copyrights owned or<br />

designations <strong>of</strong> Product Identity.<br />

A single lined box with italic text is a quote that is appropriate to<br />

the section. <strong>The</strong> author <strong>of</strong> the quote <strong>and</strong> the source will be indicated.<br />

In any case the quote is public domain <strong>and</strong> not subject to the rules<br />

<strong>of</strong> the OGL.<br />

9<br />

<strong>Liber</strong> Mysterium: Introduction<br />

Open Gaming Content Declaration<br />

“Requires the use <strong>of</strong> the Dungeons & Dragons Player’s<br />

H<strong>and</strong>book, Third Edition, published by Wizards <strong>of</strong> the<br />

Coast, Inc.”<br />

‘d20 System’ <strong>and</strong> the ‘d20 System’ logo are<br />

trademarks <strong>of</strong> Wizards <strong>of</strong> the Coast, Inc. <strong>and</strong> are used<br />

according to the terms <strong>of</strong> the d20 System License version<br />

5.0. A copy <strong>of</strong> this License can be found at<br />

http://www.wizards.com/d20.<br />

Artwork is copyrighted by the specific artists<br />

<strong>and</strong> is noted. <strong>The</strong> artwork in this book is not considered<br />

to be open content. Copyrights are retained by the<br />

individual artists <strong>and</strong> used here by permission.<br />

Fiction sections are copyrighted by the specific<br />

authors <strong>and</strong> are noted. <strong>The</strong> fiction in this book is not<br />

considered to be open. Copyrights are retained by the<br />

individual authors <strong>and</strong> used here by permission.<br />

All other text, including all game relevant<br />

statistics, is considered open for the use <strong>of</strong> Open Gaming<br />

License, unless otherwise noted with that text.<br />

Just so we are all clear. This is a game. This is<br />

not an attempt to be a factual overview <strong>of</strong> witches, Wicca<br />

or history. <strong>The</strong> witches here are the witches <strong>of</strong> fantasy,<br />

fairy tale, folklore <strong>and</strong> myth, not Wicca or the witches <strong>of</strong><br />

the real world. This netbook won’t make you into a witch<br />

or let you cast spells.<br />

<strong>The</strong>re are plenty <strong>of</strong> great books on real world<br />

witches <strong>and</strong> Wicca as well as the witches <strong>of</strong> the European<br />

Witch craze. Some are listed in our References section.<br />

A Note About Gender<br />

Historically, witches have always been viewed<br />

as female. To reflect this, the feminine pronouns will be<br />

used exclusively, unless a distinction needs to be made.<br />

Some publishers claim that years <strong>of</strong> use have neutered<br />

the male pronouns. I do not believe that this is so.<br />

Unless a distinction based on gender needs to made, I<br />

will use the feminine pronouns to refer to both females<br />

<strong>and</strong> males, as is done in many other languages.


<strong>Liber</strong> Mysterium: Introduction<br />

Chapter Summaries<br />

Chapter 1: <strong>The</strong> Witch Class contains the base<br />

witch class including progression tables, starting packages<br />

<strong>and</strong> Epic level witches.<br />

Chapter 2: Traditions details the thirteen<br />

traditions <strong>of</strong> witchcraft <strong>and</strong> some racial viewpoints for<br />

role-playing. Included are skill <strong>and</strong> feat suggestions <strong>and</strong><br />

granted powers.<br />

Chapter 3: Mystical Paths discuss multi-class<br />

witches <strong>and</strong> prestige classes the witch might opt for.<br />

Chapter 4: Skills <strong>and</strong> Feats detail the various<br />

new skills <strong>and</strong> feat that are available to the witch (<strong>and</strong><br />

other characters too.)<br />

Chapter 5: Covencraft discusses what it really<br />

means to be a witch. It also has details on covens,<br />

covensteads, Books <strong>of</strong> Shadows, as well as Goddess <strong>and</strong><br />

Gods as Patrons.<br />

Chapter 6: Magic details the nature <strong>of</strong> the<br />

witch’s magic, her views <strong>of</strong> magic <strong>and</strong> the world as well<br />

as spells, magic items <strong>and</strong> rules for rituals.<br />

Chapter 7: Bestiary has monsters that have<br />

been associated with the witch from myth, fairy tale or<br />

folklore.<br />

Chapter 8: Witch Stories gives the GM some<br />

‘adventure seeds’ to use to add a witch-based storyline to<br />

any adventure. Some NPCs to use as supporting cast or<br />

as player characters are also included.<br />

Finally a References section is included to<br />

direct the reader to more books on witches <strong>and</strong><br />

witchcraft.<br />

But what is a witch?<br />

Over the last two decades, there have been<br />

several attempts to bring this character into the fold <strong>of</strong><br />

the likes <strong>of</strong> wizards <strong>and</strong> rogues in various fantasy roleplaying<br />

games. Some have been successful, but most<br />

today have been regarded as half-hearted attempts. This<br />

book proposes to change that.<br />

With the advent <strong>of</strong> the new d20 Game System,<br />

the witch has a chance to grow into the character type<br />

that does the witch <strong>of</strong> myth <strong>and</strong> legends justice, <strong>and</strong><br />

preserve the mystery <strong>and</strong> unique characteristics <strong>of</strong> the<br />

witch.<br />

Anyone with even passing familiarity with<br />

fairytales or mythology knows witches are practitioners<br />

<strong>of</strong> ancient religions. Morgan Le Fey, Circe, <strong>and</strong> Baba<br />

Yaga, were not wizards as depicted in various FRPG<br />

sources, but priestesses <strong>of</strong> Goddesses (or Gods) <strong>of</strong> old<br />

religions <strong>and</strong> forgotten ways.<br />

<strong>The</strong> word “witch” comes from the Old English<br />

wicce, pronounced “wiche” or “wikke” <strong>and</strong> “wicca,”<br />

which are in turn derived from the root wikk, which<br />

applies to magic <strong>and</strong> sorcery. Many witches say witch<br />

means “wise” or “wisdom,” so a witch is a wise person,<br />

<strong>and</strong> witchcraft is the “Craft <strong>of</strong> the Wise” or more simply,<br />

10<br />

“<strong>The</strong> Craft”. Wicce, however, comes from the Germanic<br />

root “wic,” which means “to bend” or “to turn” which<br />

does apply to witchcraft, in the sense that witches bend<br />

or control forces to effect changes.<br />

Most witches throughout history have been<br />

feared <strong>and</strong> abhorred because they were believed to be<br />

vindictive, casting evil spells upon others <strong>and</strong> consorting<br />

with evil spirits.<br />

<strong>The</strong> Western concept <strong>of</strong> witches has evolved<br />

from beliefs about sorcery <strong>and</strong> magic dating back to the<br />

ancient Assryians, Babylonians, Akkadians, Hebrews,<br />

Greeks <strong>and</strong> Romans. An ancient Assyrian tablet speaks<br />

<strong>of</strong> the bewitching powers <strong>of</strong> witches, wizards, sorcerers<br />

<strong>and</strong> sorceresses. In ancient Greece <strong>and</strong> Rome, witches<br />

were renowned for their herbal knowledge, magical<br />

potions <strong>and</strong> supernatural powers. <strong>The</strong>ssaly, a region in<br />

Greece, was particularly “notorious for witchcraft” <strong>and</strong><br />

“universally known for magic incantations,” according to<br />

Apuleius, Roman poet <strong>of</strong> the 2nd century. <strong>The</strong>ssalian<br />

witches reputedly had the power to bring the moon<br />

down from the sky. Classical witches were said to<br />

possess the evil eye. Pliny the Elder wrote <strong>of</strong> those who<br />

killed by looks.<br />

<strong>Witches</strong> in the Game<br />

<strong>Witches</strong> are not wizards. Nor are they<br />

sorcerers, clerics, druids or psychics. <strong>The</strong>y are their own<br />

core class. <strong>The</strong>y possess a tradition that is older than any<br />

<strong>of</strong> these other archetypes. While the game rules may be<br />

modified to allow the playability <strong>of</strong> a witch under one <strong>of</strong><br />

these guises, the witch works the best as it’s own class,<br />

with it’s own unique style. <strong>Witches</strong> share similarities with<br />

other character classes – they also have quite a few<br />

differences. Even witches from the same coven <strong>and</strong><br />

traditions can be very different from each other <strong>and</strong> in<br />

what they believe.<br />

<strong>Witches</strong> <strong>and</strong> Wizards<br />

Wizards spend a great deal <strong>of</strong> time studying <strong>and</strong><br />

researching their spells. <strong>Witches</strong> also study spells, but<br />

they are granted some <strong>of</strong> their spells, much as clerics are.<br />

It should also be noted that some witches do keep spell<br />

books <strong>and</strong> use scrolls. Wizards join guilds or belong to<br />

wizard schools. <strong>Witches</strong> rarely join guilds; they do,<br />

however, belong to covens.<br />

<strong>Witches</strong> <strong>and</strong> Clerics<br />

<strong>Witches</strong> <strong>and</strong> clerics have historically shared a<br />

very adversarial relationship. <strong>The</strong>re is <strong>of</strong> course no<br />

reason they have to in your game. Part <strong>of</strong> the problem is<br />

witches <strong>and</strong> clerics cover much <strong>of</strong> the same ground.<br />

<strong>Witches</strong> are <strong>of</strong>ten referred to, both by<br />

themselves <strong>and</strong> others, as priestesses <strong>of</strong> their Patrons.<br />

One might ask, “Why is a witch needed if a cleric can<br />

perform the same function?”


<strong>Witches</strong> typically view worship as a very<br />

personal matter. Her Patron may be a God or Goddess,<br />

Spirits or even the raw forces <strong>of</strong> Nature. <strong>The</strong> witch may<br />

even understate her religion.<br />

<strong>The</strong> relationship between witches <strong>and</strong> clerics <strong>of</strong><br />

the same God, Goddess or Patron will be determined<br />

partly by that Patron or can be decided by the GM, but<br />

generally good aligned worshipers would tend to get<br />

along better than evil. Lawfully aligned worshipers also<br />

see the value in working together more than chaotic<br />

ones.<br />

<strong>Witches</strong> <strong>and</strong> Druids<br />

Witchcraft, the practice <strong>of</strong> witches, has much in<br />

common with the practice <strong>of</strong> druids. In many cases both<br />

are considered pagan, nature religions. <strong>Witches</strong> are very<br />

similar to druids, in their worshipping practices <strong>and</strong> in<br />

the effects <strong>of</strong> their magic <strong>and</strong> their philosophical view <strong>of</strong><br />

the world.<br />

Druids <strong>and</strong> witches though are very distinct in<br />

their philosophies <strong>and</strong> practices. Like druidism,<br />

witchcraft fosters a belief in the cycles <strong>of</strong> nature <strong>and</strong> the<br />

life-death-rebirth cycle. While ancient (historical) Druids<br />

were a caste <strong>of</strong> priestly leaders, witches tend to be more<br />

individual.<br />

A View <strong>of</strong> the <strong>Witches</strong> Religion<br />

How does one accurately role-play a witch? To<br />

do this one must underst<strong>and</strong> the culture that witches<br />

have arisen out <strong>of</strong>.<br />

<strong>Witches</strong> are seen as practitioners <strong>of</strong> ancient<br />

religions, followers <strong>of</strong> ancient gods long ignored or<br />

presumed dead by the people <strong>and</strong> priests <strong>of</strong> their world<br />

or society, ancient powers who are fading away <strong>and</strong> been<br />

subsumed by local deities.<br />

Priests cannot serve these Ancient Ones, for<br />

these gods are not gods that can <strong>of</strong>fer their own power<br />

directly to their worshippers, even if once they might<br />

have.<br />

<strong>The</strong> modern churches <strong>and</strong> temples <strong>of</strong> all gods<br />

find such worship spiritually dangerous, for it is the<br />

worship <strong>of</strong> dead gods, the practice <strong>of</strong> calling out to gods<br />

long since vanquished <strong>and</strong> cast down, the worship <strong>of</strong><br />

imaginary spirits or false gods performing a<br />

masquerade...at least in the eyes <strong>of</strong> the priests.<br />

<strong>The</strong> Ancient Ones are more akin to demons,<br />

devils, elementals <strong>and</strong> spirits than they are to deities, <strong>and</strong><br />

therefore the witch follows them for the secrets they can<br />

teach <strong>and</strong> the benefits they <strong>of</strong>fer not only or merely to<br />

engage in worship <strong>and</strong> emulation.<br />

Since these deities do not <strong>and</strong> cannot, answer<br />

the prayers <strong>of</strong> the faithful, it is <strong>of</strong>ten whispered that<br />

other, more infernal <strong>and</strong> deceitful powers must be behind<br />

the witch’s rituals.<br />

11<br />

<strong>Liber</strong> Mysterium: Introduction<br />

Additionally, as witches are secretive about their<br />

knowledge <strong>and</strong> methods, <strong>and</strong> do not speak <strong>of</strong> their craft<br />

to those who are not <strong>of</strong> their coven, even in passing,<br />

their tight lips are seen as a sign that the witch herself<br />

recognizes her own moral impropriety, <strong>and</strong> seeks to hide<br />

it. Thus fear <strong>and</strong> mistrust arise.<br />

Hence witches are seen as vindictive <strong>and</strong><br />

malicious, consorts to evil spirits or those who insultingly<br />

give worship to ancient, fallen deities, worship that<br />

rightfully belongs to the current gods.<br />

For example, the witches <strong>of</strong> Hecate claim that<br />

the goddess is simply the name for a face <strong>of</strong> the ancient<br />

Goddess, in her form as a magic-worker, <strong>and</strong> that<br />

form...that avatar...visits them to teach them ancient<br />

secrets <strong>and</strong> give them personal power. Yet the priests <strong>of</strong><br />

Hecate proclaim these witches follow a spirit who seeks<br />

to usurp the rightful goddess <strong>of</strong> magic, for the witches<br />

practice rituals strange to the priests <strong>and</strong> learn knowledge<br />

from the goddess ab<strong>and</strong>oned centuries ago by the<br />

priesthood, when they learn <strong>of</strong> it at all from the witches<br />

<strong>of</strong> Hecate – another sign that this knowledge comes not<br />

from the true goddess, <strong>and</strong> the witch’s silence an open<br />

admission <strong>of</strong> guilt on that count.<br />

A witch is a witch <strong>and</strong> not a priest in that they<br />

strive for personal knowledge or power, not to be the<br />

channel <strong>of</strong> another’s will or to be granted special abilities<br />

solely to work their Patron’s will on the world. <strong>The</strong><br />

witch instead seeks personal, spiritual or material<br />

fulfillment.<br />

<strong>The</strong> relationship a witch has with their Patron is<br />

that <strong>of</strong> student to teacher, <strong>of</strong> apprentice to master; they<br />

accept guidance <strong>and</strong> knowledge from an elder, ancient<br />

being who has chosen to share such with them for<br />

whatever its own purposes are, be they benign, malignant<br />

or unknown.<br />

For example: Odin teaches his children<br />

runecraft because they are his children, to better their<br />

own destiny; a demon might teach a witch in order to use<br />

her later for its own ends.<br />

A witch’s spells differ from a wizard’s, though<br />

they are similar. <strong>The</strong> Patron reveals what the witch needs<br />

to know to cast the spell, not the underlying workings <strong>of</strong><br />

magic. <strong>The</strong>y teach the witch how to summon the energy<br />

to cast forth spells; to shape their desires into reality <strong>and</strong><br />

how their magic works in accordance with the laws <strong>and</strong><br />

principles the Patron teaches, but the true science or art<br />

<strong>of</strong> magic is not their domain.<br />

Likewise, to a witch, the relationship with their<br />

Patron is personal, based on the gathering <strong>of</strong> old, magical<br />

lore <strong>and</strong> the study <strong>of</strong> the secret powers <strong>of</strong> the universe.<br />

Each witch is thus left to her own devices <strong>and</strong><br />

wisdom when confronted with the divine., for a witch’s<br />

experiences with her Patron are individual <strong>and</strong><br />

experiential, not subject to examination or approval by an<br />

order <strong>of</strong> priests or elders, nor to scriptures <strong>of</strong> the<br />

Patron’s word <strong>and</strong> desire – these are revealed unto her by<br />

the Patron alone.


<strong>Liber</strong> Mysterium: Introduction<br />

Like druidic religious practices, witchcraft is<br />

primal, visceral <strong>and</strong> passionate. Rituals are unfettered by<br />

tradition <strong>and</strong> <strong>of</strong>ten improvisational, focusing upon<br />

drawing <strong>and</strong> experiencing the power <strong>of</strong> the divine to<br />

better the self <strong>and</strong> those the witch chooses, not in<br />

obedient service to the deity.<br />

All <strong>of</strong> this leads to misunderst<strong>and</strong>ing <strong>and</strong><br />

mistrust <strong>of</strong> witches.<br />

Being a Witch<br />

Unlike other classes, one does not wake up one<br />

day <strong>and</strong> decide to become a witch. Generally the<br />

prospective witch, the Initiate, will hear the Call <strong>of</strong> the<br />

Goddess at a young age. She must learn a witch Tradition<br />

<strong>and</strong> seek out a coven.<br />

Upon entering the coven the highest-ranking<br />

witch (who, regardless <strong>of</strong> actual level is known as the<br />

High Priestess) will invite the young initiate to learn all<br />

she can from the covens’ Books <strong>of</strong> Law. Some covens<br />

require a year <strong>and</strong> a day before the initiate can fully join;<br />

only then will the new witch be taught the magic <strong>and</strong><br />

ritual <strong>of</strong> being a witch.<br />

If a coven is not found, then the initiate might<br />

become a Solitary. Often the Solitary may learn from an<br />

old book <strong>of</strong> a forgotten coven, or she may receive direct<br />

or indirect information from some agent like a familiar,<br />

who brings instruction directly from her Patron.<br />

All witches follow what they believe to be the<br />

correct path. Often the Goddess influences this, but<br />

unlike clerics who pour over old scripture <strong>and</strong> text, the<br />

witch will receive their divine inspiration in a subtle, but<br />

constant manner. <strong>Witches</strong> take a more personal <strong>and</strong><br />

direct view <strong>of</strong> their relationship with their Goddesses<br />

than normal clerics. It is not so much faith for the witch<br />

as it is experience.<br />

One <strong>of</strong> the reasons that witches bring<br />

persecution upon themselves is because they accept no<br />

other rulers save for their Goddess <strong>and</strong> (sometimes)<br />

higher level witches. This <strong>of</strong>ten puts them at odds with<br />

the local rulers <strong>of</strong> state <strong>and</strong> always with their Goddess’<br />

church.<br />

<strong>The</strong>y tend not to follow the mainstream deity <strong>of</strong><br />

the region <strong>and</strong> show a marked disregard for the authority<br />

<strong>of</strong> petty lords <strong>and</strong> kings. In addition to this, witches<br />

<strong>of</strong>ten claim that witchcraft is the first <strong>and</strong> greatest form<br />

<strong>of</strong> magic, a claim that never sits well with other<br />

spellcasters, in particular powerful wizards <strong>and</strong> priests.<br />

Despite this, witches tend to be humble rather<br />

than arrogant. Years <strong>of</strong> persecution have tempered the<br />

attitudes <strong>of</strong> most traditions. <strong>Witches</strong> just have a belief<br />

system in which they are central. A witch is <strong>of</strong>ten thus<br />

much more tolerant <strong>of</strong> others’ religious beliefs than the<br />

common cleric.<br />

12<br />

Karma <strong>and</strong> the Rule <strong>of</strong> Three<br />

Most witches believe in living good lives. To<br />

this end there is the notion <strong>of</strong> Karma, or as it known to<br />

witches, the Rule <strong>of</strong> Three. Any harm, bad intent or mal<br />

purpose directed at anyone is returned on the witch,<br />

usually threefold. This is true for mundane as well as<br />

magical workings. While there is no game rule to enforce<br />

the Rule <strong>of</strong> Three, the GM is encouraged to have “bad<br />

things” happen when a witch starts to use her powers<br />

against her oaths or alignment. <strong>The</strong>se should be subtle<br />

<strong>and</strong> not immediate, but never life threatening.<br />

Because <strong>of</strong> this a witch will rarely use her own<br />

magic for personal gain, such as using divination at the<br />

gambling table. Many will also do what they can to<br />

increase their levels <strong>of</strong> karma.<br />

<strong>The</strong>se all have to be kept in check with the<br />

witch’s alignment, but they should be considered on the<br />

same level as the oath a paladin takes or the rules a monk<br />

must live by.<br />

Life Death <strong>and</strong> Rebirth<br />

Central to the core beliefs <strong>of</strong> the witch is the<br />

idea <strong>of</strong> Life, Death <strong>and</strong> Rebirth. To the witch life is an<br />

ongoing cycle, one that can be seen in nature, the seasons<br />

<strong>and</strong> in the witch herself. This belief is so ingrained into<br />

the witch’s philosophy that it affects what magic the<br />

witch can perform.<br />

For the most part a witch will never have access<br />

to spells that raise the dead or make powerful undead.<br />

To do so would violate this basic tenet <strong>of</strong> their beliefs<br />

<strong>and</strong> they would cease to be a witch.<br />

Cosmology<br />

<strong>The</strong> cosmology <strong>of</strong> the witch differs from that<br />

<strong>of</strong> the typical character. Most witches do not believe in<br />

an afterlife <strong>of</strong> eternal rewards or punishments; most<br />

witches instead believe in reincarnation.<br />

When a body dies the spirit is sent to rest for a<br />

time at a place known as the Summerl<strong>and</strong>s. Once there<br />

the soul reflects on her previous life, until it is time for<br />

the soul to return to the earthly realm <strong>and</strong> begin the cycle<br />

again.<br />

Typically a witch does not regard the Spirit<br />

Realms as important on a daily basis. She will <strong>of</strong> course<br />

know that they are important places <strong>of</strong> power where<br />

many gods, fiends <strong>and</strong> spirits reside <strong>and</strong> abodes <strong>of</strong> the<br />

afterlife. <strong>The</strong> witch deals with spirits, supernatural forces<br />

<strong>and</strong> her Goddess on a daily basis, most <strong>of</strong> her concerns<br />

will be with the realm <strong>of</strong> the living in the here <strong>and</strong> now.<br />

GM’s Note: Because <strong>of</strong> this belief system a witch will<br />

never have access to the Divine Spell Raise Dead. Nor<br />

can a witch have Raise Dead cast upon her. <strong>The</strong> Game<br />

Master can work out the details <strong>of</strong> the Summerl<strong>and</strong>s that<br />

work best for her own game universe.


Chapter I: <strong>The</strong> Witch Class<br />

“<strong>The</strong>re are more things in heaven <strong>and</strong> earth, Horatio,<br />

Than are dreamt <strong>of</strong> in your philosophy”.<br />

A<br />

Hamlet<br />

Hamlet, Act 1, Scene 5<br />

n old hag, a mysterious wise woman, cunning <strong>and</strong><br />

alluring maiden... All <strong>of</strong> these <strong>and</strong> more are the<br />

guise <strong>of</strong> the witch. <strong>Witches</strong> have existed since<br />

the dawn <strong>of</strong> time <strong>and</strong> are some <strong>of</strong> the greatest <strong>of</strong><br />

all <strong>of</strong> the spellcasters.<br />

Witch <strong>Witches</strong> are spellcasters that walk the line<br />

between this world <strong>and</strong> the next, between angel <strong>and</strong><br />

fiend, <strong>and</strong> between clerics <strong>and</strong> wizards. <strong>The</strong>y are a<br />

religious sect like clerics, but closer to druids. <strong>The</strong>ir<br />

spells <strong>and</strong> casting techniques are similar to wizards.<br />

Despite stereotypes, witches may be either<br />

female or male, there are typically more female witches<br />

than there are male witches. Contrary to popular belief<br />

“warlock” is not the masculine form <strong>of</strong> witch. <strong>Witches</strong>,<br />

whether male or female, are referred to as witches.<br />

Warlock is a word meaning “peace-breaker” or “oathbreaker”,<br />

<strong>and</strong> is considered to be a vulgar insult to a<br />

witch.<br />

Adventures: <strong>Witches</strong> on the whole tend not to<br />

be adventurers. Many have terrifying memories <strong>of</strong> what<br />

some people will do to witches; others feel a close<br />

association to their homel<strong>and</strong>, their families or their<br />

covens. <strong>The</strong>re are others though for whom the lure <strong>of</strong><br />

adventuring is too much to ignore.<br />

<strong>Witches</strong> that adventure do so for a variety <strong>of</strong><br />

reasons. Many are searching for greater magical or<br />

universal truths, or to recover a special artifact or spell<br />

component. A small number seek, like many<br />

adventurers, fame <strong>and</strong> fortune. Still others desire to be<br />

away from the closed minds <strong>of</strong> their homel<strong>and</strong>s <strong>and</strong><br />

search for others like themselves. And some seek things<br />

known only to themselves <strong>and</strong> their Patron.<br />

Characteristics: <strong>Witches</strong> cast arcane spells, as<br />

do wizards <strong>and</strong> sorcerers; they also gain some ability to<br />

cast divine spells. Both types <strong>of</strong> spells are gained from<br />

the witch’s service to their Patrons.<br />

<strong>Witches</strong> record their spells in spell-books<br />

(sometimes known as a Book <strong>of</strong> Shadows) like Wizards.<br />

Like shadows that are neither all dark nor all light,<br />

witches are neither all cleric nor all wizard, but a bit <strong>of</strong><br />

both, <strong>and</strong> something else altogether.<br />

13<br />

<strong>Liber</strong> Mysterium:<strong>The</strong> Witch Class<br />

<strong>Witches</strong> also tend to avoid weapons <strong>and</strong> armor<br />

because their nature is one <strong>of</strong> magic, pure <strong>and</strong> untainted.<br />

Armor would also interfere with their spell casting<br />

abilities.<br />

Alignment: Despite stereotype <strong>and</strong> rumor,<br />

witches can be <strong>of</strong> any alignment. Many witches believe<br />

in “<strong>The</strong> Three-fold Law”, that is what ever you send out<br />

into the world, will return upon you three times. So a<br />

witch is <strong>of</strong>ten reluctant to cast so called “black” or evil<br />

magic.<br />

Religion: To a witch, to worship is to be a<br />

witch. Unlike clerics, who commune to their gods for the<br />

people, there is no middle ground between the Patrons<br />

<strong>and</strong> their witches. Also unlike clerics, witches, even evil<br />

ones, do not attempt to convert others to their faith.<br />

<strong>Witches</strong> believe one must be worthy <strong>and</strong> hear the Call.<br />

Non-witches <strong>of</strong>ten misunderst<strong>and</strong> the practice<br />

<strong>of</strong> witchcraft; this is one <strong>of</strong> many factors that have lead<br />

to distrust <strong>of</strong> witches.<br />

<strong>Witches</strong> honor <strong>and</strong> follow their Patrons, the<br />

God <strong>and</strong> Goddess <strong>of</strong> their faith. Many witches believe<br />

there is only a single Goddess, <strong>and</strong> all deities are simply<br />

different aspects <strong>of</strong> the Goddess. <strong>The</strong> name <strong>of</strong> the<br />

goddess may change between planes, but names are only<br />

reflections <strong>of</strong> the Goddess.<br />

Examples <strong>of</strong> the witches’ Goddesses include<br />

Astartë, Hecate, Diana, Isis, Innana, or even Tiamat, but<br />

can include any Goddess from the witch’s home world.<br />

Other witches believe that there are two deities,<br />

a male <strong>and</strong> a female, a God <strong>and</strong> a Goddess. <strong>The</strong> male is<br />

considered the Bringer <strong>of</strong> Summer, the Lord <strong>of</strong> Harvest<br />

<strong>and</strong> Protector <strong>of</strong> the Goddess. Real world examples<br />

include Apollo, Bacchus, Cernunnos, Osiris, or Shiva.<br />

Both God <strong>and</strong> Goddess are considered equal in all<br />

respects.<br />

<strong>The</strong> system <strong>of</strong> belief can change between each<br />

campaign world <strong>and</strong> plane. However, it is commonly<br />

these two systems, or a combination <strong>of</strong> these two that<br />

witches across the multiverse practice. It is also this<br />

philosophy that leads to the rift between clerics <strong>and</strong><br />

witches.<br />

Other witches gain their powers from other<br />

worldly beings, fiends from the lower planes, creatures<br />

from the Astral, or Spirits they take as their Patron.<br />

Often who or what <strong>and</strong> how the witch worships will be<br />

detailed in Chapter 2: Traditions <strong>and</strong> Chapter 5: Covencraft.<br />

Hedge witches are spellcasters that follow the<br />

witches’ practice, but not their religion.<br />

Magic: <strong>Witches</strong> are primarily arcane<br />

spellcasters, though they say their magic is older than the<br />

distinctions <strong>of</strong> “Arcane” <strong>and</strong> “Divine”.


<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Class<br />

<strong>Witches</strong> learn their magic from their Patron.<br />

<strong>The</strong>y may do this via meditation, ritual or even via their<br />

familiar. Once the knowledge <strong>of</strong> a spell is given to the<br />

witch she copies the spell into her spell book (“Book <strong>of</strong><br />

Shadows”). Once this is done she may relearn that spell at<br />

any time, as does a wizard. <strong>The</strong> witch may also research<br />

spells, as does a wizard. <strong>The</strong>se spells are also recorded in<br />

their Books <strong>of</strong> Shadows.<br />

<strong>The</strong> witch also gains the ability to cast special<br />

spells known as<br />

Coven Spells.<br />

<strong>The</strong>se spells are<br />

known to the<br />

witch <strong>and</strong> her<br />

coven <strong>and</strong> are<br />

usually divine in<br />

nature, the exact<br />

spells varying from<br />

coven to coven<br />

<strong>and</strong> Patron to<br />

Patron.<br />

<strong>The</strong><br />

power to cast the<br />

spells is given by<br />

the Patron, but<br />

formed by the<br />

witch. In this<br />

respect they are<br />

very similar to<br />

Divine spellcasters.<br />

While a cleric prays<br />

for her spells, a<br />

witch prepares<br />

them through<br />

ritual.<br />

<strong>The</strong>se<br />

acts might seem<br />

similar at first, but<br />

they are different.<br />

A cleric’s prayer is<br />

somewhat<br />

comparable to<br />

asking a patron<br />

kindly if they’ll<br />

grant them this<br />

power. A witch’s<br />

ritual on the other h<strong>and</strong> is comparable to the spell casting<br />

<strong>of</strong> a wizard, interlaced with religious elements.<br />

Background: To become a witch, one must<br />

first hear “the Call”. This is the moment in the would-be<br />

witch’s life that she underst<strong>and</strong>s that she will become a<br />

witch. Sometimes the Call is symbolic, such as sudden<br />

realization after many days, weeks or months <strong>of</strong><br />

conjecture; other times it is happenstance, the would-be<br />

witch finds an old book or a teacher; <strong>and</strong> still other times<br />

the Call is actual, the initiate actually hears the voice <strong>of</strong><br />

their Patron calling out to them.<br />

14<br />

In many Traditions this is also known as the<br />

“Call <strong>of</strong> the Goddess”. This usually precludes any other<br />

type <strong>of</strong> training for any other pr<strong>of</strong>ession since many<br />

witches receive this call at an early age, as children or<br />

teenagers.<br />

All witches belong to a Tradition (defined as a<br />

style <strong>of</strong> witchcraft) <strong>and</strong> a Coven (meaning groups <strong>of</strong><br />

worship). A witch that does not belong to a geographic<br />

Tradition is said to have a “Family Tradition” because it<br />

is usually passed<br />

down from mother<br />

to daughter, or an<br />

“Eclectic Tradition”,<br />

one that has the<br />

features <strong>of</strong> many<br />

traditions. A witch<br />

without a coven is<br />

<strong>of</strong>ten known as a<br />

“Solitary<br />

Practioner”.<br />

<strong>Witches</strong> learn to be<br />

witches from laws<br />

<strong>and</strong> guidelines<br />

h<strong>and</strong>ed down from<br />

the Patron <strong>and</strong><br />

practiced within the<br />

covens. Solitaries<br />

<strong>of</strong>ten must learn the<br />

craft on their own.<br />

Races:<br />

Humans make up<br />

the majority <strong>of</strong> the<br />

witches. Elves <strong>and</strong><br />

half-elves also have a<br />

style <strong>of</strong> witchcraft<br />

known as “kuruni”.<br />

Half-orcs are<br />

generally drawn to<br />

the evil side <strong>of</strong><br />

witchcraft. Dwarves,<br />

gnomes <strong>and</strong><br />

halflings only rarely,<br />

become witches, but<br />

each has their own<br />

unique style.<br />

Other<br />

Classes: <strong>Witches</strong> tend to share with druids <strong>and</strong> rangers a<br />

reverence for the world <strong>and</strong> nature. Also like Druidism,<br />

witchcraft is an older religion. <strong>Witches</strong> <strong>and</strong> druids<br />

sometimes argue over which religion came first, but these<br />

are usually only good-natured, if sometimes heated<br />

debates. Most classes distrust witches. In particular<br />

witches do not get along with clerics, whom they find to<br />

haughty in their ideals <strong>and</strong> reverence to their gods, <strong>and</strong><br />

likewise with paladins (plus most Witch-Hunters tend to<br />

come from the ranks <strong>of</strong> clerics <strong>and</strong> paladins).


<strong>Witches</strong> are <strong>of</strong>ten viewed with caution, if not<br />

out-right hatred by clerics <strong>and</strong> paladins, who find the<br />

witch’s belief that individual deities are in reality different<br />

aspects <strong>of</strong> a single deity blasphemous. <strong>The</strong> average<br />

person also finds the witch’s magic to be mysterious <strong>and</strong><br />

dangerous, <strong>and</strong> if the witch is perceived as dangerous, she<br />

must be dealt with. Though the accusation <strong>of</strong> “witch”<br />

can <strong>and</strong> has applied to witches, wizards, sorcerers, other<br />

clerics <strong>and</strong> psionics.<br />

<strong>Witches</strong> <strong>and</strong> clerics share more similarities than<br />

either side would like to admit. This is due to a split in<br />

ethos among the pre-historic peoples. An ancient protoshamanistic<br />

cult produced both witches <strong>and</strong> druids. This<br />

proto-cult then further splintered into witches, druids<br />

<strong>and</strong> priests <strong>of</strong> today. <strong>Witches</strong> therefore share many<br />

surface similarities with druids <strong>and</strong> shamans. Many<br />

neutral witches are, in fact, on fairly good terms with<br />

most druids.<br />

Although a witch is partially a divine spellcaster,<br />

the function <strong>of</strong> a cleric <strong>and</strong> a witch is very different.<br />

<strong>Witches</strong> do not serve their Patron as a cleric serves their<br />

god. A witch is the instrument <strong>of</strong> their Patron’s will, <strong>and</strong><br />

the Patron serves the witch via magic. <strong>The</strong>re is a direct<br />

personal relationship between a witch <strong>and</strong> her Patron. In<br />

simple terms, a cleric sees herself as a servant to her<br />

deity, while a witch sees her deity as a friend. This <strong>of</strong><br />

course, is a simple definition.<br />

A witch does not see it as her duty to spread<br />

the beliefs <strong>of</strong> her patron, her duty is to live by her<br />

Patron’s rules <strong>and</strong> ethics, not to convince others to do so,<br />

as would a cleric.<br />

<strong>Witches</strong> are on decent terms with sorcerers,<br />

whom they find more tolerable than wizards. <strong>The</strong>y are<br />

distrusted by barbarians, who distrust all magic, viewed<br />

suspiciously by most rogues, who are suspicious <strong>of</strong> most<br />

people, <strong>and</strong> mostly ignored by monks. Some witch<br />

traditions get along well with bards, but the differences<br />

within either class make this a case-by-case judgment.<br />

Multiclass: <strong>Witches</strong> may multiclass without<br />

restriction, however nearly all witches begin as witches<br />

<strong>and</strong> not another class. <strong>Witches</strong> also consider themselves<br />

to be witches first <strong>and</strong> foremost.<br />

Game Rule Information<br />

<strong>Witches</strong> have the following game statistics<br />

Abilities: Wisdom determines how powerful<br />

the spells the witch can cast, how many spells they may<br />

cast per day, <strong>and</strong> how hard those spells are to resist.<br />

Like clerics <strong>and</strong> druids, the witch must have a<br />

minimum wisdom score <strong>of</strong> 10 + the spell’s level <strong>and</strong><br />

gains bonus spells based on her wisdom.<br />

<strong>The</strong> Difficulty Class (DC) <strong>of</strong> a saving throw<br />

against a witch’s spell is 10 + the spell’s level + the<br />

witch’s Wisdom modifier. Intelligence <strong>and</strong> Charisma are<br />

also important to the witch character.<br />

Alignment: Any, but the witch’s alignment<br />

must be similar (by one step) to their Patron’s alignment.<br />

15<br />

<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Class<br />

Hit Die: d4<br />

Class Skills<br />

<strong>The</strong> witch’s class skills (<strong>and</strong> the key ability for<br />

each skill) are Alchemy (Int) 1 , Concentration (Con), Craft<br />

(Wis), Heal (Wis), Knowledge (Arcana) (Int), Knowledge<br />

(Demonology) (Int), Knowledge (Nature) (Int),<br />

Knowledge (Religion) (Int), Knowledge (Witchcraft)<br />

(Int), Meditative Trance, Pr<strong>of</strong>ession (Fortune Teller)<br />

(Wis), Pr<strong>of</strong>ession (Herbalist) (Wis), Pr<strong>of</strong>ession<br />

(Midwifery) (Wis), Scry (Int) 2 , Seduction (Cha), Sense<br />

Motive (Wis), Spellcraft (Int), Survival (Wis) [Wilderness<br />

Lore (Wis)], Tantra (Cha), Yoga (Wis).<br />

New skills will be described in Chapter 4: Skills<br />

<strong>and</strong> Feats.<br />

Skill Points at 1st Level: (2 + Int modifier) x 4. Skill<br />

Points at Each Additional Level: 2 + Int modifier.<br />

witch.<br />

Class Features<br />

All <strong>of</strong> the following are class features <strong>of</strong> the<br />

Weapon <strong>and</strong> Armor Pr<strong>of</strong>iciency: <strong>Witches</strong> are<br />

pr<strong>of</strong>icient with all simple weapons. <strong>Witches</strong> are not<br />

pr<strong>of</strong>icient with any type <strong>of</strong> armor or shields.<br />

Spells: <strong>Witches</strong> gain 2 new arcane spells at each<br />

level, just like wizards. <strong>The</strong>y may also copy spells from<br />

other witches just as a wizard may copy spells from<br />

another wizard, <strong>The</strong> witch’s <strong>and</strong> wizard’s spell casting are<br />

related but still very different, <strong>and</strong> therefore a witch can<br />

attempt to learn a wizard’s spell book or scroll with a -5<br />

penalty (<strong>and</strong> vice versa). <strong>The</strong> penalty to learn witch spells<br />

by a wizard is –5 <strong>and</strong> plus –1 per witch spell level to all<br />

checks, thus a 6 th level witch spell would be at –11 to<br />

learn. Ranks in Knowledge (Witchcraft) will reduce this<br />

by one per rank. <strong>The</strong> skill Knowledge (Witchcraft) is<br />

discussed in detail in Chapter 4: Skills <strong>and</strong> Feats.<br />

<strong>The</strong> witch is limited to casting spells that appear<br />

in her spell book. Unlike a wizards spell book, Witch<br />

spells do not cost money or materials (outside <strong>of</strong> the<br />

paper <strong>and</strong> ink) to scribe into a spell book. Witch spells<br />

are cast via a series <strong>of</strong> rituals <strong>and</strong> preparation, typically<br />

performed in the morning or night before, <strong>and</strong><br />

completed when the witch wishes to cast her spell.<br />

A witch must prepare her spells ahead <strong>of</strong> time,<br />

just like a wizard. In the same way all bard spells have<br />

verbal components, all witch spells have material components or<br />

a focus. Spells that do not list material components<br />

instead require a common object sacred to or indicative<br />

<strong>of</strong> the witch’s Patron as a focus.<br />

<strong>The</strong> witch can cast arcane spells as per the table<br />

below. Also, witches gain the ability to cast some divine<br />

spells. <strong>The</strong>se divine spells are known as Coven spells <strong>and</strong><br />

are determined by the coven that the witch belongs to.<br />

1 Version 3.0 <strong>of</strong> Core Rulebook I only.<br />

2 Version 3.0 <strong>of</strong> Core Rulebook I only.


<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Class<br />

<strong>The</strong> divine spells that a witch may cast are also described<br />

below.<br />

Note: Witch cantrips are known as Charms if<br />

used by good witches, Leys if used by neutral witches <strong>and</strong><br />

Hexes if used by evil witches. Common people refer to<br />

all witch cantrips as Hexes.<br />

Chaotic, Evil, Good, <strong>and</strong> Lawful spells: A<br />

witch cannot cast spells <strong>of</strong> an alignment opposed to her<br />

own or her Patron. This is similar to the cleric’s<br />

limitation.<br />

<strong>Witches</strong> also have spells that are unique to their<br />

own class <strong>and</strong> are detailed in Chapter 6: Magic.<br />

Coven Spells: <strong>Witches</strong> gain an additional spell<br />

<strong>of</strong> each spell level starting at 2nd level (indicated by the<br />

+1 on table 1-2). <strong>The</strong>se are known as Coven spells <strong>and</strong><br />

are determined by the Patron <strong>of</strong> each witches coven.<br />

Coven spells function similar to domain spells with the<br />

exception that the witch’s Coven spells do not grant the<br />

special abilities that a cleric would receive from a domain<br />

(for example, the luck domain allows one die re-roll once<br />

per day, a witch with a Patron <strong>of</strong> the luck domain does<br />

not receive this ability).<br />

A witch’s Coven or Patron determines what she<br />

may choose for her Coven spells.<br />

For example, a Faerie Witch (a witch<br />

specializing in the magical nature <strong>of</strong> forests) may choose<br />

Coven spells from among those granted by the Plant,<br />

Animal or Travel Domains.<br />

Coven spells are considered divine. Unlike the<br />

witches’ normal spells, these spells are cast in the same<br />

way a cleric casts domain spells.<br />

Summon Familiar: A witch can summon a<br />

familiar in exactly the same manner as a sorcerer or<br />

wizard. See the section on Familiars in Core Rulebook I for<br />

details.<br />

Bonus feats: <strong>The</strong> witch gains a bonus feat<br />

every 6 levels, starting at 4th level (4th , 10th , <strong>and</strong> 16th ). <strong>The</strong><br />

witch may choose any Item Creation, Metamagic or<br />

Witch feat she has met the requirements for.<br />

<strong>The</strong> witch has access to a special group <strong>of</strong> feats<br />

known as Witch feats. <strong>The</strong>se feats are unique to the<br />

witch class, but other classes may learn some <strong>of</strong> these (at<br />

the GM’s discretion).<br />

<strong>The</strong> witch also gains a bonus feat at 1st level.<br />

This feat may be any feat the witch has met the<br />

requirements for.<br />

Occult Powers: <strong>Witches</strong> gain special abilities at<br />

7th , 13th , <strong>and</strong> 19th levels. <strong>The</strong>se special abilities are<br />

determined by the witch’s Tradition (or by the Game<br />

Master) <strong>and</strong> are detailed in Chapter 2: Traditions.<br />

Ex-<strong>Witches</strong><br />

Any witch who ceases to follow her patron<br />

loses all coven (divine) spells, special abilities <strong>and</strong> cannot<br />

gain levels as a witch until she atones. Use <strong>of</strong> the<br />

Atonement spell is not required, but the witch may have to<br />

perform an act <strong>of</strong> faith.<br />

16<br />

Human Witch Starting Package<br />

Race: Human<br />

Armor: None, speed 30 ft.<br />

Weapons: Dagger (1d4, crit 19-20/x2, 1lb.,<br />

Tiny, Piercing).<br />

Quarterstaff (1d6, crit x2, 4lb., Large,<br />

Bludgeoning).<br />

Patron(s): <strong>The</strong> Great Goddess <strong>and</strong> the Lord <strong>of</strong><br />

Summer.<br />

Skill Selection: Pick a number <strong>of</strong> skills equal to<br />

4 + Int modifier.<br />

Skill Ranks Ability<br />

Spellcraft 4 Int<br />

Knowledge (Witchcraft) 4 Int<br />

Heal 4 Wis<br />

Knowledge (Demonology) 4 Int<br />

Craft 4 Wis<br />

Feats: Astromancy, Create Talisman<br />

Gear: Backpack with waterskin, one day’s trail<br />

rations, bedroll, sack, flint <strong>and</strong> steel, spell component<br />

pouch, Book <strong>of</strong> Shadows<br />

Gold: Equal to Charisma score.<br />

Alternate Witch Starting Package<br />

Same as human witch, except<br />

Race: Elf, half-elf, half-orc<br />

Patron(s): As appropriate for Race.<br />

Gold: 2d6<br />

Alternate Witch Starting Package<br />

Same as human witch, except<br />

Race: Dwarf, gnome or halfling.<br />

Armor: None, speed 20 ft.<br />

Patron(s): As appropriate for Race.<br />

Gold: 2d6<br />

Epic Level Witch<br />

When a witch reaches 21 st level she is<br />

considered to be an epic character. Epic characters are<br />

dealt with in Core Rulebook II, v.3.5. Briefly, the following<br />

applies to witches beyond 20 th level.<br />

• Class-related base save bonuses <strong>and</strong> base<br />

attack bonus don’t increase after 20 th level. Thus, these<br />

class tables have no columns for base save bonuses or<br />

base attack bonus. Instead, use Table: Epic Save <strong>and</strong><br />

Epic Attack Bonuses (Core Rulebook II, v.3.5) to determine<br />

the character’s epic bonus on saving throws <strong>and</strong> attacks.<br />

• A character continues to gain Hit Dice <strong>and</strong><br />

skill points as normal beyond 20 th level.<br />

• Generally speaking, any class feature that uses<br />

the character’s class level as part <strong>of</strong> a mathematical<br />

formula continues to increase using the character’s class<br />

level in the formula.


• Any prestige class feature that calculates a save<br />

DC using the class level should add only half the<br />

character’s class levels above 10 th .<br />

• <strong>The</strong> powers <strong>of</strong> familiars, special mounts, <strong>and</strong><br />

fiendish servants continue to increase as their masters<br />

gain levels, if they are based on a formula that includes<br />

the caster’s level.<br />

• Any class features that increase or accumulate<br />

as part <strong>of</strong> a repeated pattern also continue to increase or<br />

accumulate after 20 th level at the same rate. An exception<br />

to this rule is any bonus feat progression granted as a<br />

class feature. If a character gets bonus feats as part <strong>of</strong> a<br />

class feature these do not increase with epic levels.<br />

Instead, these classes get a new bonus feat progression<br />

(described in each class summary below).<br />

• A character doesn’t gain any new class features<br />

beyond 20 th level. Class features with a progression that<br />

slows or stops<br />

before 20 th level<br />

<strong>and</strong> features that<br />

have a limited list<br />

<strong>of</strong> options do not<br />

improve as a<br />

character attains<br />

epic level.<br />

Likewise, class<br />

features that are<br />

gained only at a<br />

single level do not<br />

improve.<br />

<strong>The</strong> epic<br />

witch is a raw force<br />

<strong>of</strong> nature <strong>and</strong> the<br />

divine. Channeling<br />

the powers <strong>of</strong> her<br />

Patron, she is both<br />

respected <strong>and</strong><br />

feared.<br />

Hit Die:<br />

d4.<br />

Skill Points at Each Additional Level: 4 +<br />

Int modifier.<br />

Spells: <strong>The</strong> witch’s caster level is equal to her<br />

class level. <strong>The</strong> witch’s number <strong>of</strong> spells per day does not<br />

increase after 20th level. Each time the witch attains a<br />

new level, she learns two new spells <strong>of</strong> any level or levels<br />

that she can cast (according to her new level).<br />

Familiar: <strong>The</strong> epic witch’s familiar continues to<br />

increase in power. Every two levels higher than 20th the<br />

familiar’s natural armor bonus <strong>and</strong> Intelligence each<br />

increase by +1. <strong>The</strong> familiar’s spell resistance is equal to<br />

the master’s level + 5. At 21st level <strong>and</strong> again every ten<br />

levels higher than 21st , the familiar gains the benefit <strong>of</strong><br />

the Familiar Spell epic feat for a spell <strong>of</strong> its master’s<br />

choice.<br />

17<br />

<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Class<br />

Bonus Feats: <strong>The</strong> epic witch gains a bonus feat<br />

every three levels higher than 20th . <strong>The</strong> witch also gains<br />

access to Epic feats.<br />

Occult Powers: <strong>The</strong> epic witch does not gain<br />

any new occult powers but occult powers based on the<br />

witch’s level continue to grow.


<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Class<br />

Table 1-1: <strong>The</strong> Witch<br />

Level Base Attack<br />

Bonus<br />

Fort Save Ref Save Will Save Special<br />

1 0 +0 +0 +2 Create Talisman, Bonus Feat<br />

2 +1 +0 +0 +3 Summon Familiar<br />

3 +1 +1 +1 +3<br />

4 +2 +1 +1 +4 Bonus Feat<br />

5 +2 +1 +1 +4<br />

6 +3 +2 +2 +5<br />

7 +3 +2 +2 +5 Occult Power<br />

8 +4 +2 +2 +6<br />

9 +4 +3 +3 +6<br />

10 +5 +3 +3 +7 Bonus Feat<br />

11 +5 +3 +3 +7<br />

12 +6/+1 +4 +4 +8<br />

13 +6/+1 +4 +4 +8 Occult Power<br />

14 +7/+2 +4 +4 +9<br />

15 +7/+2 +5 +5 +9<br />

16 +8/+3 +5 +5 +10 Bonus Feat<br />

17 +8/+3 +5 +5 +10<br />

18 +9/+4 +6 +6 +11<br />

19 +9/+4 +6 +6 +11 Occult Power<br />

20 +10/+5 +6 +6 +12<br />

Table 1-2: Witch Spells per Level<br />

----------------------------- Spells per Day -----------------------------<br />

Level 0 1 2 3 4 5 6 7 8 9<br />

1 3 1 - - - - - - - -<br />

2 4 1+1 - - - - - - - -<br />

3 4 2+1 1 - - - - - - -<br />

4 5 2+1 1+1 - - - - - - -<br />

5 5 3+1 2+1 1 - - - - - -<br />

6 5 3+1 2+1 1+1 - - - - - -<br />

7 6 3+1 3+1 2+1 1 - - - - -<br />

8 6 4+1 3+1 2+1 1+1 - - - - -<br />

9 6 4+1 3+1 3+1 2+1 1 - - - -<br />

10 6 4+1 4+1 3+1 2+1 1+1 - - - -<br />

11 6 4+1 4+1 3+1 3+1 2+1 1 - - -<br />

12 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -<br />

13 6 5+1 4+1 4+1 3+1 3+1 2+1 1 - -<br />

14 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -<br />

15 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 1 -<br />

16 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -<br />

17 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 1<br />

18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1<br />

19 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1<br />

20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1<br />

<strong>The</strong> number after the plus sign (+) is the number <strong>of</strong> Coven (divine) Spells the witch receives.<br />

18


Chapter II: Traditions<br />

“Rise up, <strong>Witches</strong>, throw <strong>of</strong>f your masks<br />

And cease crying guilt for ancient crimes;<br />

Earth <strong>and</strong> all her children need us,<br />

For ALL face now the Burning Times”.<br />

L. A. Hussey<br />

G<br />

roups <strong>of</strong> witches that share a common belief<br />

system <strong>and</strong> view <strong>of</strong> the world are known as<br />

Traditions. Generally all witches <strong>of</strong> a particular<br />

coven will belong to the same tradition. Certain<br />

traditions may put restrictions on which coven a witch<br />

may opt for.<br />

Traditions are taught <strong>and</strong> are usually learned at<br />

the same time the individual learns to be a witch. Often<br />

it is extremely difficult to know what it means to be a<br />

witch outside <strong>of</strong> the point <strong>of</strong> view <strong>of</strong> one’s Tradition for<br />

it defines <strong>and</strong> colors how a witch sees herself <strong>and</strong> other<br />

witches. In areas where Traditions geographically<br />

overlap, a new witch may believe that the other witches<br />

are not even witches at all.<br />

How a witch acts <strong>and</strong> behaves will be<br />

dependent on which tradition she belongs to, <strong>and</strong><br />

according the world in which she lives.<br />

When Traditions are linked to families or<br />

groups <strong>of</strong> witches they are sometimes called a “Family<br />

Tradition.” <strong>The</strong>se are <strong>of</strong>ten h<strong>and</strong>ed down from mother<br />

to daughter. Traditions are also usually tied to a<br />

geographical area, philosophy or (in some cases) a race.<br />

<strong>The</strong> following Traditions are presented to aid<br />

role-playing the uniqueness <strong>of</strong> the witch. In the case <strong>of</strong><br />

most traditions, sub-traditions or alterations will be<br />

noted.<br />

<strong>The</strong> sample Traditions listed below are based on<br />

the history <strong>of</strong> our world; the Game Master’s own world<br />

might have a completely different view on witches <strong>and</strong><br />

the Craft <strong>and</strong> thus instead <strong>of</strong> using these may opt to<br />

create new Traditions.<br />

Game Masters are cautioned to remember that<br />

Traditions are large organizations based primarily on<br />

geography, philosophy <strong>and</strong> views <strong>of</strong> the Patron. Often a<br />

coven will serve the needs <strong>of</strong> a unique style <strong>of</strong> witch<br />

without the need to create an entire new Tradition.<br />

Tradition Descriptions<br />

Each Tradition listed below contains<br />

suggestions for powers, covens <strong>and</strong> role-playing.<br />

Remember these are only suggestions <strong>and</strong> may need to<br />

19<br />

<strong>Liber</strong> Mysterium: Traditions<br />

be modified by the Game Master for a particular<br />

campaign world.<br />

Description: This describes the tradition <strong>and</strong><br />

says something about the witch that belongs to it.<br />

Role: What does this tradition do? What are<br />

they known for.<br />

Joining this Tradition: This includes<br />

requirements, duties, common ceremonies practiced by<br />

the Tradition, <strong>and</strong> a bit about those most likely to be<br />

initiated into this Tradition.<br />

Leaving this Tradition: Everything on how to<br />

leave the tradition <strong>and</strong> the consequences there<strong>of</strong>, such as<br />

loss <strong>of</strong> powers, or being labeled a “warlock”.<br />

Skills & Feats: Any special notes regarding<br />

skills <strong>and</strong> feats. Some traditions may have access to skills<br />

other traditions don’t, <strong>and</strong> some may receive bonus feats.<br />

Occult Powers: What special powers does the<br />

witch gain? Gained at 7 th , 13 th <strong>and</strong> 19 th levels.<br />

Special Benefits: What does the witch gain by<br />

belonging to this tradition?<br />

Special Restrictions: <strong>The</strong>se include alignment<br />

restrictions <strong>and</strong> other penalties to belonging to this<br />

tradition.<br />

Equipment: This includes any special ritual<br />

tools or mundane tools <strong>of</strong> this tradition.<br />

Coven Domains: Recommended Coven<br />

(domain) spells.<br />

Preferred/Barred Covens: What covens might<br />

a witch <strong>of</strong> this tradition join or not join.<br />

Relationship to the Goddess/Patron: How<br />

the witch views her Patron <strong>and</strong> how the Patron views the<br />

witch.<br />

Source/Views <strong>of</strong> Magic: Each tradition<br />

differs on the source <strong>and</strong> nature <strong>of</strong> magic. This is<br />

detailed here. What really sets the witch apart are her<br />

views on magic. While every witch knows the source <strong>of</strong><br />

her magic is her patron, how that magic is learned <strong>and</strong><br />

manipulated varies greatly from tradition to tradition.<br />

<strong>The</strong>se disagreements are so fundamental to the witch that<br />

some traditionalists cannot be in the same coven as one<br />

another, despite alignment.<br />

This also includes any views the witch might<br />

have on White magic vs. Black magic. This is not a<br />

dichotomy that witches typically see or recognize, but<br />

how others view her magic.<br />

Wealth: How much money the witch starts<br />

with, if different, <strong>and</strong> how the witch might gain extra<br />

income.<br />

Other: This includes multiclass options,<br />

prestige class options, <strong>and</strong> how the witch gets along<br />

(generally) with other classes <strong>and</strong> other traditions.


<strong>Liber</strong> Mysterium: Traditions<br />

Amazon<br />

Description: <strong>Witches</strong> <strong>of</strong> the Amazon tradition<br />

are one <strong>of</strong> the most misunderstood witches. To begin,<br />

“Amazon” is a misnomer. <strong>The</strong>se witches are only<br />

remotely related to the legendary female warriors <strong>of</strong> the<br />

same name. Also these witches are not a group <strong>of</strong> female<br />

warrior-witches, though they opt for fighting pr<strong>of</strong>essions<br />

more <strong>of</strong>ten than members <strong>of</strong> other traditions.<br />

<strong>Witches</strong> <strong>of</strong> the Amazon Tradition can only be<br />

female; no man may enter this Tradition. This attitude <strong>of</strong><br />

superiority further extends beyond their own Traditions<br />

<strong>and</strong> covens. Amazon witches believe that no man should<br />

be allowed to be a witch regardless <strong>of</strong> Tradition. An<br />

Amazon witch will always refer to a male witch as a<br />

warlock.<br />

<strong>The</strong>se witches also share an honoring <strong>of</strong> the<br />

Goddess Diana with their warrior cousins. <strong>The</strong>y are<br />

associated so much<br />

with the Goddess<br />

Diana that many call<br />

their Tradition <strong>The</strong> Cult<br />

<strong>of</strong> Diana. Nonetheless,<br />

some small groups <strong>of</strong><br />

Amazon witches do<br />

worship other<br />

Goddess, such as Freya,<br />

Artemis, Brigit, or even<br />

Hecate.<br />

Despite<br />

stereotypes, not all<br />

Amazon witches are<br />

man-haters. Some are<br />

happily married with<br />

children. This is not<br />

viewed as a problem for these witches as Diana is also<br />

viewed as the Patron <strong>of</strong> children <strong>and</strong> <strong>of</strong> women in<br />

childbirth. <strong>The</strong>y just believe that men should not be<br />

witches.<br />

Humans make up the majority <strong>of</strong> the witches in<br />

the Amazon traditions. Elves, gnomes <strong>and</strong> halflings,<br />

from a racial st<strong>and</strong>point, do not share the Amazon’s<br />

philosophy. Elves in particular gravitate more towards<br />

the Faerie tradition. For some reason half-orcs are nearly<br />

unheard <strong>of</strong> in this tradition. Dwarves have a special type<br />

<strong>of</strong> Amazon-like tradition that is embodied in the Xothia,<br />

the Dwarven witch.<br />

Role: Amazon witches represent, what they<br />

believe, to be the righteous anger <strong>of</strong> the Goddess. It is<br />

believed that maybe these witches began as part <strong>of</strong> the<br />

Classical tradition. When witches began to be hunted<br />

<strong>and</strong> killed, mostly by the priesthoods, the Amazon rose<br />

up to fight this oppression.<br />

This tradition overlaps, geographically at least,<br />

with areas that are common to Classical traditions <strong>and</strong><br />

druids. Thus there have been successful attempts over<br />

the years to work for each group’s mutual benefit. <strong>The</strong><br />

20<br />

philosophical differences between the groups have always<br />

been the greatest hurdle.<br />

Joining this Tradition: <strong>The</strong>re are no special<br />

ability scores required to be an Amazon, although high<br />

Strength <strong>and</strong> Constitution are entirely desirable. <strong>The</strong> only<br />

requirement to becoming an Amazon Witch is the<br />

character must be female.<br />

Amazon <strong>Witches</strong> usually meet in groups, called<br />

Meets, during the time <strong>of</strong> the waxing moon till the full<br />

moon. <strong>The</strong>se meets are very secretive <strong>and</strong> there is a<br />

rumor that any man viewing one will be put to death.<br />

Amazons for the most part are neutral, with<br />

some gravitating towards lawful.<br />

Leaving this Tradition: <strong>The</strong> beliefs <strong>of</strong> an<br />

Amazon are deeply ingrained into her personality <strong>and</strong><br />

culture <strong>and</strong> thus most never leave this Tradition.<br />

Generally, an Amazon who leaves the Tradition will be<br />

warmly welcomed into the arms <strong>of</strong> the Classical or Craft<br />

<strong>of</strong> the Wise Traditions.<br />

Skills &<br />

Feats: Amazon<br />

<strong>Witches</strong> begin play<br />

with pr<strong>of</strong>iciency in a<br />

single martial weapon,<br />

in addition to st<strong>and</strong>ard<br />

Witch weapon<br />

pr<strong>of</strong>iciencies.<br />

Occult<br />

Powers:<br />

Lesser: 7th Level: Immune to<br />

Fear. <strong>The</strong> Amazon<br />

witch becomes so<br />

focused in purpose <strong>and</strong><br />

drive that she becomes immune to the effects <strong>of</strong><br />

mundane <strong>and</strong> fear. She also gains +4 to any checks<br />

versus magical induced fear.<br />

Medial: 13th Level: Shape Change. <strong>The</strong><br />

Amazon witch may shape change as per the Druid ability<br />

Wild Shape <strong>and</strong> Polymorph Self. This may be done once per<br />

day at 13th level. <strong>The</strong> witch may only change shape to a<br />

natural animal that is within one size category <strong>of</strong> her<br />

normal size. So a Medium sized witch may only change<br />

to a Small, Medium or Large animal.<br />

<strong>The</strong> number <strong>of</strong> times the witch may do this per<br />

day increases with every other level. So 2 times per day<br />

at 15th , 3 times per day at 17th <strong>and</strong> 4 times per day at 19th .<br />

<strong>The</strong> witch may opt to sacrifice one <strong>of</strong> these times to go<br />

outside <strong>of</strong> her normal range <strong>of</strong> sizes. So a 17th level<br />

Amazon witch could shift to Huge or Tiny once <strong>and</strong> her<br />

normal sizes the other two (total <strong>of</strong> 4 shape shifts per<br />

day).<br />

Greater: 19th Level: Charge <strong>of</strong> the Goddess.<br />

<strong>The</strong> Amazon witch at this point is such a force for her<br />

Patron that she can summon the Goddess’ own power<br />

into herself. <strong>The</strong> witch radiates an aura <strong>of</strong> Fear at 15’ to


all her enemies. She gains a bonus <strong>of</strong> +3 to all her saves<br />

<strong>and</strong> AC. She also gains +2 to all <strong>of</strong>fensive attack forms,<br />

spells or weapons. This charge lasts for a number <strong>of</strong><br />

rounds equal to the witch’s Wisdom or Charisma score,<br />

which ever is better. It may be performed once per day<br />

<strong>and</strong> takes one full action to perform.<br />

Special Benefits: None.<br />

Special Restrictions: Only women may join<br />

this tradition.<br />

Equipment: None required. Amazon witches<br />

are more likely to use martial weapons, such as a<br />

longbow or spear, than any other Tradition.<br />

<strong>The</strong> ritual tool <strong>of</strong> the Amazon witch is the<br />

cauldron (representing the Goddess). If adventuring, the<br />

witch can or will use a staff, which can double as a<br />

weapon. Both items may also be used for more<br />

mundane purposes.<br />

Coven Domains: Animal, Plant, Sun<br />

Preferred/Barred Covens: This Tradition is<br />

suited mostly to all Amazon covens. Amazon <strong>Witches</strong><br />

will join covens with other Traditions, but the coven<br />

must be exclusively female.<br />

Relationship to the Goddess/Patron: Diana<br />

is the protector <strong>and</strong> guardian <strong>of</strong> the Amazon witches;<br />

they are Her children <strong>and</strong> heirs to Her world.<br />

Source/Views <strong>of</strong> Magic: Magic comes from<br />

the powers <strong>of</strong> Creation. As the bearers <strong>of</strong> children, only<br />

women can be true receptacles <strong>of</strong> creative forces. Men<br />

can only destroy or pervert this pure <strong>and</strong> sacred power.<br />

White/Black Magic: As most other witches,<br />

this distinction is not made. Most Amazon witches in<br />

fact resent that anyone should pass outside judgment on<br />

whether the magic they do is either “black” or “white”.<br />

Magic is pure, only humans can be good or evil.<br />

Wealth: Amazon witches start with the amount<br />

<strong>of</strong> wealth allotted to any witch.<br />

Other: Amazon witches generally get along well<br />

enough with other traditions, in particular Classical <strong>and</strong><br />

Craft <strong>of</strong> the Wise. <strong>The</strong> Amazon’s views on male witches<br />

usually leads to the Amazon being seen with distrust by<br />

the other traditions. Amazon witches do not get along<br />

well with clerics <strong>of</strong> any type, even if they have the same<br />

alignment <strong>and</strong> similar world outlook. <strong>The</strong>y view priests<br />

<strong>and</strong> paladins as patriarchal tyrants. <strong>The</strong>y do not trust<br />

wizards or sorcerers.<br />

Amazon witches tend to multiclass most into<br />

ranger or even barbarians. <strong>The</strong>y are also not, as a general<br />

rule, interested in prestige classes. Hermetics tend to be<br />

a bit too urbane <strong>and</strong> male dominated <strong>and</strong> <strong>Warlocks</strong> are<br />

completely anathema to Amazons. Many Amazon<br />

witches are willing to become Witch Knights or Witch<br />

Guardians, classes they see with favor.<br />

Amazons will always burn the body <strong>of</strong> a<br />

deceased witch as a proper funeral. It is also common<br />

that the coven will burn the witch’s Book <strong>of</strong> Shadows with<br />

the body.<br />

21<br />

Chovihani<br />

<strong>Liber</strong> Mysterium: Traditions<br />

Description: <strong>The</strong> w<strong>and</strong>ering gypsies <strong>of</strong> the<br />

world have <strong>of</strong>ten been believed to be consorting with<br />

dark powers, fell magics or witchcraft. While this is<br />

untrue for nearly all gypsies there is the gypsy witch, also<br />

known as Chovihani. <strong>The</strong> Chovihani consort with both<br />

dark <strong>and</strong> light powers. <strong>The</strong>ir travels expose them to<br />

many forms <strong>of</strong> magic, belief <strong>and</strong> worship.<br />

It is possible that the witches <strong>of</strong> the Chovihani<br />

tradition are only one type <strong>of</strong> Family tradition; both<br />

traditions do share similarities. <strong>Witches</strong> tend to run in<br />

families <strong>and</strong> family is the most important part <strong>of</strong> life. But<br />

it is the differences that really set these two apart.<br />

It is believed by some that witches <strong>of</strong> the<br />

Chovihani tradition can trace their magical practices all<br />

the way back to the magi <strong>of</strong> ancient Egypt. <strong>The</strong>re is no<br />

outside confirmation <strong>of</strong> this, <strong>and</strong> the Chovihanies<br />

themselves are less than forthcoming with the<br />

information.<br />

Gypsies tend to be alo<strong>of</strong>, almost xenophobic,<br />

<strong>and</strong> the witches <strong>of</strong> their tribes are more so. A Chovihani<br />

witch is always given great respect by the other members<br />

<strong>of</strong> the tribe <strong>and</strong> normally feared by those outside <strong>of</strong> it.<br />

She may not necessarily be the leader <strong>of</strong> the tribe, but she<br />

will be among its most powerful individuals. Typically a<br />

tribe may have one high (above 10 th ) level witch <strong>and</strong> two<br />

or three lesser witches as novices. <strong>The</strong> high-level witch<br />

will almost certainly be very old, while the novices may<br />

be anywhere from youth to late adulthood. Many times<br />

the old witch may adopt an orphaned child <strong>and</strong> raise her<br />

as her own <strong>and</strong> as a witch. Because <strong>of</strong> this it has become<br />

a saying in many countries that Gypsies or witches steal<br />

small children.<br />

Chovihani witches revere Bibi, the Goddess <strong>of</strong><br />

Night. Other Gods in the Chovihani belief system are,<br />

Del, the supreme God/Goddess, Beng, the God <strong>of</strong> Evil<br />

<strong>and</strong> Alako, the God <strong>of</strong> the Moon <strong>and</strong> the son <strong>of</strong> Del.<br />

Also, the witch is likely to keep all her secrets to herself.<br />

Humans fill the ranks <strong>of</strong> this tradition almost to<br />

the exclusivity <strong>of</strong> all other races. <strong>The</strong>re are a few elves,<br />

half-elves or halflings in some extremely rare cases.<br />

Elves <strong>and</strong> halflings <strong>of</strong>ten have their own racial<br />

viewpoints on the tradition, but they are essentially the<br />

same. Dwarves <strong>and</strong> half-orcs are almost non-existent in<br />

this Tradition.<br />

Role: <strong>The</strong> witches <strong>of</strong> the Chovihani Tradition<br />

are as rare as Faerie witches. Found only with Gypsy<br />

tribes, these witches should inspire mystery <strong>and</strong> even a<br />

little fear. While they tend to be neutral in alignment,<br />

they motives are <strong>of</strong>ten their own <strong>and</strong> may not involve the<br />

best intentions <strong>of</strong> the player characters. Chovihani<br />

witches can also work well as the “misunderstood<br />

protagonist”, not evil, but perceived so by others. A<br />

player character Chovihani witch might be adventuring<br />

away from her Gypsy tribe for various reasons. A PC


<strong>Liber</strong> Mysterium: Traditions<br />

Chovihani witch might even be the <strong>of</strong>fspring <strong>of</strong> a lone<br />

Chovihani witch <strong>and</strong> now she adventures to find her<br />

mother’s (or gr<strong>and</strong>mother’s) family.<br />

Typical roles for the Chovihani witch are<br />

fortunetellers, midwives, herbalist, <strong>and</strong> sages <strong>of</strong> the tribe.<br />

If a midwife is required Chovihani witches <strong>of</strong> good<br />

alignments will almost always give aid, despite their<br />

tribe’s fear <strong>of</strong> strangers.<br />

Joining this Tradition: <strong>The</strong> only way to join<br />

the Chovihani tradition is to be born into it, the witch<br />

must be a Chovihani or have a parent, particularly a<br />

mother, who was. Plus, the vast majority <strong>of</strong> these<br />

witches tend to be female (another major difference from<br />

the Family Tradition, which tends to be split equally<br />

between the sexes). This comes from the basic belief<br />

that only females have the mind necessary to underst<strong>and</strong><br />

<strong>and</strong> practice magic.<br />

Leaving this Tradition: If the only way into<br />

this tradition is to born into it, <strong>of</strong>ten the only way out is<br />

death. Though another way out is simply stop being a<br />

Chovihani. When a Chovihani witch no longer travels,<br />

she begins to loose her<br />

powers. Occult powers are<br />

lost first, then spells. <strong>The</strong><br />

witch would have to actually<br />

“settle down” to have this<br />

occur, brief periods <strong>of</strong> rest<br />

do not count.<br />

Skills & Feats:<br />

Survival <strong>and</strong> Perform are<br />

class skills for the Chovihani<br />

witch.<br />

Required: None<br />

required.<br />

Suggested: <strong>The</strong><br />

life <strong>of</strong> the Gypsy is a hard<br />

one <strong>and</strong> many skills are<br />

needed just to survive. <strong>The</strong><br />

Chovihani witch should<br />

choose at least on skill<br />

related to outdoor survival,<br />

at least one performance skill <strong>and</strong> as many divination<br />

skills as she can. Perform (Fortune Telling) is considered<br />

to be the means in which the Chovihani witch<br />

communes with her patron.<br />

One or more knowledge skills related to the<br />

chosen skills.<br />

Occult Powers<br />

Minor: 7 th Level: Undetectable Presence. At<br />

7 th level the witch gains the ability to pass through any<br />

terrain undetected. This extends to her caravan, up to 20<br />

members plus her level. This functions as the druid spell<br />

Pass without a Trace, save that magical means will also not<br />

reveal that the witch has passed by.<br />

22<br />

Medial: 13 th Level: Visage <strong>of</strong> Another. At 13 th<br />

level the witch may disguise herself, as per the Druid<br />

power A Thous<strong>and</strong> Faces.<br />

Greater: 19 th Level: Evil Eye. Once per day,<br />

the witch can place on one subject the combined effects<br />

<strong>of</strong> the reverse <strong>of</strong> Aid (2 nd Level Cleric spell), Bestow<br />

Curse (3 rd Level Cleric spell) <strong>and</strong> Circle <strong>of</strong> Doom (5 th<br />

Level Cleric spell, target only). <strong>The</strong> total benefits are -4<br />

to attack, -4 to saves vs. Fear, -6 to any ability, 19+1d8<br />

damage to hit points. This lasts a number <strong>of</strong> hours equal<br />

to the witch’s level.<br />

Or, this curse may take the form <strong>of</strong> a -1 to any<br />

one roll (chosen by the GM) every day for the recipient’s<br />

life. A witch cannot cast this spell on herself, nor can the<br />

recipient receive any more Witch’s Curses. A Remove<br />

Curse spell will fix this as will a properly used Witch’s<br />

Blessing.<br />

Special Benefits: <strong>The</strong> Chovihani witch is<br />

usually a very well respected member <strong>of</strong> her tribe <strong>and</strong><br />

thus will have means to obtain help if necessary. <strong>The</strong><br />

GM needs to decide how<br />

well the witch is regarded by<br />

her tribe (a function <strong>of</strong><br />

Charisma <strong>and</strong> level) <strong>and</strong><br />

who might help her.<br />

Typically any Chovihani<br />

witch traveling with her<br />

tribe can at the very least<br />

call upon the aid <strong>of</strong> a male<br />

Gypsy fighter <strong>of</strong> equal level.<br />

Special<br />

Restrictions: To maintain<br />

the above benefit, the witch<br />

must stay on good terms<br />

with her tribe <strong>and</strong> be with<br />

them. A witch traveling<br />

alone does not gain this<br />

benefit. Plus, given the<br />

nature <strong>of</strong> superstition <strong>and</strong><br />

distrust that surrounds both<br />

Chovihanies <strong>and</strong> witches, the Chovihani witch is treated<br />

as if her Charisma score was lower by 2 (-2 penalty)<br />

against those who know her true nature. This is for<br />

NPCs only.<br />

Equipment: Often the witch will get a ritual<br />

tool as a gift that had belonged to a deceased family<br />

member. Additionally, the Chovihani witch will have one<br />

or more divine devices; Tarot Cards <strong>and</strong> Crystal Balls<br />

(mundane or magical) are the most common.<br />

Coven Domains: Luck, Trickery, Travel<br />

Preferred/Barred Covens: This tradition is so<br />

closely tied to its tribe <strong>and</strong> coven that it is <strong>of</strong>ten difficult<br />

to separate the three. <strong>The</strong> leaders <strong>of</strong> the coven are <strong>of</strong>ten<br />

the oldest <strong>and</strong> most powerful witches in the tribe.<br />

Generally only one coven per tribe exists with typically<br />

three to four members.


Relationship to the Goddess/Patron:<br />

Chovihani witches are very private about their religious<br />

practices. Unlike other witches who gather in covens for<br />

celebrations <strong>and</strong> sabbats, the Chovihani witch relies on<br />

her use <strong>of</strong> her divine powers <strong>and</strong> tools to commune with<br />

her patrons.<br />

Source/Views <strong>of</strong> Magic: Magic is a force <strong>of</strong><br />

the World. Only by traveling the world can one<br />

underst<strong>and</strong> magic. Wizards who stay rooted in one place<br />

become complacent <strong>and</strong> stagnant, they never learn the<br />

full nature <strong>of</strong> magic, only their own local variety.<br />

Often the witch will “dress-up” simpler magic<br />

or herbal remedies to seem more mysterious than they<br />

are. As with most witches, <strong>of</strong>ten her best defense is a<br />

strong sense <strong>of</strong> superstition in her enemies <strong>and</strong> friends<br />

alike. <strong>The</strong> Gypsy witch is likely to keep all her secrets to<br />

herself.<br />

Wealth: Chovihani witches start with the<br />

normal amount <strong>of</strong> wealth allotted to any witch. Many<br />

supplement their wealth by performing “fortune telling”<br />

for paying crowds. <strong>The</strong>se divinations may or may not be<br />

accurate, <strong>and</strong> many are based on “cold reading” (see<br />

Perform, Fortune Telling skill) <strong>of</strong> the customer.<br />

Other: Chovihani witches get along with other<br />

traditions as long as the interaction is kept to a minimum.<br />

<strong>The</strong> respect both the Craft <strong>of</strong> the Wise <strong>and</strong> the Faerie,<br />

but feel their claims <strong>of</strong> being the first witches are<br />

erroneous when the Chovihani have an oral tradition that<br />

goes back for thous<strong>and</strong>s <strong>of</strong> years as well. Chovihani<br />

witches get along very well with Lorelei witches. Both<br />

appreciate the other’s independence <strong>and</strong> worldview.<br />

Additionally, Lorelei witches are always welcome in<br />

Chovihani camps, for they love song <strong>and</strong> dance. <strong>The</strong><br />

Gnomish Ben<strong>and</strong>anti, or Good Walker, is also an oddly<br />

welcomed guest to many Chovihani witches. <strong>The</strong><br />

Chovihani witch finds a kindred <strong>and</strong> an accepting spirit<br />

in the Gnomish Ben<strong>and</strong>anti. What the Chovihani<br />

witches like best about these two groups is that neither<br />

will remain with the Chovihani tribe for very long.<br />

Chovihani tribes have their own fair share <strong>of</strong><br />

bards, fighters <strong>and</strong> rangers <strong>and</strong> the witches <strong>of</strong> the tribes<br />

seem them as an integral part <strong>of</strong> the tribe’s makeup.<br />

Thieves are also found, but in less numbers than the<br />

Chovihanies have been blamed for. Clerics, Paladins <strong>and</strong><br />

druids are rare, but for different reasons. <strong>The</strong> Chovihani<br />

witch fails to see the need for organized religion <strong>and</strong> the<br />

w<strong>and</strong>erings <strong>of</strong> the tribe <strong>of</strong>ten take them far beyond the<br />

druid-protected groves. Wizards are also somewhat rare,<br />

as Chovihani tend not to have access to formal training<br />

centers <strong>of</strong> magic or the ability to lug around extensive<br />

libraries <strong>and</strong> magical paraphernalia. Sorcerers are far<br />

more common. Chovihanies have encountered<br />

Barbarians in their travels <strong>and</strong> have learned to respect<br />

their territories or stay away. Barbarians typically react as<br />

if all Chovihanies were spellcasters.<br />

Chovihani witches will sometimes multiclass as<br />

rogues when it seems convenient for them to do so, but<br />

23<br />

<strong>Liber</strong> Mysterium: Traditions<br />

the vast majority <strong>of</strong> them avoid multiclassing. <strong>The</strong> same<br />

can be said for prestige classes. Evil Chovihani witches<br />

may opt to be <strong>Warlocks</strong>. Despite similar philosophies<br />

on the origins <strong>of</strong> their magic, Chovihani witches are<br />

never found among the ranks <strong>of</strong> the Hermetic Mages,<br />

mostly due to the Hermetic mages’ more urbane locales.<br />

Classical<br />

Description: <strong>The</strong> word Pagan, comes from the<br />

Latin paganus meaning “country dweller”. <strong>Witches</strong> <strong>of</strong> the<br />

classic traditions are people who, through birth, choice or<br />

some other means, revert to the religion <strong>of</strong> their<br />

ancestors, the “old ways”, or Pagan. <strong>The</strong>se types <strong>of</strong><br />

witches are known worldwide <strong>and</strong> may be one <strong>of</strong> the<br />

most common types <strong>of</strong> witch. This is because there is no<br />

single Classic Tradition, but many sub-traditions that<br />

have some similarities.<br />

<strong>The</strong> witches <strong>of</strong> the various sub-traditions <strong>of</strong><br />

Classical witchcraft are known by many names, <strong>and</strong> each<br />

have their own sets <strong>of</strong> rules, powers, skills <strong>and</strong> feats.<br />

Classical witches are however linked by common cause,<br />

<strong>of</strong>ten against another, more oppressive <strong>and</strong> organized<br />

religious front, by birth or upbringing, or by a desire for a<br />

simpler time <strong>and</strong> means <strong>of</strong> communion with the divine.<br />

Any race can become a member <strong>of</strong> the Classic<br />

traditions, <strong>and</strong> some races even have their own varieties.<br />

Role: Classical witches come in many different<br />

types. <strong>The</strong> key element that separates one sub-tradition<br />

from another is geography. Generally you will not find<br />

two Classical sub-traditions within the same geographical<br />

area. Some <strong>of</strong> the most common Classical sub-traditions<br />

are:<br />

• Astaru: <strong>The</strong> pagan beliefs <strong>of</strong> the Norse. Found<br />

in Norway, Sweden, Icel<strong>and</strong> <strong>and</strong> the northern<br />

tip <strong>of</strong> Denmark. 1,000 years old or more.<br />

• Ben<strong>and</strong>anti: Mostly good witches from the<br />

central <strong>and</strong> southern portions <strong>of</strong> Italy.<br />

Contrasted with the Stregheria below. Also<br />

used to describe gnome witches.<br />

• Celtic: found in Irel<strong>and</strong> <strong>and</strong> Scotl<strong>and</strong>. <strong>The</strong>se<br />

witches most resemble druids.<br />

• Greek: <strong>The</strong> ancient Greeks had many religious<br />

practices that resembled those <strong>of</strong> Witchcraft.<br />

<strong>The</strong> Priestesses <strong>of</strong> Artemis or Hesta are two<br />

examples. <strong>The</strong> Bacche, followers <strong>of</strong> the God <strong>of</strong><br />

Wine, Bacchus, are another. It is also believed<br />

the Cult <strong>of</strong> Diana (Amazons) grew from this<br />

Tradition.<br />

• Pictish: A Classic Tradition similar to the<br />

Scottish Celts, but on the western side <strong>of</strong> the<br />

country <strong>and</strong> up into Wales. Possibly an older<br />

form <strong>of</strong> the Scottish Celt Tradition.


<strong>Liber</strong> Mysterium: Traditions<br />

• Saxon: <strong>The</strong> Tradition <strong>of</strong> Engl<strong>and</strong> after the<br />

Saxon invasions. Blends many <strong>of</strong> the ideas <strong>of</strong><br />

Celtic <strong>and</strong> Astaru Tradition.<br />

• Sortilega: Diviners originally from Greece who<br />

then moved into Italy.<br />

• Stregheria: Also known as Strix, or Strega,<br />

these are witches from northern Italy. <strong>The</strong>y are<br />

sometimes identified with the vampire or<br />

Lamia.<br />

• Teutonic: <strong>Witches</strong> <strong>of</strong> ancient Germany.<br />

Similar in practice to the Astaru Tradition, but<br />

with a darker tone.<br />

<strong>The</strong>re are other sub-traditions <strong>and</strong> the GM is<br />

encouraged to define their own for use in your current<br />

game world.<br />

Joining this<br />

Tradition: Initiates<br />

usually join as children or<br />

young adults if they live in<br />

the area where the<br />

Tradition is practiced.<br />

Others may join the<br />

Tradition by leaving their<br />

old faith behind.<br />

<strong>The</strong> Classical<br />

Traditions have the most<br />

in common with Family<br />

or Craft <strong>of</strong> the Wise<br />

Traditions, but for the<br />

Classical Witch, witchcraft<br />

is seen as a way <strong>of</strong> life.<br />

Classical<br />

<strong>Witches</strong> usually meet as a<br />

part <strong>of</strong> larger gatherings<br />

during specific solar<br />

events, such as the<br />

Equinoxes <strong>and</strong> Solstices,<br />

but also during the<br />

“cross-quarter” days.<br />

<strong>The</strong>se celebrations are<br />

conceded to be highly<br />

religious holidays that all<br />

locals may attend.<br />

Leaving this Tradition: <strong>The</strong> rare Classic witch<br />

that denounces her teachings finds she is in no grave<br />

peril from nor shunned by her community. She has<br />

however lost all <strong>of</strong> her powers. To regain them usually<br />

requires an act <strong>of</strong> atonement. Once performed, the witch<br />

may continue, but any levels gained while she was a nonwitch<br />

are lost.<br />

Skills & Feats: Classical <strong>Witches</strong> have one<br />

additional Knowledge Skill as a class skill. A Classical<br />

Witch also begins with a +2 bonus to a Craft Skill or<br />

Pr<strong>of</strong>ession Skill related to a rural environment, such as<br />

Farming, Fishing, Herbalism, or Weaving.<br />

24<br />

Occult Powers:<br />

Minor: 7 th Level: Of the L<strong>and</strong>. Once per day,<br />

the Classical Witch can invoke a rite that conceals herself<br />

<strong>and</strong> 1 other person per 2 witch levels from view. This<br />

functions as per the spell Mind Obscure, but affects all<br />

humanoids.<br />

Medial: 13 th Level: Visage <strong>of</strong> Another. <strong>The</strong><br />

Classical Witch can use the Druid ability, Thous<strong>and</strong> Faces<br />

as per the spell Alter Self once per day. That is they can<br />

change their appearance <strong>and</strong> then back to their own.<br />

Greater: 19 th Level: Witch’s Blessing. <strong>The</strong><br />

witch can place on one subject (or herself) the combined<br />

effects <strong>of</strong> Aid (2 nd Level Cleric spell), Remove Curse (3 rd<br />

Level Cleric spell) <strong>and</strong> Healing Circle (5 th Level Cleric<br />

spell, target only). <strong>The</strong> total benefits are +4 to attack, +4<br />

to saves vs. Fear, +6 to any ability, 19+1d8 additional<br />

temporary hit points <strong>and</strong> heals all but 1d8 hit points. This<br />

lasts a number <strong>of</strong> hours equal to<br />

the witch’s level. <strong>The</strong> Classical<br />

Witch can use this ability once<br />

per day as a st<strong>and</strong>ard action.<br />

Special Benefits:<br />

None, other than the free skill<br />

above.<br />

Special Restrictions:<br />

Because <strong>of</strong> their simple<br />

upbringing the classical witch is<br />

<strong>of</strong>ten believed to be uncouth or<br />

even stupid. Any reaction rolls<br />

with another member <strong>of</strong> the<br />

same race suffer a -2 penalty.<br />

Equipment: None<br />

required.<br />

<strong>The</strong> ritual tool <strong>of</strong> the<br />

Classical witch is the cauldron<br />

(representing the Goddess) <strong>and</strong><br />

staff (the masculine tool <strong>of</strong> the<br />

God). If adventuring, the witch<br />

can or will use a staff that<br />

doubles as a weapon. Both the<br />

staff <strong>and</strong> cauldron may also be<br />

used for mundane purposes.<br />

Coven Domains:<br />

Any, Fertility<br />

Preferred/Barred<br />

Covens: This tradition is suited<br />

to all covens.<br />

Relationship to the Goddess/Patron: <strong>The</strong>se<br />

will very by sub-tradition. Often the God <strong>and</strong> Goddess<br />

are referred to as the “Old Ones” or the “Elder Gods”<br />

Source/Views <strong>of</strong> Magic: For the Classical<br />

witch magic is part <strong>of</strong> the natural world. It is part <strong>of</strong> the<br />

l<strong>and</strong>. Only by living near the l<strong>and</strong> can one hope to<br />

harness the power <strong>of</strong> magic. <strong>The</strong>se witches also believe<br />

in “Ley Lines” or veins <strong>and</strong> arteries <strong>of</strong> raw magical<br />

essence flowing through the l<strong>and</strong>, ocean <strong>and</strong> sky.


Wealth: Classical witches start with the normal<br />

amount <strong>of</strong> wealth allotted to a witch. But the GM may<br />

choose to round it down by a significant factor.<br />

Other: Classical witches generally get along well<br />

with most classes <strong>and</strong> other traditions, in particular<br />

Druids. Classical witches however do not get along well<br />

with clerics <strong>of</strong> any type, even if they have the same<br />

alignment <strong>and</strong> similar world outlook. <strong>The</strong>y do not trust<br />

wizards, but get along fine with sorcerers.<br />

Classical witches tend not to multi-class, but<br />

those who do <strong>of</strong>ten find it beneficial to become rangers.<br />

<strong>The</strong>y are also not, as a general rule, interested in prestige<br />

classes. Hermetics tend to be a bit too urbane <strong>and</strong> most<br />

<strong>Warlocks</strong> go against everything the Classical witch was<br />

taught. <strong>The</strong>re are always the odd witch who becomes a<br />

Witch Knight or even some other class.<br />

In any case, as with most witches, the Classical<br />

witch is a witch first <strong>and</strong> a something else second.<br />

Craft <strong>of</strong> the Wise<br />

Description: <strong>The</strong> Craft <strong>of</strong> the Wise is one <strong>of</strong><br />

the oldest, most primeval witch Traditions. <strong>The</strong> most<br />

well known members <strong>of</strong> the Craft Tradition are the<br />

stereotypical hag-witches <strong>of</strong> myth <strong>and</strong> legend, <strong>of</strong>tentimes<br />

called “crones” (but rarely, if ever, in front <strong>of</strong> one), but<br />

these aren’t by any means the only representatives <strong>of</strong> the<br />

Tradition.<br />

Members <strong>of</strong> the Craft <strong>of</strong> the Wise dedicate<br />

themselves to one aspect <strong>of</strong> the Goddess or God,<br />

becoming a mortal manifestation <strong>of</strong> their chosen aspect<br />

<strong>of</strong> their Patron. <strong>The</strong> three aspects <strong>of</strong> the Goddess are the<br />

Maiden, the Mother, <strong>and</strong> the Crone.<br />

<strong>The</strong> aspects <strong>of</strong> the God are various, <strong>and</strong> not as<br />

universally accepted as those <strong>of</strong> the Goddess. Most<br />

common are the Summer Lord <strong>and</strong> the Winter Lord;<br />

some teachings, however, see the aspects <strong>of</strong> the God as<br />

the Child (sometimes also known as the Lad), the Father,<br />

<strong>and</strong> the Elder (sometimes known as the Sage). In all<br />

instances focus on the Elder/Sage aspect <strong>of</strong> the God is<br />

extremely rare, <strong>and</strong> newer teachings merge the Summer<br />

Lord <strong>and</strong> the Child into the aspect <strong>of</strong> “the Hunter,” <strong>and</strong><br />

the Winter Lord <strong>and</strong> the Father into “the Provider”<br />

aspect.<br />

Due to the strong connection between the<br />

witch <strong>and</strong> the chosen aspect <strong>of</strong> her Patron, members <strong>of</strong><br />

the Craft always take on the physical appearance <strong>of</strong> their<br />

chosen aspect <strong>of</strong> the Goddess or God. Thus, witches<br />

focusing on the Maiden or Child (Lad, Summer Lord, or<br />

Hunter) aspects look like the healthy <strong>and</strong> strong<br />

members <strong>of</strong> their race who have just entered adulthood.<br />

Those focusing on the Mother or Father (the Winter<br />

Lord or Provider) have the appearance <strong>of</strong> a member <strong>of</strong><br />

their race just entering middle age. Finally, those who<br />

chose Crone or Elder (Sage) aspects appear physically<br />

25<br />

<strong>Liber</strong> Mysterium: Traditions<br />

old, wizened <strong>and</strong> frail, as would a venerable member <strong>of</strong><br />

their race.<br />

In game terms, any witch belonging to the Craft<br />

<strong>of</strong> the Wise has their physical appearance fixed according<br />

to the aspect <strong>of</strong> the Goddess or God he or she focuses<br />

on, despite their actual age.<br />

Table 2-1: Craft Witch Physical Appearance<br />

Aspect <strong>of</strong> the Patron Apparent Age<br />

Maiden, Lad (Child, Summer Young Adult<br />

Lord, Hunter)<br />

Mother, Father (Provider, Middle Age<br />

Winter Lord)<br />

Crone, Elder (Sage) Venerable Age<br />

Almost all Crones are human. Elven Crones <strong>of</strong><br />

the Craft <strong>of</strong> the Wise are very rare, mostly because elves<br />

have no “crones” as such, as their physical appearance<br />

<strong>and</strong> health do not change significantly with age. A few<br />

Crones are dwarven or halfling, <strong>and</strong> quite a few are<br />

gnomes.<br />

Of the savage humanoids, orcs have a<br />

significant number <strong>of</strong> Craft <strong>Witches</strong> among them.<br />

<strong>Witches</strong> <strong>of</strong> the Craft <strong>of</strong> the Wise are almost exclusively<br />

female -- only about 1 in 10 witches or fewer <strong>of</strong> this<br />

Tradition are male<br />

Craft witches typically see themselves as the<br />

first Tradition <strong>and</strong> presume that all the other Traditions<br />

are derived from them. <strong>The</strong>y see all <strong>of</strong> the Traditions as<br />

their daughters, even the Malefic Traditions. While this<br />

typically does not create friction between the Traditions,<br />

it has created a rivalry between the Craft witches <strong>and</strong> the<br />

Faerie witches. Faerie witches also believe that they were<br />

first <strong>and</strong> arose independent <strong>of</strong> the Craft witches.<br />

A Craft witch will honor a witch from another<br />

Tradition as her own sister. Goddess-worshipping Craft<br />

<strong>Witches</strong> tend to have the best relationships with the<br />

witches <strong>of</strong> the Amazon <strong>and</strong> Classical Traditions (<strong>and</strong> vice<br />

versa), as Amazons are close to the Maiden aspect <strong>of</strong> the<br />

Goddess, <strong>and</strong> Classical witches closely resemble the<br />

Mother aspect.<br />

Role: As almost everything else connected with<br />

the Craft <strong>of</strong> the Wise, their role in the world is cloaked in<br />

a veil <strong>of</strong> mystery. This tradition mostly operates in<br />

secrecy.<br />

Craft witches get along very well with almost<br />

any other tradition, <strong>and</strong> could, theoretically, be<br />

encountered in covens with members <strong>of</strong> various other<br />

traditions. Oftentimes they will serve as councilors <strong>and</strong><br />

advisors, but, in such mixed covens, will rarely be leaders<br />

themselves. Most crones are well aware <strong>of</strong> the values <strong>of</strong><br />

subtlety <strong>and</strong> patience, <strong>and</strong> prefer to be the “powers<br />

behind the throne”.<br />

Joining this Tradition: To become a member<br />

<strong>of</strong> the Craft <strong>of</strong> the Wise, a sponsor who is also a member<br />

<strong>of</strong> the Craft <strong>of</strong> the Wise must initiate the aspiring witch.<br />

Following the preparation time, which varies from coven


<strong>Liber</strong> Mysterium: Traditions<br />

to coven <strong>and</strong> from witch to witch, the initiate partakes in<br />

a ritual led by her sponsor. This ceremony may be a<br />

small <strong>and</strong> private one with just the initiate <strong>and</strong> her<br />

sponsor, or an elaborate affair with the whole coven<br />

included.<br />

If the aspect <strong>of</strong> the Patron the witch focuses on<br />

grants the witch appearance <strong>of</strong> a different stage in life,<br />

the new Craft witch will appear to age rapidly during the<br />

course <strong>of</strong> several weeks (2d4) after the ceremony until<br />

she attains the appearance <strong>of</strong> her Patron. In some cases,<br />

penalties due her age apply (reductions to Strength,<br />

Dexterity <strong>and</strong> Constitution) even while the witch seems<br />

to revert to a more youthful era. In any case, her family<br />

<strong>and</strong> friends will react adversely to this change (all<br />

charisma checks at -2).<br />

Leaving this Tradition: While it is possible to<br />

leave the Craft <strong>of</strong> the Wise, the penalties for doing so are<br />

grave. When a witch leaves this tradition, her actual age<br />

immediately catches up with her. All <strong>of</strong> the penalties due<br />

for her age would apply (reductions to Strength,<br />

Dexterity <strong>and</strong> Constitution).<br />

Skills & Feats: Craft <strong>of</strong> the Wise receive all<br />

knowledge skills as class skills.<br />

Recommended Skills:<br />

• Maiden: Perform, Heal<br />

• Mother: Heal, Pr<strong>of</strong>ession (any)<br />

• Crone: Knowledge (any), Scry<br />

• Child (Hunter, Summer Lord): Wilderness<br />

Lore, Craft (any)<br />

• Father (Provide, Winter Lord): Craft (any),<br />

Pr<strong>of</strong>ession (any)<br />

• Elder (Sage): Knowledge (any),<br />

Special Benefits: A witch belonging to the<br />

Craft <strong>of</strong> the Wise doesn’t suffer ability penalties for aging<br />

<strong>and</strong> cannot be magically aged. Any penalties she may<br />

have already suffered (if, for example, she multi-classed<br />

to witch after aging enough to receive the penalty),<br />

however, remain in place. Bonuses still accrue, <strong>and</strong> the<br />

crone still dies <strong>of</strong> old age when her time is up.<br />

Occult Powers:<br />

At 7th , 13th <strong>and</strong> 19th level a Craft witch can<br />

choose one <strong>of</strong> the occult powers from the list below.<br />

Ability Bonus: A witch can add a +2 bonus to<br />

an ability <strong>of</strong> her choice. This ability can be chosen more<br />

than once, <strong>and</strong> the bonuses are cumulative with any other<br />

increases in ability scores.<br />

Bonus Feat: A witch can choose any one feat<br />

<strong>and</strong> add it to her list, provided she meets the<br />

requirements for the feat (if any).<br />

Vigor: A witch gains bonus hit points equal to<br />

her level. <strong>The</strong>se are normal hit points (not temporary<br />

ones), treated as if they were gained by st<strong>and</strong>ard level<br />

advancement.<br />

Charm: A witch gains the spell-like ability to<br />

cast charm person spell as a sorcerer <strong>of</strong> her level. <strong>The</strong><br />

26<br />

ability is used three times per day. This ability can be<br />

chose more than once, <strong>and</strong> each time it is taken it<br />

increases the number <strong>of</strong> times it can be used by three.<br />

Witch’s Insight: <strong>The</strong> witch can choose any<br />

two spells from the following list that she may cast at will<br />

as a spell-like ability: detect chaos, detect evil, detect good, detect<br />

law, detect magic, detect poison, or read magic. This ability can<br />

be chosen more than once, but each time it is taken it<br />

must be used on a different spell. For purposes <strong>of</strong> DC<br />

<strong>and</strong> other parts <strong>of</strong> the spell affected by level, use the<br />

witch’s current level.<br />

Craft Lore: A witch gains a +4 bonus to a skill<br />

<strong>of</strong> her choice. <strong>The</strong> skill chosen must be a class skill. <strong>The</strong><br />

bonus stacks with any other applicable bonuses. This<br />

ability can be chosen more than once, but each time it is<br />

chosen, it must apply to a different skill.<br />

Special: None<br />

Special Restrictions: <strong>The</strong> members <strong>of</strong> the<br />

Craft <strong>of</strong> the Wise can be <strong>of</strong> any alignment. Maidens<br />

gravitate towards chaos <strong>and</strong> good, Mothers lean towards<br />

neutral <strong>and</strong> good, <strong>and</strong> Crones tend towards neutral, as<br />

their roles <strong>of</strong> advisors <strong>of</strong>ten requires, <strong>and</strong> a fair portion<br />

are good.<br />

Equipment: Maidens usually carry a dagger or<br />

a w<strong>and</strong>. Crones are <strong>of</strong>ten seen with a staff (or cane <strong>of</strong><br />

wood); this staff is used not only for mundane walking<br />

purposes but also as a spell focus. Some Mothers prefer<br />

daggers <strong>and</strong> w<strong>and</strong>s, while other favor staves.<br />

<strong>The</strong> Child <strong>and</strong> Hunters favor daggers <strong>and</strong><br />

sometimes dirks. Elders, like Crones, tend to carry<br />

staves.<br />

Craft witches may use a sword for ritual<br />

purposes, but not typically as a weapon in combat.<br />

Coven Domains: Knowledge, Magic, Law (See<br />

Preferred/Barred Covens)<br />

Preferred/Barred Covens: Craft witches can<br />

have Patrons <strong>of</strong> almost any aspects. In their philosophy,<br />

Craft witches believe in the Cycle <strong>of</strong> Life, <strong>and</strong> anything<br />

that can be considered a part <strong>of</strong> the Cycle is a viable<br />

option for them. Each group in the Craft usually takes<br />

Patrons appropriate to the aspect they focus on.<br />

As to domains, Maidens favor Healing Luck<br />

<strong>and</strong> Trickery domains; Mothers favor Healing,<br />

Protection, <strong>and</strong> Magic; <strong>and</strong> Crones favor Knowledge,<br />

Magic, <strong>and</strong> Death. Domains common to all aspects<br />

include Animal, Plant, Air, Earth, Fire <strong>and</strong> Water.<br />

Crones never choose Patrons dealing with<br />

undeath, which is seen as an abomination in the Cycle <strong>of</strong><br />

Life, Death <strong>and</strong> Rebirth.<br />

Relationship to the Goddess/Patron: Craft<br />

witches consider themselves to be a mortal manifestation<br />

<strong>of</strong> their Patrons aspect. <strong>The</strong>y acknowledge other aspects<br />

<strong>of</strong> both Goddess <strong>and</strong> God, but do not worship them<br />

actively.<br />

Source/Views <strong>of</strong> Magic: Members <strong>of</strong> the<br />

Craft <strong>of</strong> the Wise believe all magic comes form the Cycle<br />

<strong>of</strong> Life


On Samhain, witches <strong>of</strong> the Craft <strong>of</strong> the Wise<br />

gather to honor the New Year <strong>and</strong> the coming <strong>of</strong> winter,<br />

the conclusion <strong>of</strong> the old year’s cycle, <strong>and</strong> the beginning<br />

<strong>of</strong> a new one. <strong>The</strong>se celebrations are known as “the<br />

Dying <strong>of</strong> the Light” <strong>and</strong> they tend to be a bit somber.<br />

<strong>The</strong> ceremonies enacted vary by coven, but always<br />

include a huge feast the morning after.<br />

<strong>The</strong> feasts tend to be more light-hearted with<br />

conversation <strong>and</strong> food flowing freely. This is the one<br />

time where the witches will invite non-craft family<br />

members <strong>and</strong> other cowans (non-witches) to join them.<br />

Members <strong>of</strong> this Tradition will also invite members <strong>of</strong><br />

other Traditions.<br />

Craft witches view undead <strong>and</strong> undeath as an<br />

anathema, an abomination <strong>of</strong> the natural laws <strong>and</strong> an<br />

interruption <strong>of</strong> the cycle <strong>of</strong> life-death <strong>and</strong> rebirth. <strong>The</strong>y<br />

hold those that traffic in undead with disgust <strong>and</strong><br />

contempt.<br />

White/Black Magic: As with most other<br />

witches, this distinction is not made. But crones would<br />

typically cast what is known as “white” magic, though<br />

they make no distinctions between white <strong>and</strong> black magic<br />

themselves.<br />

Wealth: St<strong>and</strong>ard<br />

Other: Craft <strong>of</strong> the Wise devote so much <strong>of</strong><br />

their time <strong>and</strong> energy to being witches that they usually<br />

do not have the time to multiclass. Those who do will<br />

<strong>of</strong>ten choose a prestige class such as the Hermetic to<br />

further their own knowledge.<br />

Craft <strong>Witches</strong> tend to get along well with all<br />

other witches, even when their alignments are vastly<br />

different. <strong>The</strong>y respect monks <strong>and</strong> wizards for their<br />

devotions to their respective crafts, but feel that sorcerers<br />

squ<strong>and</strong>er their divine gifts.<br />

If the Craft witches hate any one class in<br />

particular it would be <strong>Warlocks</strong>. To the Craft witches, a<br />

Warlock is a perversion <strong>of</strong> everything they hold sacred<br />

<strong>and</strong> true.<br />

Eclectic Witch<br />

Description: Eclectic witches are either a new<br />

Tradition or not a Tradition at all. <strong>The</strong>y take elements<br />

from various Traditions, classes <strong>and</strong> even other religions<br />

to form their own path. <strong>The</strong> members <strong>of</strong> this Tradition<br />

are <strong>of</strong>ten looked down upon by other Traditions as being<br />

amateurs, pretenders or not even being witches. <strong>The</strong>y<br />

have even been accused <strong>of</strong> simply being kids playing at<br />

witchcraft. <strong>The</strong> Eclectics react to these accusations with<br />

the same amount <strong>of</strong> indifference that <strong>of</strong>ten pushed them<br />

away from their area’s mainstream religion <strong>and</strong> towards<br />

one another.<br />

Eclectics tend to be Solitaries, but this is not<br />

always so. In fact, it is generally dangerous to assume<br />

anything about this Tradition. <strong>The</strong>y can be like or unlike<br />

nearly every other type <strong>of</strong> witch, but yet retain the one<br />

thing that makes them the most honest <strong>of</strong> all the witch<br />

27<br />

<strong>Liber</strong> Mysterium: Traditions<br />

Traditions: they follow their own path to their Patrons.<br />

Eclectic covens tend to have a hodge-podge <strong>of</strong><br />

ideas, myths <strong>and</strong> ceremonies; <strong>The</strong>y tend to resemble a<br />

group <strong>of</strong> Solitaries that have agreed or compromised on<br />

some practices, though it is immediately obvious there is<br />

more to the coven than that. A full coven <strong>of</strong> Eclectics<br />

can be as few as three or four, or as many as twenty<br />

witches. Generally there is no recognized leader <strong>and</strong> all<br />

have a say in duties.<br />

Nearly all Eclectic witches are human. <strong>The</strong><br />

other races tend to gravitate towards one <strong>of</strong> their own<br />

racial Traditions <strong>of</strong> magic <strong>and</strong> witchcraft. Nearly all<br />

Eclectics (80-90%) are female, though why this is has not<br />

been explained, <strong>and</strong> the Eclectics themselves are not<br />

giving up any <strong>of</strong> their secrets (if they even know).<br />

In general, <strong>and</strong> usually on a one-to-one basis,<br />

the Eclectic witch gets along well enough with most<br />

other types <strong>of</strong> witches.<br />

Role: Eclectics are nearly unique in that they<br />

serve no unique role. Many members <strong>of</strong> the Craft <strong>of</strong> the<br />

Wise speculate that the Eclectics are here to serve those<br />

who feel outside <strong>of</strong> everything, even the comfort <strong>of</strong> a<br />

supportive coven.<br />

Eclectic can be found in other Tradition based<br />

covens, but most tend to be solitaries.<br />

Joining this Tradition: To become an Eclectic<br />

witch, one merely needs to start practicing <strong>and</strong> make<br />

claims to be an “Eclectic witch”. <strong>The</strong>re are no formal<br />

ceremonies, no initiations into family secrets. Usually a<br />

witch knows she is an eclectic witch when she hears the<br />

Call. Often they may have been practicing as a witch<br />

before that.<br />

<strong>The</strong> Eclectic witch will celebrate any <strong>of</strong> the<br />

other holidays <strong>and</strong> sabbats the other traditions do. Only<br />

within individual covens or as Solitaries will an Eclectic<br />

witch determine if one holiday has more importance than<br />

another.<br />

Leaving this Tradition: Of all the witch<br />

Traditions, leaving the Eclectic is the easiest. One simply<br />

has to stop considering herself an Eclectic witch. Often<br />

times an Eclectic witch will be accepted in another coven<br />

with a more formal Tradition. <strong>The</strong> Eclectic can alter her<br />

own beliefs to fit this new coven as she wishes.<br />

In other ways, this Tradition is also the hardest<br />

to leave. When one is known to be a former Eclectic<br />

witch <strong>and</strong> attempts to join a more mainstream Tradition<br />

(or even another religion), their former status may<br />

continue to haunt them. If this is the case, the former<br />

Eclectic will always be treated as having a penalty on<br />

CHA checks <strong>of</strong> -1 when dealing with her new Tradition,<br />

coven or religion. This penalty can persist for up to a<br />

year.<br />

Skills & Feats: Eclectic <strong>Witches</strong> come from<br />

such unique background, they may choose a single crossclass<br />

skill as a class skill upon creation.<br />

Occult Powers: <strong>The</strong> Eclectic witch is free to<br />

choose any Occult Power for the appropriate power level


<strong>Liber</strong> Mysterium: Traditions<br />

from another Tradition. <strong>The</strong> occult power needs to be<br />

consistent with the witch’s background.<br />

Special Benefits: None<br />

Restrictions: None.<br />

Equipment: Eclectics are fond <strong>of</strong> ritual tools<br />

<strong>and</strong> will normally have two or three different ones on<br />

them at a time. <strong>The</strong> preferred ritual tools are totally based<br />

on decisions <strong>of</strong> the player, though they are not limited to<br />

common ritual tools. Even so, the Athame tends to be<br />

the most popular.<br />

Coven Domains: Any<br />

Preferred/Barred Covens: None. Eclectics<br />

tend to be solitaries more so than other tradition.<br />

Relationship to the Goddess/Patron:<br />

Eclectics believe they have the closest relationship<br />

possible with their patrons. Whether or not this is true is<br />

unknown, but it is rare that an eclectic will go against her<br />

patron’s wishes.<br />

Source/Views <strong>of</strong> Magic: Eclectics view magic<br />

as a very personal thing. <strong>The</strong>y can do magic because they<br />

will it <strong>and</strong> because <strong>of</strong> who they are.<br />

White/Black Magic: As with most other<br />

witches, this distinction is not made. Eclectics though<br />

are most likely to use this distinction because their<br />

normal surroundings include more mundane people <strong>and</strong><br />

cowans (non witches) than witches.<br />

Wealth: St<strong>and</strong>ard<br />

Other: Any Eclectic witch is free to multiclass<br />

as she sees fit. Because <strong>of</strong> their mostly solitary nature,<br />

this class is attracted to other classes <strong>of</strong> a solitary nature<br />

such as the bard <strong>and</strong> sorcerer. A sorcerer/Eclectic is a<br />

common combination. Eclectics have little to no time or<br />

patience with clerics, monks, wizards or anyone that<br />

seems too regimented.<br />

Naturally the alignment <strong>of</strong> preference for many<br />

Eclectics is chaotic.<br />

Faerie Tradition<br />

Description: Faerie witches appear to be living<br />

in solitude, usually in a sylvan setting. In reality, they<br />

<strong>of</strong>ten live in large communities <strong>of</strong> fey, serving as an<br />

ambassador to travelers moving through the area.<br />

Faerie witches are usually very attractive<br />

women, who have a very unnatural aura about them.<br />

Sometimes they will change their appearance to that <strong>of</strong><br />

an old woman to trick passers-by. <strong>The</strong> Faerie witch’s<br />

clothing varies from witch to witch. Some <strong>of</strong> them<br />

choose to dress down, <strong>and</strong> others dress with a flair for<br />

the bizarre. <strong>The</strong>ir homes appear welcoming, but also<br />

very unnatural in the forest setting. <strong>The</strong> homes are<br />

typically well kept with splendid gardens outside.<br />

Faerie witches are usually elven or half elven,<br />

since elves are native to the same geographical locations<br />

as the Faerie tradition. Humans <strong>and</strong> gnomes can also<br />

become Faerie witches, but halflings <strong>and</strong> dwarves seldom<br />

28<br />

do since neither can be found in purely sylvan settings.<br />

<strong>The</strong>re is too much <strong>of</strong> a bias against half-orcs for them to<br />

become Faerie witches.<br />

Role: Faerie witches spend much <strong>of</strong> their time<br />

conversing with the local fey. <strong>The</strong>y take good care <strong>of</strong> the<br />

plants <strong>and</strong> animals near their home, building large<br />

gardens <strong>of</strong> flowers <strong>and</strong> vines in the surrounding area. As<br />

a witch their chief concerns are brewing helpful potions,<br />

studying the ways <strong>of</strong> nature, <strong>and</strong> using their divination<br />

magic to watch the forest area they protect.<br />

Faerie witches easily form alliances with rangers<br />

<strong>and</strong> druids living in the same area. <strong>The</strong>y will <strong>of</strong>ten<br />

inform these allies <strong>of</strong> local happenings <strong>and</strong> sometimes<br />

<strong>of</strong>fer their magical services to them.<br />

Joining this Tradition: Faerie <strong>Witches</strong> join<br />

their coven through various means. One common way is<br />

when a small child becomes lost in the wilderness, <strong>and</strong> an<br />

existing Faerie Witch finds the child. <strong>The</strong> Faerie Witch<br />

may then receive a vision from her patron to teach the<br />

Faerie Witch the traditions. Other times, a person may<br />

become divinely inspired, <strong>and</strong> attempt to seek out an<br />

existing Faerie Witch to train under.<br />

On the Vernal Equinox, Faerie witch covens<br />

gather to celebrate the beginning <strong>of</strong> Spring. <strong>The</strong>se<br />

celebrations vary by coven, but usually are extremely<br />

joyous gatherings. On the Autumnal Equinox, the Faerie<br />

witch covens are much more serious <strong>and</strong> gather to<br />

prepare for the oncoming winter.<br />

Leaving this Tradition: A Faerie Witch who<br />

ceases to revere <strong>and</strong> respect their homel<strong>and</strong>, or betray the<br />

trust <strong>of</strong> the local fey will lose their powers, until an<br />

Atonement spell is cast.<br />

Skills & Feats: Faerie <strong>Witches</strong> receive<br />

Knowledge Nature <strong>and</strong> Survival as Class Skills. Animal<br />

Empathy is a Cross Class skill, instead <strong>of</strong> restricted (Core<br />

Rulebook I, version 3.0 only).<br />

Occult Powers: At 7 th level, choose a type <strong>of</strong><br />

fey from the table below. <strong>The</strong> Faerie Witch can assume<br />

another form once per day that lasts one minute per<br />

witch level. In that form, they receive the lesser power<br />

associated. At 13 th level, they get a new fey form which<br />

they receive the lesser power, <strong>and</strong> their previous one<br />

grants both the lesser <strong>and</strong> medial power. At 19 th , their<br />

first fey form allows the Faerie witch to polymorph into<br />

the fey <strong>and</strong> receive all powers that the type <strong>of</strong> fey<br />

normally would have. <strong>The</strong>ir second form grants lesser<br />

<strong>and</strong> medial power, <strong>and</strong> they receive one new form that<br />

grants the lesser power.<br />

Typically the witch chooses a form that is<br />

complementary to her beliefs <strong>and</strong> surroundings. Male<br />

witches will almost always choose the Satyr form. Any<br />

complete form transformation from the Greater Occult<br />

Power grants all special abilities that fey race would<br />

normally have, including spell like abilities <strong>and</strong> physical<br />

stat (STR, DEX, CON) adjustments (but not INT, WIS<br />

CHA).


Butterfae<br />

Minor: 7 th Level: <strong>The</strong> witch glows slightly,<br />

shrinks one size category, <strong>and</strong> sprouts vestigial gossamer<br />

wings. <strong>The</strong> witch does gain a +4 bonus to h<strong>and</strong>le animal<br />

checks, <strong>and</strong> can use the wings to negate falling damage.<br />

Medial: 13 th Level: <strong>The</strong> witch shrinks two size<br />

categories, <strong>and</strong> can use the gossamer wings to fly at her<br />

base movement rate with Good Maneuverability.<br />

Greater: 19 th Level: <strong>The</strong> greater power <strong>of</strong> the<br />

Butterfae is not a transformation, but instead, the witch is<br />

accompanied by 2d3 adult butterfae at all times. <strong>The</strong>se<br />

butterfae do their best to protect the witch. If all<br />

butterfae are killed, no more can be regained for 1 year.<br />

A witch can also choose to absorb the damage a<br />

Butterfae receives as per the spell Shield Other.<br />

Dryad<br />

Minor: 7 th Level:<br />

<strong>The</strong> witch’s hair turns to an<br />

autumn color. In this form<br />

she can speak with plants at<br />

will.<br />

Medial: 13 th<br />

Level: <strong>The</strong> witch’s skin<br />

turns to a light green color.<br />

She can dimensional door<br />

once while in this form.<br />

Greater: 19 th<br />

Level: <strong>The</strong> witch can<br />

completely turn into a<br />

Dryad (which includes<br />

changing sex, if the witch is<br />

male). In this form, the<br />

witch is not bound to a tree<br />

as a dryad normally would<br />

be.<br />

Grig<br />

Minor: 7 th Level:<br />

<strong>The</strong> witch sprouts antennae.<br />

In this form she is granted a<br />

+6 to listen skill checks.<br />

Medial: 13 th<br />

Level: <strong>The</strong> witch decreases<br />

one size category, <strong>and</strong> gains<br />

a +6 to her reflex save<br />

(along with the +1 bonus to<br />

armor class <strong>and</strong> to hit for<br />

being smaller)<br />

Greater: 19 th Level: <strong>The</strong> witch can completely<br />

turn into a grig, <strong>and</strong> gains all special abilities a grig would<br />

normally have.<br />

Leprechaun (any subtype)<br />

Minor: 7 th Level: <strong>The</strong> witch shrinks a little bit<br />

(but does not become size small). In this form, she gains<br />

a +6 bonus to Listen Checks.<br />

29<br />

<strong>Liber</strong> Mysterium: Traditions<br />

Medial: 13th Level: <strong>The</strong> witch shrinks a whole<br />

size category. She receives a bonus to her Pick Pockets<br />

skill equal to her Faerie Witch level, <strong>and</strong> can use the skill<br />

even if she has no ranks.<br />

Greater: 19th Level: <strong>The</strong> witch can completely<br />

turn into a Leprechaun, <strong>and</strong> gains all special abilities a<br />

Leprechaun would normally have.<br />

Nixie<br />

Minor: 7 th Level: <strong>The</strong> witch develops gills just<br />

under her chin. With these, she is able to breathe under<br />

water.<br />

Medial: 13 th Level: <strong>The</strong> witch’s eyes <strong>and</strong> ears<br />

become wider <strong>and</strong> sharper. With these, she gains a +6<br />

bonus to listen <strong>and</strong> spot checks.<br />

Greater: 19 th<br />

Level: <strong>The</strong> witch can<br />

completely turn into a Nixie,<br />

<strong>and</strong> gains all special abilities a<br />

nixie would normally have.<br />

Nymph (any sub<br />

type)<br />

Minor: 7th Level:<br />

<strong>The</strong> physical appearance <strong>of</strong><br />

the witch is improved: hair is<br />

brushed, skin is smoothed<br />

over, etc. In this form the<br />

witch gains a +4 bonus to<br />

charisma based skill checks.<br />

Medial: 13th Level:<br />

<strong>The</strong> witch generally appears<br />

fit. A single time in this<br />

form, the witch can use the<br />

Nymphs Blinding Beauty<br />

ability, as it is listed in Core<br />

Rulebook III.<br />

Greater: 19th Level: <strong>The</strong> witch can<br />

completely turn into a<br />

Nymph (which includes<br />

changing sex, if the witch is<br />

male), <strong>and</strong> gains all special<br />

abilities a Nymph would<br />

normally have.<br />

Pixie<br />

Minor: 7 th Level:<br />

<strong>The</strong> witch’s hair radiates a<br />

slight hue <strong>of</strong> an odd color (blue, purple, etc.) <strong>and</strong> her ears<br />

become pointed. Once while in this form, the witch can<br />

become Invisible as per the spell.<br />

Medial: 13 th Level: In this form, the witch<br />

sprouts gossamer wings. <strong>The</strong>se do not allow the witch to<br />

fly, but she can turn Invisible at will in this form.


<strong>Liber</strong> Mysterium: Traditions<br />

Greater: 19th Level: <strong>The</strong> witch can completely<br />

turn into a Pixie, <strong>and</strong> gains all special abilities a Pixie<br />

would normally have.<br />

Satyr<br />

Minor: 7 th Level: In this form, the witch grows<br />

a set <strong>of</strong> goat horns, which can be used as an extra melee<br />

attack, dealing 1d6 bludgeoning damage. This does not<br />

count as an <strong>of</strong>f h<strong>and</strong> attack.<br />

Medial: 13 th Level: <strong>The</strong> witch’s legs bend<br />

backwards, like a goat’s. In this form, the witch adds<br />

+15 to her base speed.<br />

Greater: 19 th Level: <strong>The</strong> witch can completely<br />

turn into a Satyr (which includes changing sex, if the<br />

witch is female), <strong>and</strong> gains all special abilities a Satyr<br />

would normally have.<br />

Other Fey Races<br />

Other Fey races maybe chosen if the GM sees<br />

fit to include them. Stories <strong>and</strong> mythology are full <strong>of</strong><br />

various Fey races such as Brownies (<strong>and</strong> Bwbachods <strong>and</strong><br />

Fenoderee), Dame Vertes (Wind Nymphs) Hamadryads<br />

(Dryads <strong>of</strong> Rowan <strong>and</strong> Willow trees), Naiads, Nereids,<br />

Rusalkas, <strong>and</strong> Sirens (all Water Nymphs). Use the closest<br />

type above for these other types.<br />

Special Benefits: Faerie witches <strong>of</strong>ten have<br />

many allies in Sylvan settings. Her ability to speak with<br />

the other fey races is <strong>of</strong>ten very helpful.<br />

Special Restrictions: Faerie <strong>Witches</strong> may not<br />

be <strong>of</strong> an evil alignment. <strong>The</strong>y tend to lead toward neutral<br />

good, but no other alignment restrictions are clearly<br />

drawn.<br />

Equipment: <strong>The</strong> traditional tool <strong>of</strong> this<br />

tradition is the w<strong>and</strong>. <strong>The</strong> w<strong>and</strong> is <strong>of</strong>ten made from<br />

branch from the oldest tree in the Faerie witch’s forest.<br />

Coven Domains: Animal, Chaos, Good, Plant,<br />

Sun<br />

Preferred/Barred Covens: Faerie witches tend<br />

to be a bit xenophobic, as such most covens that a faerie<br />

witch will belong to are made up <strong>of</strong> other faerie witches.<br />

Relationship to the Goddess/Patron: <strong>The</strong><br />

Faerie witch views the goddess as nature itself. As a<br />

Faerie witch takes care <strong>of</strong> the plants <strong>and</strong> animals around<br />

them, they are paying respect to the goddess.<br />

Source/Views <strong>of</strong> Magic: Like most witches,<br />

the Faerie Witch views her magic as a manifestation <strong>of</strong><br />

the Goddess. <strong>The</strong> source <strong>of</strong> her magic is the great forest.<br />

This obviously puts them on good terms with druids,<br />

who view their magic in a similar light.<br />

White/Black Magic: As with most witches,<br />

Faerie witches do not make this distinction. In addition<br />

they tend to ignore or dismiss those that do.<br />

Wealth: Faerie <strong>Witches</strong> tend not to hoard<br />

much wealth. However, their homes are well kept, <strong>and</strong><br />

some are ornamented with works <strong>of</strong> art. <strong>The</strong> yards <strong>of</strong><br />

the Faerie witches’ homes are usually filled with lavish<br />

30<br />

gardens, which may give the appearance <strong>of</strong> wealth, but<br />

more <strong>of</strong>ten than not Faerie <strong>Witches</strong> will have little to no<br />

money in their homes.<br />

Other: Faerie <strong>Witches</strong> multi-class best with the<br />

ranger. <strong>The</strong> rogue is also a good choice for her ability to<br />

move silently through the forest <strong>and</strong> hide among its<br />

greenery. <strong>The</strong> extremely rare Witch/Druid combination<br />

is most likely to be found among faerie witches.<br />

Typically Faerie witches do not take a prestige<br />

class, they devote their time <strong>and</strong> energies to be witches,<br />

first <strong>and</strong> foremost.<br />

Family Tradition<br />

Description: <strong>The</strong> witches <strong>of</strong> the Family<br />

Traditions are among the most diverse <strong>of</strong> the witch<br />

traditions; but the thing that unites them all is a strong<br />

sense <strong>of</strong> tradition <strong>and</strong> family.<br />

<strong>The</strong> members <strong>of</strong> Family Tradition all learn their<br />

witchcraft the same way, from an older family member,<br />

usually a parent or gr<strong>and</strong>parent (who also learned it the<br />

same way). Old witch families can track their ancestors<br />

as having been witches for dozens <strong>of</strong> generations. What<br />

each Family Tradition does with their witchcraft differs<br />

from family to family.<br />

Not every family member has the potential to<br />

be a witch. Children are <strong>of</strong>ten observed for years for<br />

signs <strong>of</strong> magical potential. Often the Call is heard not<br />

only by the prospective witch, but by the teacher as well.<br />

Humans fill the ranks <strong>of</strong> this tradition, followed<br />

by elves, half-elves <strong>and</strong> halflings. Elves <strong>and</strong> halflings<br />

<strong>of</strong>ten have their own racial viewpoints on the tradition,<br />

but they are essentially the same. dwarves <strong>and</strong> Half-orcs<br />

are non-existent in this tradition.<br />

Role: Strange <strong>and</strong> mysterious families,<br />

especially those in power, <strong>of</strong>ten attract attention <strong>and</strong><br />

rumor. Some <strong>of</strong> these families are mundane, <strong>and</strong> their<br />

peculiarities are those <strong>of</strong> any other, but some others have<br />

deeper secrets. Some <strong>of</strong> these families are involved in<br />

generations old practices <strong>of</strong> witchcraft. To the members<br />

<strong>of</strong> these families there is no difference in being in the<br />

family or being a witch.<br />

Family traditions exist because at one time it<br />

was more advantageous to keep powerful witches within<br />

the bloodline, or because <strong>of</strong> the feelings <strong>of</strong> the time, it<br />

was wise to trust only your own family. Often the<br />

tradition is an oral one, or very little <strong>of</strong> it is actually<br />

written down, thus the rules, laws <strong>and</strong> even motives <strong>of</strong><br />

the tradition can change with the passing <strong>of</strong> the<br />

generations.<br />

<strong>Witches</strong> <strong>of</strong> the Family Tradition also believe<br />

that the strongest magical potential is h<strong>and</strong>ed down from<br />

one generation to the next along family lines. For them,<br />

blood is more important than the Call.<br />

Joining this Tradition: Generally the only way<br />

to join the Family Tradition is to be born into a family <strong>of</strong>


witches. Even marring into this family is no guarantee<br />

that one could become a witch. If the family is powerful<br />

then the prospective mates are usually screened years<br />

ahead <strong>of</strong> time <strong>and</strong> chosen because they have something<br />

to <strong>of</strong>fer the family. Serious prejudice <strong>and</strong> scorn is <strong>of</strong>ten<br />

laid upon the family witch that chooses to marry outside<br />

<strong>of</strong> her family dictates.<br />

Weaker or less influential families usually do not<br />

share their secrets with anyone who is not <strong>of</strong> the blood.<br />

For the Family Traditionalist the old saying “Blood is<br />

thicker than water” is the law.<br />

Leaving this Tradition: If the only way into<br />

this tradition is to born into it, <strong>of</strong>ten the only way out is<br />

death. Not that all families will kill those witches that<br />

leave (but some do), but <strong>of</strong>ten it is the witch herself that<br />

will find herself drawn back into the family.<br />

Skills & Feats: Family witches <strong>of</strong>ten have<br />

some sort <strong>of</strong> family business, which is used as a cover for<br />

the witch’s coven. As such, they receive a +4 bonus to a<br />

pr<strong>of</strong>ession skill <strong>of</strong> their choice.<br />

Occult Powers<br />

Minor: 7 th Level: Favored Enemy. At 7th<br />

level the witch gains an enemy <strong>of</strong> the family <strong>and</strong> may<br />

attack them with a +1 bonus to her attack rolls, damage<br />

rolls, relevant skill checks, <strong>and</strong> also her saving throw<br />

DC’s. <strong>The</strong> enemy is usually another family but it may be<br />

a race, monster or character class. This bonus increases<br />

to +2 at 13th level <strong>and</strong> +3 at 19th level.<br />

Medial: 13 th Level: Detect Bloodline. At 13th<br />

level, the witch is granted the ability to detect bloodlines<br />

<strong>of</strong> all types, able to track history one generation (based<br />

on the targets race) per level. Essentially, this ability<br />

allows the witch to practically smell if someone is related<br />

or not, by supernaturally detecting tiny familial features<br />

within people. This allows royalty, inherited (but not<br />

contagious) lycanthropy, <strong>and</strong> the creature’s true race to<br />

be revealed. This ability might also provide a bonus<br />

against those trying to disguise themselves (say, a half-orc<br />

posing as a human, or someone disguising themselves as<br />

Royalty). <strong>The</strong> witch must be within 10 feet <strong>of</strong> a person<br />

to detect their bloodline. <strong>The</strong> Family witch can also<br />

detect undead with this ability.<br />

<strong>The</strong> witch also gains an insight into the targets<br />

personality. For each round assessing the target’s<br />

bloodline, the Family witch can determine one <strong>of</strong> the<br />

following: One aspect <strong>of</strong> the character’s alignment (good,<br />

evil, chaotic, lawful, or neutral), hit dice, age, or<br />

personality. For each round studying the character’s<br />

personality, the Family witch gains a +1 bonus to sense<br />

motive checks against the target. <strong>The</strong> Family witch can<br />

not examine the target’s personality whose level/hit dice<br />

are greater than her Family witch level.<br />

Greater: 19 th Level: Thicker than Water. A<br />

Family witch <strong>of</strong> 19 th level or greater gains a supernatural<br />

awareness <strong>of</strong> her bloodline. She can detect the general<br />

well being <strong>of</strong> any family member she knows, no matter<br />

what the distance between her <strong>and</strong> the family member is.<br />

31<br />

<strong>Liber</strong> Mysterium: Traditions<br />

In addition, once per day, a Family witch can attempt to<br />

Gate 1d3+1 Family witches <strong>of</strong> lesser level than her family<br />

with a 35% chance <strong>of</strong> success. Roll 1d20 to determine<br />

the level <strong>of</strong> each witch gated. Gated witches stay for 10<br />

minutes per caster level or until released, then they return<br />

to where they were.<br />

Another Family witch could summon a Family<br />

witch the same way once reaching 3rd level. GM’s must<br />

carefully judge this.<br />

Table 2-2: Family Witch Summoning<br />

1d20 Level <strong>of</strong> Family Witch summoned<br />

1-5 3 rd level<br />

6-7 4 th level<br />

8 5 th level<br />

9 6 th level<br />

10 7 th level<br />

11 8 th level<br />

12 9 th level<br />

13 10 th level<br />

14 11 th level<br />

15 12 th level<br />

16 13 th level<br />

17 14 th level<br />

18 15 th level<br />

19 16 th level<br />

20 17 th level<br />

Special Benefits: Family witches have a built in<br />

support system <strong>of</strong> contacts. Often these are other, very<br />

high level witches that are usually on good terms with the<br />

witch. <strong>The</strong>y can aid in terms <strong>of</strong> research, providing<br />

minor magic items, or even money. <strong>The</strong> GM must<br />

decide the level <strong>of</strong> aid the family is willing to give.<br />

Special Restrictions: To maintain the above<br />

benefit, the witch must stay on good terms with her<br />

family. Often donating magic items or money for the<br />

younger generations as she increases in personal power.<br />

Equipment: None special. But <strong>of</strong>ten the<br />

witch will get a ritual tool as a gift that had belonged to a<br />

deceased family member.<br />

Coven Domains: Law, Chaos, Good, Evil<br />

Preferred/Barred Covens: This tradition is so<br />

closely tied to its family <strong>and</strong> coven that it is <strong>of</strong>ten<br />

difficult to separate the three from one another. <strong>The</strong><br />

leaders <strong>of</strong> the coven are <strong>of</strong>ten the oldest <strong>and</strong> most<br />

powerful witches in the family. Generally there is only<br />

one coven per family, though some large families have<br />

split into various factions.<br />

Relationship to the Goddess/Patron: <strong>The</strong><br />

Family witches pay homage to their Patron as the<br />

ultimate source <strong>of</strong> their powers, most <strong>of</strong>ten invoking the<br />

names <strong>of</strong> powerful ancestors in this respect. While all<br />

witches believe in reincarnation, some spirits select to<br />

remain on this plane to aid <strong>and</strong> guide the new<br />

generations instead <strong>of</strong> moving on to another life in the


<strong>Liber</strong> Mysterium: Traditions<br />

cycle. Familiars <strong>of</strong> these witches also reincarnate from<br />

previous Family witches.<br />

Source/Views <strong>of</strong> Magic: Magic is the Blood.<br />

Family witches believe as sorcerers do that magic is in<br />

their blood, but that is where the similarity ends. Family<br />

witches all believe that magic is part <strong>of</strong> their blood, mind<br />

<strong>and</strong> spirit. Magic is provided by the Patron <strong>and</strong> spiritual<br />

ancestors, but shaped by the blood, mind <strong>and</strong> spirit <strong>of</strong><br />

the witch.<br />

Wealth: Family witches start with the normal<br />

amount <strong>of</strong> wealth allotted to any witch. She may<br />

supplement her wealth by adventuring or through her<br />

family.<br />

Other: Family witches may be <strong>of</strong> any alignment<br />

<strong>and</strong> have any number <strong>of</strong> motivations. <strong>The</strong>y do not get<br />

along well with other covens, but generally have nothing<br />

against the other Traditions. Family witches are allowed<br />

to multiclass to any class that suits their or their family’s<br />

needs, but their primary class will always be a witch. Due<br />

to some differences in ideologies they usually do not opt<br />

for cleric or paladin classes. <strong>The</strong> Family witch cannot<br />

put another organization (such as a church or guild)<br />

above the family. Also Family witch/sorcerer<br />

combinations generally do not work, as both groups<br />

believe their blood is the root <strong>of</strong> their magic, but each<br />

manifests it differently. Families with sorcerers <strong>of</strong>ten<br />

have quite a few.<br />

Family witches <strong>of</strong>ten have some sort <strong>of</strong><br />

identifying mark, like a birthmark or an odd shaped mole<br />

that all members can recognize. This is known as a<br />

“Witch’s Mark” <strong>and</strong> is used as a test to determine if one<br />

is a potential witch. <strong>The</strong> downside to this, <strong>of</strong> course, is<br />

that many witch hunters have also identified this mark.<br />

In a family <strong>of</strong> witches it would be hard to<br />

imagine someone st<strong>and</strong>ing out as special, but <strong>of</strong>ten<br />

someone extraordinary is born. In addition to the<br />

Witch’s Mark, these witches have something else:<br />

strikingly different hair color (like a red head in a family<br />

full <strong>of</strong> brunettes), two differently colored eyes, or being<br />

the seventh son <strong>of</strong> a seventh son. <strong>The</strong>se individuals are<br />

referred to as a Taltos, <strong>and</strong> they are almost always chosen<br />

to become a witch. In some cases, they are believed to be<br />

a reincarnated family member who was also a very<br />

powerful witch. <strong>The</strong>se special witches are said to have<br />

strange gifts <strong>and</strong> much is expected from them; GMs may<br />

wish to award a bonus metamagic or witch feat to these<br />

rare individuals.<br />

Lorelei<br />

Description: <strong>The</strong> Lorelei is an artistic witch,<br />

who takes everything they do in life <strong>and</strong> expresses it in<br />

poetry <strong>and</strong> song. <strong>The</strong>y hold the philosophy that life is a<br />

song in <strong>and</strong> <strong>of</strong> itself. Graceful <strong>and</strong> talented, the Lorelei<br />

are usually the most tolerated <strong>of</strong> the witches, because<br />

32<br />

they fit in better with mundane society than other<br />

Traditions.<br />

Lorelei are fantastically charismatic. <strong>The</strong>y dress<br />

with style <strong>and</strong> flair, <strong>and</strong> can take the worst news with a<br />

smile. With a swing in their step <strong>and</strong> a glint in their eye,<br />

they live their lives with grace <strong>and</strong> happiness.<br />

Elven society is fundamentally established in<br />

word <strong>and</strong> song, <strong>and</strong> so elves take naturally to the Lorelei<br />

tradition, as do gnomes <strong>and</strong> halflings with their<br />

inclinations towards song <strong>and</strong> travel. Humans <strong>and</strong> halfelves<br />

also easily adapt to this tradition. Half-orcs seldom<br />

have the grace or personality to become part <strong>of</strong> this<br />

Tradition <strong>and</strong> dwarves are too serious to really<br />

underst<strong>and</strong> the Lorelei’s philosophy.<br />

Role: <strong>The</strong> Lorelei are travelers at heart. <strong>The</strong>y<br />

record their travels nearly entirely in song. To a Lorelei,<br />

to live is to experience, <strong>and</strong> to experience is to sing.<br />

With their chaotic tendencies, the Lorelei have<br />

trouble working with paladins <strong>and</strong> monks. <strong>The</strong>y <strong>of</strong>ten<br />

function well with bards, as traditional bardic philosophy<br />

is closely related to the Lorelei’s.<br />

Joining this Tradition: When a Lorelei<br />

receives a call, they receive a vision to meet a more<br />

experienced Lorelei. When the new Lorelei finds the<br />

more experienced one, they travel together <strong>and</strong> the<br />

experienced Lorelei teaches the young Lorelei the<br />

philosophy <strong>and</strong> magic <strong>of</strong> their song.<br />

Since many are travelers, it is extremely difficult<br />

for an entire coven to meet. Only once every couple <strong>of</strong><br />

years does an entire coven get together. <strong>The</strong>se coven<br />

meetings are filled with beautiful displays <strong>of</strong> song <strong>and</strong><br />

talent, taking place in reclusive settings where few non-<br />

Lorelei will witness.<br />

Leaving this Tradition: A Lorelei who loses a<br />

love <strong>and</strong> underst<strong>and</strong>ing <strong>of</strong> music loses all <strong>of</strong> her abilities<br />

as a Lorelei. An atonement spell is required to regain<br />

these abilities. Also, if a Lorelei ever becomes a lawful<br />

alignment, her abilities are lost until the alignment<br />

becomes non-lawful again.<br />

Skills: Lorelei receive Perform as a Class Skill<br />

Minor: 7 th Level: Bardic Music. At 7th level<br />

the Lorelei receives the Bardic Music ability. She can use<br />

this ability a number <strong>of</strong> times per day equal to 1/4 th her<br />

Lorelei level.<br />

Medial: 13 th Level: Song <strong>of</strong> Suggestion. As a<br />

special use <strong>of</strong> the Bardic Music ability, the Lorelei can<br />

make a Diplomacy or Perform check (whichever is<br />

better) with a DC equal to 10 plus the targets hit dice<br />

plus the targets wisdom modifier to plant a suggestion in<br />

a target. This is as per the spell suggestion.<br />

Greater: 19 th Level: Song <strong>of</strong> Enthrall. As a<br />

special use <strong>of</strong> the Bardic Music ability, the Lorelei can<br />

perform a song <strong>of</strong> charming. This song requires targets<br />

to make a will save equal 10 + half the Lorelei’s level +<br />

the Lorelei’s charisma modifier or be charmed as per the<br />

spell Charm Person, at a caster level equal to the Lorelei’s<br />

own caster level.


Special: Lorelei have Perform as a class skill.<br />

Special Restrictions: A Lorelei who loses her<br />

ability to hear can no longer cast spells <strong>of</strong> any sort. In<br />

addition, all spells that a Lorelei casts contain a verbal<br />

component, even if the spell doesn’t say so. <strong>The</strong> Lorelei<br />

also may not take the Silent Spell feat.<br />

<strong>The</strong> Lorelei may not be <strong>of</strong> Lawful Alignment.<br />

A Lorelei who becomes a Lawful alignment loses all <strong>of</strong><br />

her spell casting <strong>and</strong> supernatural abilities.<br />

Equipment: Lorelei generally use musical<br />

instruments as the focus for their magic rituals.<br />

Coven Domains: Chaos, Luck, Travel,<br />

Trickery<br />

Preferred/Barred Covens: Lorelei <strong>of</strong>ten<br />

belong to covens related to music. Lorelei get along well<br />

with a surprising amount <strong>of</strong> different types <strong>of</strong> witches,<br />

<strong>and</strong> can be found in many different types <strong>of</strong> covens.<br />

Relationship to the Goddess/Patron: <strong>The</strong><br />

Lorelei view the goddess as the beauty all around their<br />

lives. <strong>The</strong> typical philosophy is that existence is simply a<br />

complex song that has its changes in tempo <strong>and</strong> melody.<br />

Source/Views <strong>of</strong> Magic: To a Lorelei, the<br />

spells that they cast are manifestations <strong>of</strong> the goddess as<br />

a result <strong>of</strong> their singing. To them, magic is the<br />

manipulation <strong>of</strong> song, <strong>and</strong> song is the manipulation <strong>of</strong><br />

life <strong>and</strong> power.<br />

Wealth: St<strong>and</strong>ard<br />

Other: Since they are found more in cities than<br />

any other witch, the Lorelei multiclass with the rogue<br />

better than any other class. <strong>The</strong> Lorelei <strong>and</strong> bard are too<br />

similar to make an effective combination; any in<br />

existence were usually bards before they received the call<br />

to become witch.<br />

Lorelei typically do not take prestige classes for<br />

similar reasons. But like most witches, find the Warlock<br />

to be distasteful in the extreme.<br />

Malefic<br />

“We come into this life naked, covered in blood, <strong>and</strong><br />

screaming. Don’t pretend the rest <strong>of</strong> it is any different”.<br />

- Traditional Malefic Saying<br />

Description: While some witches may be<br />

frightening in rumor, the idea that someone would<br />

willingly submit herself to the creatures <strong>of</strong> the Abyss or<br />

Hell is a much more frightening prospect. Malefica are<br />

evil witches in league with dark things from the Lower<br />

Realms or worse places. Power <strong>and</strong> riches are the lures<br />

for these witches, which may be male or female. <strong>The</strong>ir<br />

orgiastic sabbats are <strong>of</strong>ten used as examples by priests<br />

<strong>and</strong> witch-hunters for the need to destroy all witches.<br />

Creatures such as Asmodeus, Beelzebub, Dis<br />

<strong>and</strong> Set <strong>of</strong>fer the most allure for these witches, but most<br />

33<br />

<strong>Liber</strong> Mysterium: Traditions<br />

honor dark versions <strong>of</strong> the God <strong>and</strong> Goddess. <strong>The</strong> Dark<br />

Queen is the destructive <strong>and</strong> chaotic side <strong>of</strong> the Goddess.<br />

Death is part <strong>of</strong> the circle <strong>of</strong> life (<strong>of</strong>ten called the<br />

Goddess’ “fourth” face), but Malefica delight in death,<br />

destruction <strong>and</strong> chaos. <strong>The</strong>ir Goddesses can be, but are<br />

not restricted to, Hecate, Kali, Lilith, Lovitar, etc. with<br />

the appropriate God or Consort. Sometimes, as in the<br />

case <strong>of</strong> Kali <strong>and</strong> her Consort Shiva, the consort God is<br />

good.<br />

Humans are predominant in this tradition. It<br />

has been suggested that this is due to their relatively short<br />

life span. Half-orcs are also well represented among the<br />

ranks <strong>of</strong> the Malefic witches.<br />

Sometimes a difference is made between the<br />

Lawful Evil “Diabolic witches” <strong>and</strong> the Chaotic Evil<br />

“Demonic witches” but in truth this is a classification<br />

system used only by outsiders. Malefic witches care less<br />

about terms <strong>of</strong> “Diabolic” vs. “Demonic”, especially<br />

when the covens’ Patrons are neither devils nor demons.<br />

Role: Malefica serve as the chaotic element in<br />

nature. <strong>The</strong>y try to destabilize areas, nations,<br />

relationships, etc. <strong>The</strong>y do this through the judicial use <strong>of</strong><br />

the powers at their comm<strong>and</strong>. Unlike warlocks or others<br />

diabolic spellcasters, Malefica are much more motivated<br />

by whim than the will <strong>of</strong> their patrons. While they do<br />

follow their patrons as do all witches, the Malefic witches<br />

are given freer reign. <strong>The</strong>ir purpose is to create as much<br />

chaos, disorder <strong>and</strong> evil, or at least ill-will as they can.<br />

This tradition is <strong>of</strong>ten seen as the dark side <strong>of</strong><br />

the Craft <strong>of</strong> the Wise. While many Craft witches would<br />

argue that the Malefic witches give all witches a bad<br />

name, most would agree that the universe is balanced<br />

with the Malefic witches. Many witches, even Craft<br />

witches, still do not get along with the Malefic witches.<br />

Joining this Tradition: Joining this tradition is<br />

quite easy; one joins by committing oneself to the service<br />

<strong>of</strong> a deity whose portfolio consists <strong>of</strong> death, destruction<br />

or something similar. Usually an adept Malefica decides<br />

to take an apprentice at some time <strong>and</strong> will seek out one<br />

who has heard the call from the Dark Goddess <strong>and</strong> teach<br />

them all they know.<br />

<strong>The</strong> malefic witches, contrary to popular belief,<br />

do not attempt to convert others, either by force or<br />

magic, to their fold. Like nearly all witches, the Malefic<br />

witch believes one must be worthy <strong>and</strong> hear the Call<br />

before becoming a witch. Other than this requirement,<br />

the Tradition does not make any distinctions between<br />

male or female, or <strong>of</strong> race.<br />

Leaving this Tradition: Usually the only way<br />

to leave this tradition is by death. Nonetheless, if a<br />

Malefica ever decided to recant from the dealing <strong>of</strong><br />

destruction <strong>and</strong> chaos, she would also recant from her<br />

patron. Not only would she lose all powers she has<br />

gained while a Malefica, she would also be hunted by<br />

followers <strong>of</strong> her deity.


<strong>Liber</strong> Mysterium: Traditions<br />

Skills & Feats: Malefic witches receive bluff<br />

<strong>and</strong> diplomacy as class skills.<br />

Occult Powers:<br />

Minor: 7th Level: Evil’s Touch. A Malefic<br />

witch can detect good, as per the spell, at will, as a free<br />

action. <strong>The</strong> Malefic witch can then attack the identified<br />

good victim with a +1 to hit <strong>and</strong> +1d4 added damage.<br />

This power only works on victims <strong>of</strong> good alignment that<br />

the witch identified with her detect good power previously.<br />

If the witch does not know a victim’s alignment (with<br />

respect to good vs. evil) she does not gain the bonuses to<br />

hit or damage.<br />

Medial: 13th Level: Devil’s Tongue. Once per<br />

day, by uttering a few words <strong>of</strong> Infernal, the Malefic<br />

witch can make her speech convincing. For the next<br />

hour, the Malefic Witch adds her wisdom modifier to the<br />

following skills: Bluff, Diplomacy, Disguise, Gather<br />

Information, Innuendo, Intimidate, Perform, Pick<br />

Pocket, Seduction.<br />

Greater: 19th Level: Diabolic Spell. Up to a<br />

number <strong>of</strong> times per day equal to your Intelligence<br />

Modifier, you can boost the power <strong>of</strong> your spells which<br />

target good targets. Add your Charisma Modifier to your<br />

spell’s DC.<br />

Special Benefits: Malefic witches may use<br />

poisons (as per the Assassin ability) plus these witches<br />

have no moral or ethical problems with summoning or<br />

controlling undead monsters.<br />

Special Restrictions: Can only be <strong>of</strong> any evil<br />

alignment. A large proportion <strong>of</strong> these are chaotic in<br />

alignment as well.<br />

Equipment: <strong>The</strong> Malefic witch has no special<br />

equipment, but they do make regular use <strong>of</strong> cauldrons.<br />

Coven Domains: Chaos, Death, Destruction,<br />

Evil, Law<br />

Preferred/Barred Covens: Most covens <strong>of</strong><br />

other traditions will avoid admitting members <strong>of</strong> the<br />

Malefic traditions. Also any Malefic coven will typically<br />

avoid other traditions.<br />

Relationship to the Goddess/Patron: <strong>The</strong><br />

Malefica is on very good terms with her deity as she<br />

knows it is only from her Patron that she gets her<br />

powers. If she can increase chaos in her area she will get<br />

even more power.<br />

Even a minor transgression <strong>of</strong> their laws is met<br />

with swift divine retribution. Most <strong>of</strong>ten felt is the loss<br />

<strong>of</strong> Coven Spells. <strong>The</strong> patrons have even been known to<br />

kill their own witches when it suits them. In all cases, the<br />

witch was outmatched <strong>and</strong> overpowered.<br />

Source/Views <strong>of</strong> Magic: Magic is power <strong>and</strong><br />

<strong>of</strong>ten the Dark Path is the quickest way to this power.<br />

<strong>The</strong> Malefic witch delights in perpetuating the<br />

stereotype <strong>of</strong> witches <strong>and</strong> will <strong>of</strong>ten claim to be using<br />

“black” magic.<br />

34<br />

Seven Crimes <strong>of</strong> Malefica<br />

1. Inspiring impure love<br />

2. Inspiring hate<br />

3. Causing impotence<br />

4. Causing disease<br />

5. Taking a life<br />

6. Depriving <strong>of</strong> reason<br />

7. Injuring property or animals.<br />

- From the Journal <strong>of</strong> Matthew Hopkins,<br />

Witchfinder General.<br />

Wealth: Normal for all witches. <strong>The</strong> malefic<br />

witch might have some nefarious means <strong>of</strong> obtaining<br />

more gold however.<br />

Other: <strong>The</strong> basic nature <strong>of</strong> the Malefic witch<br />

means that nearly everyone distrusts her. In this case, the<br />

class <strong>of</strong> the associates matters less than their alignment.<br />

Malefic witches are on agreeable terms with evil priests<br />

<strong>and</strong> wizards. Barbarian’s <strong>of</strong> any alignment generally<br />

distrust the malefic witch at the best <strong>of</strong> times, or actively<br />

try to kill them in the worst. Only the Paladin <strong>and</strong> the<br />

Witch Finder are steadfast in their opinions <strong>of</strong> the<br />

Malefica; they all must be stopped.<br />

<strong>The</strong> Malefica have the worst time getting along<br />

with other witches as well. Craft witches see them as a<br />

necessary evil, Faerie witches are unconcerned with them<br />

<strong>and</strong> most others would rather see all malefic witches<br />

burnt at the stake. Many other witches feel, with some<br />

measure <strong>of</strong> justification, that the Malefic witches are to<br />

blame for all <strong>of</strong> the bad things that are said <strong>and</strong> done to<br />

witches. Evil witches <strong>of</strong> any tradition (Voodoo, Tantric,<br />

Tempestarii) will join covens with Malefic witches <strong>and</strong><br />

vice versa.<br />

A Malefica would take the Warlock Prestige<br />

Class if so comm<strong>and</strong>ed to by her Patron. Malefic witches<br />

still see most <strong>Warlocks</strong> as traitors to the patrons. Some<br />

Hermetic Lodges have accepted Malefic witches in the<br />

past, but that is a very rare thing indeed.<br />

GM’s Note: Malefica are always evil <strong>and</strong> should not be<br />

encouraged as player characters. This game should be<br />

about heroic fantasy. Malefica make great NPCs to<br />

challenge player characters. <strong>The</strong>y should be played as the<br />

typical “wicked witch” from fairytales or stories.<br />

Tantric<br />

Description: Tantric witches are those who<br />

study the tantric arts <strong>and</strong> the powers <strong>of</strong> their own bodies.<br />

<strong>The</strong>y are <strong>of</strong>ten misconceived as whores <strong>and</strong> prostitutes,<br />

<strong>and</strong> while the Tantric witch does focus more <strong>of</strong> her


efforts <strong>of</strong> study into sex magic, they seek to perfect their<br />

own body <strong>and</strong> spirit, not merely the sexual aspects <strong>of</strong> it.<br />

Tantric witches are always very fit <strong>and</strong> usually<br />

very attractive. <strong>The</strong>y spend much time exercising <strong>and</strong><br />

performing their bizarre stretches as part <strong>of</strong> their<br />

meditation rituals. Most <strong>of</strong> the average Tantric witch’s<br />

time is usually spent in solitude, studying new ways to<br />

hone their body <strong>and</strong> mind. <strong>The</strong>y also underst<strong>and</strong> how to<br />

exert their own built up sexual energies in means other<br />

than sexual activities.<br />

Humans fill the majority <strong>of</strong> this tradition,<br />

followed by half-elves, elves <strong>and</strong> halflings. Elves <strong>and</strong><br />

halflings <strong>of</strong>ten have their own racial viewpoints on the<br />

tradition, but they are essentially the same. dwarves <strong>and</strong><br />

Half-orcs are nearly non-existent in this tradition. Halfelves<br />

will join this tradition especially if her parents were<br />

joined in love, thus testifying that love <strong>and</strong> intimate acts<br />

are stronger than any racial biases.<br />

<strong>The</strong> Tantric witch clothing is usually loose <strong>and</strong><br />

somewhat revealing, as <strong>of</strong>ten they are proud <strong>of</strong> their<br />

bodies physical tone. <strong>The</strong>re are some Tantric witches<br />

who also have no qualms about using their alluring<br />

nature to get what they want, but they should not<br />

represent the average Tantric witch.<br />

Role: Though Tantric knowledge <strong>of</strong> the body<br />

includes much about sexual pleasure, this is not<br />

necessarily the focus <strong>of</strong> the art <strong>of</strong> Tantra, merely a single<br />

aspect <strong>of</strong> it. Yet to society, a Tantric witch is at best a<br />

35<br />

<strong>Liber</strong> Mysterium: Traditions<br />

guidance counselor for those seeking knowledge on<br />

heightening sexual performance, <strong>and</strong> at worst filthy<br />

whores with no sense <strong>of</strong> moral values.<br />

Tantra is not always seen as a bad thing in<br />

society; the Priestess <strong>of</strong> Innana were a very important<br />

part <strong>of</strong> ancient Sumerian society <strong>and</strong> these practices were<br />

similar to tantric ones. A Tantric witch is important to<br />

fertility rites <strong>and</strong> in particular the coming <strong>of</strong> spring. She is<br />

also a superior healer, given the underst<strong>and</strong>ing she has <strong>of</strong><br />

the human body <strong>and</strong> the way it works.<br />

She is either at the receiving end <strong>of</strong> public<br />

outcry over their lack <strong>of</strong> traditional morals (more than<br />

one Tantric witch has been exiled from a local township)<br />

or she is a respected member <strong>of</strong> the community <strong>and</strong> seen<br />

as a necessary part <strong>of</strong> the flow <strong>of</strong> life.<br />

Joining this Tradition: <strong>The</strong> Call to become a<br />

Tantric witch seems to come at r<strong>and</strong>om. Often, before<br />

becoming a witch, they will have a strong curiosity for<br />

that which is considered taboo. Sometimes, they will be<br />

seeking dangerous knowledge (sometimes related to the<br />

Tantric witch’s field <strong>of</strong> study) <strong>and</strong> be caught <strong>and</strong> exiled,<br />

whereupon they will finally hear the call.<br />

Tantric witches are involved less with duties <strong>of</strong><br />

tradition <strong>and</strong> covens than other witches, but they still<br />

have ceremonies that they perform. Most notable is the<br />

blessing <strong>of</strong> the crops at the Spring Equinox. Typical<br />

rituals include the pouring <strong>of</strong> sacred waters onto a virgin<br />

field before planting. Tantric witch also celebrate Beltane<br />

to similarly insure the fertility <strong>of</strong> the people. Children<br />

conceived at this time are considered to be blessed by the<br />

Goddess. If the father is unknown, not an uncommon<br />

occurrence during Beltane, then they are also said to be<br />

Children <strong>of</strong> the God <strong>and</strong> are doubly blessed.<br />

Leaving this Tradition: A Tantric witch who<br />

renounces herself as a witch loses all spells <strong>and</strong><br />

supernatural abilities. An ex-tantric witch will also<br />

discover that she will have a hard time fitting back into<br />

regular society. Tantric witches seek no retort to those<br />

who give up their art, but they will probably never allow<br />

them to return to their studies<br />

Skills & Feats: Tantric witches receive<br />

perform, bluff, <strong>and</strong> diplomacy as class skills. Also,<br />

Tantric witches are typically the only witches that utilize<br />

the Celibate Casting feat.<br />

Occult Powers<br />

Minor: 7th Level: Chakra Healing. At 7th<br />

level, the Tantric witch’s body <strong>and</strong> spirit begin to become<br />

one. As such, they can heal via touch as a paladin’s laying<br />

on h<strong>and</strong>s ability, except this healing is not the result <strong>of</strong><br />

positive energy but personal spiritual energies. <strong>The</strong><br />

Tantric witch can heal a total number <strong>of</strong> hit-points equal<br />

to her own charisma modifier times her Tantric witch<br />

level per day. <strong>The</strong>se points may be used all at once or<br />

through out the course <strong>of</strong> the day.<br />

Medial: 13th Level: Strength <strong>of</strong> Soul. At 13th<br />

level, they add half <strong>of</strong> their constitution modifier (if<br />

positive) to charisma checks <strong>and</strong> vice versa. This bonus


<strong>Liber</strong> Mysterium: Traditions<br />

is not applied to hit points or saving throws, but it can be<br />

used to effect the tantra’s healing ability.<br />

Greater: 19th Level: As One. At 19th level, the<br />

Tantric Witch achieves perfect connection <strong>of</strong> the body<br />

<strong>and</strong> spirit, <strong>and</strong> can add her constitution modifier to the<br />

saving throws <strong>of</strong> their spells <strong>and</strong> her charisma modifier to<br />

their total hit points <strong>and</strong> all saving throws.<br />

Special Benefits: Tantric witches gain the<br />

benefit <strong>of</strong> the protection <strong>of</strong> their covens. Houses that<br />

support the tantric witch will <strong>of</strong>ten also have hired guards<br />

or even a Witch Guardian to protect them.<br />

A tantric witch can use her Create Talisman feat<br />

to make a talisman that can heal a number <strong>of</strong> hit-points<br />

per use equal to her own charisma. Once all <strong>of</strong> the<br />

talisman’s hit-points have been used, then it becomes<br />

inert. <strong>The</strong> healing from these tantric charms (as they are<br />

called) is said to be a very pleasurable experience.<br />

Special Restrictions: Tantric witchcraft<br />

requires a high level <strong>of</strong> devotion, but it is a solitary<br />

practice. Thus most tantric witches will be chaotic in<br />

alignment.<br />

Equipment: <strong>The</strong> Tantric witch must spend a<br />

quite a bit <strong>of</strong> her income on the acquisition <strong>and</strong> upkeep<br />

<strong>of</strong> her tantric ritual items. This includes her wardrobe<br />

<strong>and</strong> any furnishings. This must account for 25% or more<br />

<strong>of</strong> her income, possibly as high as 60%.<br />

Coven Domains: Chaos, Evil, Good Law,<br />

Tantric<br />

Preferred/Barred Covens: Covens <strong>of</strong> fertility<br />

Goddesses are most likely to have tantric witches. Also<br />

Patrons <strong>of</strong> physical pleasures are also likely to support<br />

tantric witches.<br />

Despite stereotypes, most malefic, diabolic or<br />

demonic covens do not have orgies full <strong>of</strong> tantric<br />

witches. Since the art <strong>of</strong> tantra is the art <strong>of</strong> life, most if<br />

not all tantra find the actions <strong>of</strong> evil outsiders to be an<br />

anathema. Similarly tantra is the polar opposite <strong>of</strong> dark<br />

necromancy.<br />

Relationship to the Goddess/Patron:. <strong>The</strong><br />

Tantric witch views the Goddess as the pure<br />

embodiment <strong>of</strong> the body <strong>and</strong> spirit. Her own physical<br />

being; honing her body through stretches, exercises, <strong>and</strong><br />

sexual activities (or lack there<strong>of</strong>) is the Tantric witch’s<br />

own way <strong>of</strong> worship. Real world examples <strong>of</strong> a Tantric<br />

witch’s Goddess include Bast, Aphrodite/Venus, Kali,<br />

<strong>and</strong> Ishtar/Innana<br />

Classical Tantric witches follow the Indian<br />

patrons Shiva, the creation god, <strong>and</strong> Lakshmi, a form <strong>of</strong><br />

the Goddess Kali who focuses on creation.<br />

Source/Views <strong>of</strong> Magic: A tantric witch<br />

draws her powers from her own body <strong>and</strong> soul, which is<br />

a blessing from the Tantric Witch’s goddess in<br />

appreciation for her worship<br />

Wealth: St<strong>and</strong>ard for all witches<br />

Other: Tantric witches get along well with<br />

other covens <strong>and</strong> Traditions; at least from their own<br />

point <strong>of</strong> view. Some Traditions consider the Tantra to<br />

36<br />

be no better than a harlot or a whore, but most<br />

underst<strong>and</strong> that the Tantric tradition is but another<br />

means <strong>of</strong> communion with the divine.<br />

Not all agree with these sentiments; priests <strong>and</strong><br />

paladins <strong>of</strong>ten despise Tantric witches as much as Malefic<br />

witches. Despite alignments, many non-witches see<br />

Tantric witches as evil because <strong>of</strong> their practices, <strong>and</strong><br />

wizards tend to find their magic vulgar. Rogues, bards<br />

<strong>and</strong> sorcerers underst<strong>and</strong> the Tantra the best.<br />

Since the Tantric witch is most <strong>of</strong>ten found in<br />

urban or at least in settled areas, they have little<br />

interaction with druids, rangers <strong>and</strong> barbarians.<br />

Tantric witches generally do not enter into<br />

prestige classes. <strong>The</strong> perceived stigma <strong>of</strong> their Tradition<br />

is very difficult to shake <strong>of</strong>f. Most Hermetic Orders look<br />

down on the Tantra the same way wizards do. <strong>The</strong><br />

notable exception is the Hermetic Orders <strong>of</strong> the Golden<br />

Dawn, which have incorporated some <strong>of</strong> the Tantric<br />

philosophy into their own.<br />

Tempestarii<br />

Description: Tempestarii are witches who have<br />

dedicated themselves to the study <strong>and</strong> philosophy <strong>of</strong> the<br />

elements <strong>and</strong> elemental magic. Typically, there are 4<br />

different types <strong>of</strong> Tempestarii; one for each <strong>of</strong> those who<br />

follow earth, fire, air, <strong>and</strong> water. <strong>The</strong> Tempestarii’s<br />

personality <strong>and</strong> function tend to vary between elements.<br />

Also, racial preference varies between elements.<br />

Humans have an equal likelihood to follow any element.<br />

Dwarves <strong>and</strong> gnomes are most likely to follow the earth<br />

path. Halflings <strong>and</strong> half-orcs <strong>of</strong>ten follow the path <strong>of</strong><br />

fire. Elves <strong>and</strong> Half elves tend to follow the air <strong>and</strong><br />

water paths.<br />

Role: Tempestarii study both the philosophy<br />

<strong>and</strong> science <strong>of</strong> their chosen element. Because <strong>of</strong> this,<br />

there tend to be four different philosophies among the<br />

Tempestarii.<br />

Those following the earth path tend to be<br />

serious <strong>and</strong> stern, <strong>and</strong> <strong>of</strong>ten seem cold. <strong>The</strong>y will defend<br />

the earth harshly, without cracking a smile. <strong>The</strong><br />

Tempestarii following the path <strong>of</strong> fire are more chaotic,<br />

if not crueler, than their earth partners. <strong>The</strong> Tempestarii<br />

<strong>of</strong> the Air have a sense <strong>of</strong> curiosity <strong>and</strong> whimsy. <strong>The</strong><br />

followers <strong>of</strong> Water are patient <strong>and</strong> calm, but can be<br />

roused to deadly action when they desire to.<br />

<strong>The</strong> Tempestarii study the elements because<br />

they believe that with a greater underst<strong>and</strong>ing <strong>of</strong> the<br />

elements <strong>of</strong> nature, the greater the knowledge <strong>of</strong> their<br />

self <strong>and</strong> the world around them will be.<br />

Tempestarii live far away from civilization.<br />

<strong>The</strong>ir homes are at the bases <strong>of</strong> mountains, where a lake<br />

or river connects to the mountainside, or at another place<br />

where all four elements connect.<br />

Joining this Tradition: <strong>The</strong>re are generally<br />

two different types <strong>of</strong> covens for the Tempestarii. <strong>The</strong><br />

first type <strong>of</strong> coven is element specific; that is, they follow


only one type <strong>of</strong> element, usually serving a patron <strong>of</strong> their<br />

element or an aspect <strong>of</strong> their element (example: a<br />

goddess <strong>of</strong> flying will be followed by Air Tempestarii).<br />

<strong>The</strong> other type <strong>of</strong> coven has one witch for each element,<br />

usually following a general Goddess <strong>of</strong> the elements or<br />

nature in general.<br />

Tempestarii are more solitary than many other<br />

witches, generally keeping to themselves <strong>and</strong> not<br />

associating with the other covens. Sometimes they will<br />

consult or be consulted by wizards who also study the<br />

elements.<br />

Leaving this<br />

Tradition: Any Tempestarii<br />

who no longer holds concern<br />

for their chosen element loses<br />

all spells <strong>and</strong> supernatural<br />

abilities. To return, the<br />

Tempestarii is usually required<br />

to perform an act <strong>of</strong> faith,<br />

usually related to the chosen<br />

element. An Air Tempestarii<br />

may have to jump from a cliff,<br />

a Fire Tempestarii may have to<br />

walk on burning coals. <strong>The</strong>se<br />

small tests <strong>of</strong> faith are usually<br />

left to the GM.<br />

Skills & Feats:<br />

Tempestarii receive<br />

Knowledge: <strong>The</strong> Planes as a class skill.<br />

Occult Powers<br />

Minor: 7 th Level: Elemental Aura. At 7th<br />

level, the Tempestarii can immediately identify creatures<br />

<strong>of</strong> her chosen elemental subtype, <strong>and</strong> creatures opposed<br />

to her element within 30 feet suffer -2 to their attack<br />

rolls, initiative, saving throws, <strong>and</strong> skill checks.<br />

Medial: 13 th Level: Spirit <strong>of</strong> Gaea. At 13th<br />

level the Tempestarii becomes connected with her<br />

chosen element, increasing her defensive capabilities.<br />

Earth Tempestarii gain a +4 bonus to their Fortitude<br />

Save. Air Tempestarii gain a +4 bonus to their Reflex<br />

save. Water Tempestarii gain a +4 bonus to their Will<br />

save. Fire Tempestarii gain a +2 bonus to their Fortitude<br />

<strong>and</strong> Reflex Saves each.<br />

Greater: 19 th Level: Elemental Protection.<br />

At 19th level the Tempestarii’s defenses build up, <strong>and</strong><br />

they gain resistance to certain types <strong>of</strong> attacks. Fire<br />

Tempestarii gain damage resistance 30 against fire <strong>and</strong><br />

heat attacks. Water Tempestarii gain damage resistance<br />

20 against frost attacks, <strong>and</strong> also can breathe underwater<br />

normally. Earth Tempestarii gain damage resistance 30<br />

against electric attacks. Air Tempestarii gain damage<br />

resistance 10 against all energy based attacks (acid,<br />

electricity, fire, frost, sonic).<br />

Special Benefits: A Tempestarii casts all spells<br />

<strong>of</strong> their chosen element as if they were one level higher.<br />

Special Restrictions: A Tempestarii is<br />

especially vulnerable to their opposing element (Air vs.<br />

37<br />

<strong>Liber</strong> Mysterium: Traditions<br />

Earth, Fire vs. Water). All saves made against spells <strong>and</strong><br />

magic connected with their opposing element are made<br />

with a -2 penalty.<br />

Equipment: <strong>The</strong> Tempestarri will use a ritual<br />

tool that is associated with their element. For the use <strong>of</strong><br />

spell focuses, the witch will opt for smaller versions <strong>of</strong><br />

large items.<br />

Coven Domains: Air, Earth, Fire, Water<br />

Preferred/Barred Covens: Aside from<br />

elemental covens, Tempestarii can fit it with many<br />

different covens, especially ones<br />

relating to magic. Solitary<br />

witches also become Tempestarii<br />

with some frequency.<br />

Relationship to the<br />

Goddess/Patron: Studying the<br />

elements <strong>and</strong> gaining an<br />

underst<strong>and</strong>ing <strong>of</strong> the world<br />

around them is pleasing to the<br />

goddess.<br />

Source/Views <strong>of</strong><br />

Magic: For many Tempestarii,<br />

magic is seen as nothing out <strong>of</strong><br />

the ordinary, it is only natural.<br />

<strong>The</strong> elements are encompassed<br />

in everything, magic is the<br />

manipulation <strong>of</strong> the elements,<br />

<strong>and</strong> hence it is viewed that their<br />

magic is not necessarily special at all. This casual view <strong>of</strong><br />

magic can put the Tempestarii at a disadvantage, with<br />

the most serious <strong>of</strong> wizards.<br />

Wealth: Tempestarii start with the normal<br />

amount <strong>of</strong> wealth allotted to a witch.<br />

Other: As mentioned above, Tempestarii are<br />

<strong>of</strong>ten at odds with wizards about the nature <strong>of</strong> magic, but<br />

this very same attitude usually puts them on good terms<br />

with sorcerers <strong>and</strong> druids. Other classes find the<br />

Tempestarii only slightly more tolerable than any other<br />

witch.<br />

Tempestarii find welcome in the lodges <strong>of</strong><br />

Hermetic Mages; despite that class’ arcane training, they<br />

find the Tempestarii view on the elements <strong>and</strong> magic to<br />

be fascinating. Fire Tempestarii also find their way into<br />

Warlock cults more <strong>of</strong>ten than other Tempestarii, <strong>and</strong><br />

water Tempestarii are welcomed as “Sea <strong>Witches</strong>”.<br />

GM’s Note: <strong>The</strong> Fifth Element<br />

Ǽther, Essence, Asaka, the Void. Regardless <strong>of</strong> what it<br />

is called many sages speculate a fifth classical element.<br />

<strong>The</strong> Pythagoreans speculated it was space or time <strong>and</strong><br />

used the dodecahedron (a d12) to symbolize it. Many<br />

witches <strong>and</strong> hermetic wizards believe that the fifth<br />

element is magic, pure <strong>and</strong> untainted. <strong>The</strong> twelve sides<br />

each represent the symbols <strong>of</strong> the zodiac.


<strong>Liber</strong> Mysterium: Traditions<br />

Table 2-3: Elemental Correspondences<br />

AIR FIRE WATER EARTH<br />

Direction East South West North<br />

Rules <strong>The</strong> mind, all mental, Energy, spirit, heat, Emotions, feelings, <strong>The</strong> body, growth,<br />

intuitive <strong>and</strong> psychic flame, blood, sap, life, love, courage, daring, nature, sustenance,<br />

work, knowledge, will, healing <strong>and</strong> sorrow, the ocean, the material gain, money,<br />

abstract learning, destroying,<br />

tides, lakes, pools, creativity, birth, death,<br />

theory, windswept purification, bonfires, streams, <strong>and</strong> rivers, silence, chasms, caves,<br />

hills, plains, windy hearth fires, c<strong>and</strong>le springs <strong>and</strong> wells, caverns, groves, fields,<br />

beaches, high flames, sun, deserts, intuition, the rocks, st<strong>and</strong>ing stones,<br />

mountain peaks, high volcanoes, eruptions, unconscious mind, the mountains, crystal,<br />

towers, wind <strong>and</strong> explosions<br />

womb, generation, jewels, metal<br />

breath<br />

fertility<br />

Time Dawn Noon Twilight Midnight<br />

Season Spring Summer Autumn Winter<br />

Colors White, bright yellow, Red, gold, crimson, Blue, blue-green, Black, brown, green,<br />

crimson, blue-white orange, white (the green, gray, indigo, white<br />

sun’s noon<br />

black<br />

Zodiac Gemini, Libra, Aries, Leo, Sagittarius Cancer, Scorpio, Taurus, Virgo,<br />

Aquarius<br />

Pisces<br />

Capricorn<br />

Tools Athame, sword,<br />

censer<br />

Brazier, censer, w<strong>and</strong> Cup, Cauldron Pentacle, stone<br />

Spirits Sylphs, ruled by King Salam<strong>and</strong>ers, ruled by Undines, ruled by Pechs, ruled by King<br />

Paralda<br />

King Djinn<br />

King Niksa<br />

Ghob<br />

Wind Eurus Notus Zephyrus Boreas, Ophion<br />

Sense Smell Sight Taste Touch<br />

Jewel Topaz Fire Opal Aquamarine Rock crystal, salt<br />

Incense Galbanum Olibanum Myrrh Storax<br />

Plants Frankincense, myrrh, Garlic, hibiscus, Ferns, lotus, mosses, Comfrey, ivy, grains<br />

pansy, primrose, mustard, nettle, onion, rushes, seaweed, water (barley, oats, corn,<br />

vervain, violet, yarrow red<br />

lilies, <strong>and</strong> all water<br />

plants<br />

rice, rye, wheat)<br />

Tree Aspen Almond, in flower Willow Oak<br />

Animals Birds Fire-breathing Dragons (as serpents), Cow or bull, bison,<br />

dragons, lions, horses dolphins <strong>and</strong> stag, earth-welling<br />

(when their hooves porpoises, fish, seals snakes<br />

strike sparks) <strong>and</strong> sea mammals,<br />

water-dwelling snakes,<br />

all water creatures <strong>and</strong><br />

sea birds<br />

Goddesses Aradia, Arianrhod, Brigit, Hestia, Pele, Aphrodite, Isis, Ceres, Demeter, Gaea,<br />

Cardea, Nuit, Urania Vesta<br />

Mariamne, Mari, Mah, Nephthys,<br />

Tiamat<br />

Persephone, Prithivi,<br />

Rhea, Rhiannon<br />

Gods Enlil, Khephera, Agni, Hephaestus, Dylan, Ea, Llyr, Adonis, Athos,<br />

Mercury, Shu, Thoth Horus, Vulcan Manannan, Osiris, Arawn, Cernunnos,<br />

Neptune/Poseidon Dionysus, Marduk,<br />

Pan, Tammuz<br />

Platonic Solid Octahedron (d8) Tetrahedron (d4) Icosahedron (d20) Hexahedron (d6)<br />

38


Venefica<br />

Description: Venefica are witches who<br />

specialize in the creation <strong>of</strong> philters <strong>and</strong> potions. While<br />

all witches have some alchemic skills, Venefica perfect<br />

them. <strong>The</strong> Venefica are second only to a true alchemist in<br />

this art. Venefica vary from one locale to the next; the<br />

urbane alchemist, the traveling herbal “doctor”, or even<br />

the rural “medicine man” or “witch-wiggler” are all roles<br />

for the Venefica.<br />

Humans <strong>and</strong> gnomes swell the ranks <strong>of</strong> the<br />

Venefica Tradition, followed by elves, half-elves <strong>and</strong><br />

halflings. Elves <strong>and</strong> halflings <strong>of</strong>ten have their own racial<br />

viewpoints on the Tradition, but these are essentially the<br />

same as what is given here (halfling Venefica are referred<br />

to in their communities as “Herb Women.”). Dwarves<br />

<strong>and</strong> half-orcs are extremely rare to non-existent in this<br />

Tradition.<br />

Role: It<br />

would be a great<br />

injustice to say the<br />

Venefica lives to create<br />

potions. Venefica live<br />

to underst<strong>and</strong> magic,<br />

<strong>and</strong> they believe this<br />

underst<strong>and</strong>ing can be<br />

obtained via the<br />

underst<strong>and</strong>ing <strong>of</strong><br />

alchemy<br />

<strong>The</strong> Venefica<br />

believes creating<br />

potions aids her<br />

knowledge <strong>of</strong> magic.<br />

<strong>The</strong> Venefica may work<br />

as a researcher, much like an alchemist, or they may<br />

choose to sell their creations to those in need or who can<br />

afford them.<br />

<strong>The</strong> Venefica must live somewhere she can<br />

have access to equipment <strong>and</strong> ingredients. Common<br />

locales are large cities, farms, swamps or near graveyards<br />

(for mosses <strong>and</strong> grave dirt, Venefica very rarely have<br />

anything to do with the dead or necromancy).<br />

Among the witch traditions, Venefica have the<br />

least strict alignment restrictions. Venefica may be <strong>of</strong> any<br />

alignment. Good Venefica <strong>of</strong>ten use their creations for<br />

the betterment <strong>of</strong> others, while evil ones are sometimes<br />

referred to as “prisoners.” Venefica with chaotic <strong>and</strong> evil<br />

tendencies will <strong>of</strong>ten come to towns or villages <strong>and</strong> h<strong>and</strong><br />

out potions <strong>of</strong> love, hate <strong>and</strong> confusion for free just to<br />

watch the ensuing chaos.<br />

Joining this Tradition: Initiates usually join as<br />

apprentices to old Venefica; during this time the teacher<br />

determines if the child has the potential to become a<br />

good alchemist or not. Those students who do well in<br />

alchemical training <strong>of</strong>ten proceed for a while, unaware <strong>of</strong><br />

the differences between a mundane alchemist <strong>and</strong> a<br />

39<br />

<strong>Liber</strong> Mysterium: Traditions<br />

Venefica witch. If the apprentice hears the Call or if his<br />

or her teacher feels they are ready then learning becomes<br />

oriented to the ways <strong>and</strong> beliefs <strong>of</strong> the witch. Strong<br />

potential c<strong>and</strong>idates who do not hear the Call, or do not<br />

wish to become a witch progress in their knowledge,<br />

usually with another teacher, to become alchemists or<br />

wizards.<br />

Venefica have stronger ties with their own<br />

covens than to the Tradition. <strong>The</strong>y follow their own<br />

coven’s holy days <strong>and</strong> religious beliefs.<br />

Venefica meet in great conventions to discuss<br />

alchemical theory with other Venefica, alchemists,<br />

wizards <strong>and</strong> artificers (wizards who specialize in the<br />

creation <strong>of</strong> magic items). While these are <strong>of</strong>ten full <strong>of</strong><br />

heated discussions, all sides admit to learning something<br />

from the others, even if it is just confirmation they are<br />

doing it correctly <strong>and</strong> others are still wrong!<br />

Leaving this Tradition: Any witch that<br />

ab<strong>and</strong>ons the teachings <strong>of</strong> this<br />

tradition obviously loses the<br />

ability to create potions, powders<br />

or any other alchemical product.<br />

<strong>The</strong> means <strong>of</strong> this knowledge is<br />

very integrated with the practice<br />

<strong>of</strong> these witches. So despite what<br />

skills or feats the witch might<br />

have, she must retake them in<br />

order to continue to perform<br />

alchemy.<br />

To return the witch may<br />

have to spend several days or<br />

even weeks in study <strong>and</strong><br />

contemplation. <strong>The</strong>y will receive<br />

a sign from the Patrons when<br />

they are allowed to return.<br />

Skills & Feats: Venefica receive Knowledge:<br />

Nature as a class skill. <strong>The</strong>y also begin play with the feat<br />

Brew Potions, instead <strong>of</strong> the Craft Magical Talisman’s<br />

feat.<br />

Occult Powers<br />

Minor: 7 th Level: Poison Resistance. At 7 th<br />

level the venefica gains a +4 bonus vs. the effects <strong>of</strong> all<br />

poisons.<br />

Medial: 13 th Level: Poison Immunity. At 13 th<br />

level, the venefica is completely immune to all types <strong>of</strong><br />

poisons.<br />

Greater: 19 th Level: Master Brewer. A<br />

Venefica may reduce the cost <strong>of</strong> brewing potions by<br />

50%.<br />

Special: Any venefica who has access to their<br />

alchemical lab, can make an Alchemy check DC 20 + the<br />

potions caster level to Identify any potion, as per the spell.<br />

She gains an additional +4 bonus to her alchemy check if<br />

it is a potion that she created before.<br />

Special Restrictions: At 3rd level the constant<br />

exposure to dangerous chemicals <strong>and</strong> noxious fumes


<strong>Liber</strong> Mysterium: Traditions<br />

have begun to take their effect on the witch. <strong>The</strong><br />

Venefica suffers a –2 penalty on all reactions rolls <strong>and</strong><br />

diplomacy checks.<br />

Equipment: <strong>The</strong> Venefica requires all <strong>of</strong> the<br />

alchemical tools necessary to conduct research. <strong>The</strong><br />

initial set up costs for the Venefica will be 100 GP. This<br />

will also cost the Venefica 10 gp per level each time they<br />

advance in level, <strong>of</strong> total levels, which determine her spell<br />

casting ability. Thus, a 10th level Venefica / 3rd Level<br />

Hermetic Mage must pay 130 gold when she advances to<br />

13th level) to maintain. This does not cover the cost <strong>of</strong><br />

special ingredients the witch might need.<br />

<strong>The</strong> most common ritual tool <strong>of</strong> the Venefica is<br />

the Mortar (which represents the Goddess) <strong>and</strong> Pestle<br />

(which is the masculine tool <strong>of</strong> the God).<br />

Coven Domains: Healing, Plant<br />

Preferred/Barred Covens: This tradition is<br />

suited to all covens. Though Venefica typically avoid<br />

diabolic <strong>and</strong> demonic covens. Venefica are free to join<br />

any coven that will have them.<br />

Relationship to the Goddess/Patron:<br />

Venefica seek underst<strong>and</strong>ing <strong>of</strong> the universe, their place<br />

in it, magic <strong>and</strong> the Patron. By invoking their names the<br />

Venefica both pleases <strong>and</strong> empowers the Patron. In<br />

return the Patron make available more knowledge <strong>and</strong><br />

guidance.<br />

Source/Views <strong>of</strong> Magic: Magic is an<br />

Alchemical function. Only by underst<strong>and</strong>ing the<br />

alchemical-magical properties <strong>of</strong> objects will you begin to<br />

underst<strong>and</strong> the universe.<br />

Unlike arcane alchemists, wizards or artificers,<br />

Venefica tend to use more mundane items for their<br />

creations. Instead <strong>of</strong> needing magical artifacts (teeth <strong>of</strong> a<br />

dragon, eye <strong>of</strong> a beholder) or symbolic ones (wail <strong>of</strong> a<br />

banshee, tear <strong>of</strong> an Iron Golem), the Venefica uses items<br />

that have normal or natural occurrence, such as herbs, or<br />

special waters. Granted some <strong>of</strong> these items may be very<br />

difficult to get, so <strong>of</strong>ten the Venefica witch must either<br />

purchase them at great prices or go out adventuring to<br />

get them for herself.<br />

Wealth: Venefica start with the normal amount<br />

<strong>of</strong> wealth allotted to a witch. She may supplement her<br />

wealth by adventuring or selling her creations.<br />

Other: Venefica find their potions <strong>and</strong> mixtures<br />

are in high dem<strong>and</strong>, thus they get along well with most<br />

other witches <strong>and</strong> classes in general. While there is <strong>of</strong>ten<br />

heated debate on the means <strong>of</strong> their magic, some<br />

Venefica find it useful to pick up study as a wizard for a<br />

while. More rural Venefica will <strong>of</strong>ten do the same with<br />

druids or rangers. Non-adventuring (NPC) Venefica may<br />

also multiclass as Experts (Alchemists).<br />

Venefica tend to avoid Demonic covens <strong>and</strong> as<br />

a result there are very few Venefica-<strong>Warlocks</strong>. However<br />

many Venefica find welcoming in the various lodges <strong>of</strong><br />

the Hermetic Mages. Generally, due to their long<br />

training, Venefica start out as Venefica <strong>and</strong> not some<br />

other class.<br />

40<br />

Voodoo<br />

Description: <strong>The</strong> Voodoo witches (also known<br />

as Voudounista) are probably among the most<br />

mistrusted <strong>and</strong> misunderstood <strong>of</strong> all the Traditions, save<br />

for the Malefic witches. <strong>The</strong>se witches, however, are<br />

usually not evil. <strong>The</strong>ir area <strong>of</strong> specialty is that <strong>of</strong><br />

enchantments <strong>and</strong> the creation <strong>of</strong> items dealing with<br />

enchantments, both good <strong>and</strong> bad.<br />

Voodoo witches are feared because they work<br />

in secret using strange, unknown rituals, <strong>and</strong> they <strong>of</strong>ten<br />

catch the blame if anything bad happens (such as a flood<br />

or a bad crop season). It is rare that a Voodoo witch<br />

would be responsible for such acts <strong>of</strong> nature, but there<br />

have been times when a Voodoo witch was banished<br />

away from a village, <strong>and</strong> managed to cause some real<br />

trouble but this behavior is looked down upon by<br />

Voodoo covens as it only justifies people’s fear <strong>of</strong><br />

Voodoo.<br />

<strong>The</strong>re is no style <strong>of</strong> dress directly related to the<br />

Voodoo witch. Some Voodoo witches choose to dress<br />

very plainly, <strong>of</strong>ten trying to hide the fact that they are<br />

Voodoo. Other Voodoo witches cease caring about<br />

what the average person thinks <strong>of</strong> them. In either case,<br />

the Voodoo witch will have many different ceremonial<br />

clothes for the performance <strong>of</strong> various rituals. Typical<br />

ritual garb includes a simple linen robe or dress tied with<br />

a purple sash.<br />

Voodoo witches are not most common among<br />

any particular race. Many races distrust them, dwarves<br />

outranking any <strong>of</strong> the other races in terms <strong>of</strong> fear <strong>of</strong> the<br />

Voodoo witch. Gnomes, elves <strong>and</strong> half-elves tend to be<br />

more tolerant to Voodoo’s mysterious magic than the<br />

other races. Humans <strong>and</strong> halflings <strong>of</strong>ten view the<br />

Voodoo witch as the source <strong>of</strong> most problems.<br />

Role: <strong>The</strong> Voodoo witch will <strong>of</strong>ten stay within<br />

their own home devising new enchantments <strong>and</strong> creating<br />

other devices. <strong>The</strong>y also perform many rituals, more so<br />

than other witches. On occasion, people may come to<br />

the Voodoo witch seeking help, charms or wards against<br />

evil, or something to attract a certain someone.<br />

Because local governments <strong>and</strong> religious<br />

authorities fear the Voodoo witch, she has a hard time<br />

dealing with paladins <strong>and</strong> clerics. On the other h<strong>and</strong>, she<br />

has no problems working with druids <strong>and</strong> rangers<br />

(though the occasional Voodoo witch has caused enough<br />

trouble in the wilderness to attract the attention <strong>of</strong> the<br />

<strong>of</strong>ten zealous druids). <strong>The</strong> Voodoo witch also tends to<br />

get along with wizards <strong>and</strong> sorcerers fine, since much <strong>of</strong><br />

her time is spent working on the creation <strong>of</strong> arcane<br />

magical items. Fighters, bards, rogues <strong>and</strong> barbarians are<br />

usually viewed with indifference, though the feeling may<br />

not be mutual.<br />

<strong>The</strong>re are many sub-traditions <strong>of</strong> voodoo.<br />

<strong>The</strong>se particular ones have shared many <strong>of</strong> the same<br />

roots, but then evolved in isolation from each other.<br />

GM’s will want to use whichever sub-traditions work


est with their campaign world. <strong>The</strong> examples here are<br />

from our own history.<br />

• Bocur: One <strong>of</strong> the very few purely evil <strong>of</strong>f<br />

shoots <strong>of</strong> Voodoo.<br />

• C<strong>and</strong>omblé: (“Kun-don-blair”) A Brazilian<br />

sub-tradition related directly to Macumba.<br />

Leans more towards the darker sides <strong>of</strong><br />

Voodoo.<br />

• Macumba: A Voodoo sub-tradition <strong>of</strong> Brazil.<br />

Has much in common with Santería. Often<br />

very neutral.<br />

• Obia: Also Obeah, common to the isl<strong>and</strong>s <strong>of</strong><br />

the Caribbean, in particular Jamaica. Most<br />

<strong>of</strong>ten believed to be evil. Obia has actually<br />

been outlawed in some l<strong>and</strong>s.<br />

• Quimb<strong>and</strong>a: Also known as Cuimb<strong>and</strong>a.<br />

• Santería: Sub-tradition that began in Cuba <strong>and</strong><br />

spread to South-east United States. Origins go<br />

back to the Yoruba religion <strong>of</strong> West Africa.<br />

Despite the stereotype <strong>and</strong> sacrificing live<br />

chickens, a Santería witch is most <strong>of</strong>ten good<br />

aligned. <strong>The</strong>ir powers come from spirits known<br />

as orishas.<br />

• Voudou: A form <strong>of</strong> voodoo that is common to<br />

the peoples <strong>of</strong> Haiti. Comes from the French<br />

words “vo” introspection, <strong>and</strong> “du” the unknown.<br />

Joining this Tradition: <strong>The</strong> requirements <strong>of</strong><br />

joining the Voodoo Tradition tend to vary coven to<br />

coven. Usually, an extensive ritual is performed to<br />

initiate the ones who hear the call. After the ritual, the<br />

witch is bestowed the title <strong>of</strong> Houngan (for males) or<br />

Mambo (for females).<br />

<strong>The</strong> Voodoo witch covens seldom meet more<br />

than once a year. However, they also perform more<br />

rituals than the average witch. It’s customary for the<br />

voodoo witch to have an extensive ritual to perform at<br />

each full <strong>and</strong> new moon. Large numbers <strong>of</strong><br />

the participants in these rituals are not witches<br />

themselves, but lay people, sometimes referred to as<br />

“Hounsi”. <strong>The</strong>y may share the same beliefs, but are<br />

not members <strong>of</strong> a voodoo coven.<br />

<strong>The</strong>se ceremonies are loud musical explosions<br />

<strong>of</strong> dance, fire <strong>and</strong> free form religious expression. It is<br />

not uncommon for some <strong>of</strong> the participants to become<br />

overwhelmed as the Loa are communed with.<br />

Participants can be found speaking in tongues, enduring<br />

large amounts <strong>of</strong> pain, <strong>and</strong> even damage <strong>and</strong> occasionally<br />

having disease spontaneously cured.<br />

Leaving this Tradition: Unlike some other<br />

traditions, to leave this tradition, the witch must only<br />

desire to leave the tradition. Sometimes, their<br />

persecution has pushed the voodoo witches’ frustrations,<br />

<strong>and</strong> they have simply left. Ex-Voudounista are rarely<br />

sought out by current Voodoo witches, though they are<br />

41<br />

<strong>Liber</strong> Mysterium: Traditions<br />

viewed with some contempt. A witch who ceases<br />

practicing voodoo loses their spells <strong>and</strong> powers.<br />

Skills & Feats: Voodoo witches prefer craft<br />

based skills that can aid them in their normal lives <strong>and</strong><br />

their worship. <strong>The</strong>y receive a +2 bonus to single craft<br />

skill <strong>of</strong> the player’s choice.<br />

Occult Powers<br />

Minor: 7th Level: Learned Voodoo. At 7th<br />

level, the voodoo witch gains a +4 bonus to her spell<br />

craft check to learn spells from the school <strong>of</strong><br />

Enchantment. <strong>The</strong>y also receive a +2 bonus to their<br />

saving throws against Enchantments.<br />

Medial: 13th Level: Specialist. At 13th Level,<br />

the Voodoo witch gains an extra spell at each level, as<br />

long as that spell is from the school <strong>of</strong> Enchantment.<br />

<strong>The</strong>y can also prepare one additional spell for each spell<br />

level, as long as that spell is an enchantment spell.<br />

Greater: 19th Level: Solid Mind. At 19th<br />

Level, the Voodoo witch is immune to mind affecting<br />

magics, <strong>and</strong> gains a +8 bonus against all saves against<br />

spells <strong>and</strong> spell-like abilities from the school <strong>of</strong><br />

Enchantment.<br />

Special Benefits: Much mystery surrounds the<br />

practice <strong>of</strong> voodoo. A voodoo witch is <strong>of</strong>ten perceived as<br />

being more powerful than she truly is (usually 2 to 3<br />

levels). This affects any roll in interacting with others<br />

that might be impressed by the voodoo witch’s power.<br />

Special Restrictions: <strong>The</strong> Voodoo witch will<br />

<strong>of</strong>ten be in the possession <strong>of</strong> a fetish, or magical focus. In<br />

areas where Voodoo has been outlawed the possession<br />

<strong>of</strong> a fetish is usually enough to break the law.<br />

At the very least possession <strong>of</strong> a fetish is<br />

enough to add +1 to any spot check by a Witch Finder<br />

attempting to identify a witch.<br />

Equipment: Voodoo is the only Tradition that<br />

allows the witch to use a sharpened Athame. This ritual<br />

dagger is <strong>of</strong>ten used for animal sacrifice, ceremonial<br />

bloodletting or for carving magical symbols into fetishes.<br />

<strong>The</strong> Voodoo witch can use it for combat, with no<br />

penalty, but rarely do because they do not wish to<br />

damage it.<br />

Preferred/Barred Covens: Any coven that<br />

venerates the Voodoo spirits are welcome to the<br />

Voudounista. <strong>The</strong>y most <strong>of</strong>ten coincide with gods <strong>of</strong><br />

Magic, Protection, Trickery domains.<br />

<strong>The</strong>y have no barred covens.<br />

Relationship to the Goddess/Patron: <strong>The</strong><br />

Voodoo witch is more likely than any other Tradition to<br />

practice monotheistic religious worship. This is because<br />

the Voodoo witch generally looks at the God <strong>and</strong><br />

Goddess as all-encompassing <strong>and</strong> all-present. Some<br />

Voodoo witches may follow patrons <strong>of</strong> nature or earth,<br />

though these may be few <strong>and</strong> far between.<br />

<strong>The</strong> main Patron <strong>of</strong> the Voodoo witch is usually<br />

known by the title “Gros Bon Dieu” or “<strong>The</strong> Great<br />

Good God/Goddess,” all other gods honored by the


<strong>Liber</strong> Mysterium: Traditions<br />

Voodoo witch are lesser <strong>and</strong> subordinate to the Great<br />

God. While this Patron is the ultimate source <strong>of</strong> all, the<br />

Voudounista has more contact with intermediate spirits<br />

known as the Loa.<br />

<strong>The</strong> Loa are the ones that grant the Voodoo<br />

witch her powers. <strong>The</strong> Loa are powerful spirits <strong>of</strong> godlike<br />

abilities. <strong>The</strong>re are also know as Gheudes, Duppies<br />

or Orshas. <strong>The</strong>y give the Voodoo witch her power. <strong>The</strong><br />

various Loa are:<br />

• Mama Aida Weido (female): <strong>The</strong> mother Goddess,<br />

wife (or mother) <strong>of</strong> Danabala. Goddess <strong>of</strong> the rainbow.<br />

• Danbala Weido (male): <strong>The</strong> main god <strong>of</strong> the<br />

Voodoo pantheon. Snake god. Creator <strong>of</strong> the world.<br />

• Papa LeBas (male): <strong>The</strong> devil. King <strong>of</strong> black magic.<br />

• Baron Samedi (male): Lord <strong>of</strong> the crossroads <strong>and</strong> the<br />

cemetery. Patron loa <strong>of</strong> many voodoo witches. Appears<br />

as a skeleton in fancy dress.<br />

• Erzulie (female): Goddess <strong>of</strong> love. Appears as a<br />

beautiful woman.<br />

• Baron Guede (male): Lord <strong>of</strong> the Dead. Appears as a<br />

skeletal king in tattered robes, <strong>of</strong>ten accompanied by a<br />

court <strong>of</strong> ghosts.<br />

Source/Views <strong>of</strong> Magic: <strong>The</strong> voodoo witch’s<br />

magic is viewed as the loa’s will being pushed through<br />

the witch. <strong>The</strong> enchantments <strong>of</strong> a witch are viewed as the<br />

goddesses will being enforced. Magic comes from the<br />

Loa. By serving the Loa <strong>and</strong> the spirits one can gain<br />

magical knowledge <strong>and</strong> thus knowledge <strong>of</strong> our world <strong>and</strong><br />

the next one.<br />

Voodoo witches use magical focuses to cast<br />

their spells. <strong>The</strong>se focuses are known as fetishes. Every<br />

spell or type <strong>of</strong> spell has a specific fetish. <strong>The</strong> Voodoo<br />

witch can not cast any spells without the proper fetish.<br />

<strong>The</strong>se typically include a poppet (doll <strong>of</strong> the victim), an<br />

animal part (such as a claw or feather) <strong>and</strong> blood<br />

(typically animal, but sometimes human).<br />

Wealth: <strong>The</strong> voodoo witch begins with the<br />

st<strong>and</strong>ard allotment <strong>of</strong> money, adjusted for the economic<br />

realities <strong>of</strong> their usually poor areas (generally 10% to 20%<br />

less).<br />

Other: As been noted voodoo witches get<br />

along well with wizards <strong>and</strong> sorcerers. Often a multiclassed<br />

Voodoo Witch/Sorcerer is known as a Hoodoo,<br />

or even a Hoodoo Man. <strong>The</strong>se individuals are usually<br />

given much respect in the community. Voodoo is<br />

considered a “low magic” by most Hermetics so it is very<br />

rare to see a voodoo witch entering the lodges <strong>of</strong> the<br />

Hermetic Mage. Only the most evil voudounista will<br />

consider following the path <strong>of</strong> the Warlock. Those that<br />

do are <strong>of</strong>ten known as Bokkors.<br />

Traditions <strong>and</strong> Covens<br />

Some distinction needs to be made between<br />

traditions <strong>and</strong> covens. While both can place limits on<br />

42<br />

magic, alignment <strong>and</strong> behavior, <strong>and</strong> determine what<br />

spells <strong>and</strong> powers the witch gains, they are not the same.<br />

Each Tradition can be divided up into many<br />

different covens. A coven will have anywhere between 3<br />

(minimum) <strong>and</strong> 18 (maximum) members. <strong>The</strong> members<br />

<strong>of</strong> covens do not necessarily live in the same section <strong>of</strong><br />

the world, <strong>and</strong> some covens meet only once or twice a<br />

year.<br />

Covens are usually small <strong>and</strong> are dedicated to<br />

one Patron or a very small set <strong>of</strong> Patrons. Covens<br />

determine their own membership <strong>and</strong> may restrict which<br />

traditions can join. Covens are religion-based <strong>and</strong><br />

typically have a leader, a high priestess, who rules over all<br />

members.<br />

Traditions are usually a product <strong>of</strong> geography<br />

or culture. A single tradition may have members in many<br />

covens <strong>and</strong> a coven may claim members <strong>of</strong> many<br />

traditions. A tradition generally does not have a central<br />

leader, but many do recognize a founder. Traditions<br />

define the relationship the witch has with her Patron <strong>and</strong><br />

with magic, <strong>and</strong> what powers she may use.<br />

When occult powers are listed for a coven these<br />

may be chosen over what is granted for the witch’s<br />

tradition. In no case will a witch gain a power from her<br />

coven <strong>and</strong> another from her tradition. She will have one,<br />

or the other.<br />

In cases where the descriptions might conflict<br />

then the witch is to choose her coven over her tradition.<br />

Covens are detailed in Chapter 5: Covencraft.<br />

Creating a New Traditions<br />

<strong>The</strong> Game Master may opt to create a new<br />

tradition for her campaign or world. <strong>The</strong> traditions<br />

detailed above are based on the history <strong>of</strong> our world. <strong>The</strong><br />

Game Master’s own world might have a completely<br />

different view on witches <strong>and</strong> the craft.<br />

Game Masters are cautioned to remember that<br />

traditions are large organizations based primarily on<br />

geography <strong>and</strong> philosophy. Often a coven will serve the<br />

needs <strong>of</strong> a unique style <strong>of</strong> witch without the need to<br />

create an entire new tradition.<br />

Witch Racial Traditions<br />

Presented here are various player character<br />

races <strong>and</strong> some select monster races that use the witch<br />

class.<br />

<strong>The</strong>se racial points <strong>of</strong> view act like Traditions.<br />

Typically they are unique to each race <strong>and</strong> there is little<br />

crossover. <strong>The</strong> exceptions <strong>of</strong> course are the “human”<br />

Traditions, which any witch may join. In each case a<br />

“preferred Tradition” is listed for each racial viewpoint.<br />

This describes how the racial Tradition best corresponds<br />

to a human one.


Dwarf <strong>The</strong> dwarven witch feels isolation from her<br />

normal community due the distrust <strong>of</strong> arcane magic<br />

among dwarves. This distrust seems to date back in time<br />

to the first recorded appearance <strong>of</strong> dwarven witches, a<br />

coincidence that seems too strong to ignore.<br />

In dwarven society, men <strong>and</strong> women are<br />

regarded as equals. <strong>The</strong> dwarven witch is seen as<br />

contrary to this established reality. Most dwarven<br />

witches feel deep fear when they first hear the call <strong>and</strong><br />

either leave their communities or try to suppress what<br />

they now know <strong>and</strong> feel. Dwarven witches become<br />

Solitaries, learning their art <strong>and</strong> faith directly from the<br />

Mother <strong>of</strong> dwarves herself.<br />

While some find content with this life, others<br />

are constantly reminded that they will never truly belong,<br />

either as a dwarf or as a witch. Dwarven witches are the<br />

rarest form <strong>of</strong> witch one will encounter.<br />

Preferred Traditions: Dwarven witches tend<br />

to be Eclectic due their unconventional training. Any<br />

witch with family members who are also witches can<br />

belong to a Family Tradition. All other Traditions are<br />

nearly unheard <strong>of</strong>.<br />

Preferred Covens: Dwarf witches tend to be<br />

Solitaries even if they belong to a Family Tradition.<br />

Racial Perks: Very few. High Constitution is a<br />

bonus regardless <strong>of</strong> calling.<br />

Racial Drawbacks: <strong>The</strong> social stigma <strong>of</strong> being<br />

a magic-using dwarf is rough to bear; <strong>and</strong> due their<br />

nature, dwarven witches tend to be far more chaotic than<br />

the normal dwarf population.<br />

Racial Archetype, Xothia: <strong>The</strong> Xothia (“Zoethee-ah”)<br />

witch <strong>of</strong> dwarven communities has taken her<br />

nearly insurmountable odds, <strong>and</strong> turned them into<br />

unique advantages. Feared for her power, isolated<br />

because her ideals, <strong>and</strong> respected for her knowledge, the<br />

Xothia has become a living repository <strong>of</strong> dwarven lore,<br />

knowledge <strong>and</strong> magic. All Xothia are female -- no male<br />

has ever joined their ranks -- <strong>and</strong> all are beardless.<br />

Whether the Xothia are born that way or have their<br />

beard removed is one <strong>of</strong> but hundreds <strong>of</strong> their closely<br />

guarded secrets. <strong>The</strong> leader <strong>of</strong> a coven <strong>of</strong> Xothia is <strong>of</strong>ten<br />

known as the Xothia, <strong>and</strong> is usually centuries old. She is<br />

regarded as an advisor <strong>and</strong> sage to dwarven leaders; many<br />

will travel days or weeks to seek her out.<br />

<strong>The</strong> Xothia lives apart from the main<br />

community <strong>of</strong> dwarves, where she <strong>and</strong> her coven can use<br />

magic to scry <strong>and</strong> record all that needs to be known.<br />

Often such answers cannot be gathered by magic <strong>and</strong> the<br />

Xothia witch must travel the world in search <strong>of</strong> them. A<br />

full coven <strong>of</strong> Xothia is nine witches, eight members <strong>and</strong><br />

the Xothia. <strong>The</strong>ir manner <strong>and</strong> style <strong>of</strong> clothing have <strong>of</strong>ten<br />

been described as “elf-like,” not in insult, but as a means<br />

for the common dwarf to label what she does not know.<br />

<strong>The</strong> ritual tools <strong>of</strong> the Xothia are the “Labrys” or small<br />

double bladed axe, <strong>and</strong> the “Malleus” or hammer.<br />

43<br />

<strong>Liber</strong> Mysterium: Traditions<br />

<strong>The</strong> labrys may be wielded with one h<strong>and</strong>. It<br />

has two semi-circular blades on either side that would<br />

make a circle if they were joined. <strong>The</strong> labrys has a small<br />

knob on top <strong>of</strong> the shaft located between the two blades.<br />

Xothia must be <strong>of</strong> any non-lawful alignment.<br />

Evil Xothia are nearly unheard <strong>of</strong>.<br />

Elf<br />

Elves were old when the world <strong>and</strong> mankind<br />

were still new. It should be no surprise then that<br />

histories <strong>of</strong> the elves <strong>and</strong> <strong>of</strong> witches have <strong>of</strong>ten met,<br />

intertwined, <strong>and</strong> drifted apart only to come back together<br />

many times. Some elves even claim that it was in fact the<br />

elfish race that created witchcraft <strong>and</strong> discovered its<br />

magic.<br />

While human witches, in particular those <strong>of</strong> the<br />

Craft <strong>of</strong> the Wise, absolutely deny such theories, even<br />

they can acknowledge these secrets are buried so far back<br />

in time that no one may truly, if ever, know.<br />

An elven witch is given the same treatment as<br />

that <strong>of</strong> an elven sorcerer or druid.<br />

Preferred Traditions: Elven witches, for<br />

reasons that should be clear, prefer the Faerie Tradition<br />

to all others. That is not to say that there are not elves in<br />

all <strong>of</strong> the other Traditions, for there are. Nor is it to say<br />

only elves join the Faerie Tradition, but the numbers <strong>of</strong><br />

elves in the Faerie Tradition outnumber all <strong>of</strong> the other<br />

races combined more than twice over.<br />

Preferred Covens: Elves value their<br />

individuality among all other things; as such they tend to<br />

be Solitaries. Some join covens usually made up <strong>of</strong> other<br />

elven witches or members <strong>of</strong> the Faerie Tradition.<br />

Racial Perks: <strong>The</strong> nature <strong>of</strong> magic comes easily<br />

to elves. As such, there is usually no prejudice <strong>of</strong> any<br />

kind against elven witches within elven communities; <strong>and</strong><br />

with the preponderance <strong>of</strong> elven wizards about an elven<br />

witch might be mistaken just for another type <strong>of</strong> wizard!<br />

Racial Drawbacks: None<br />

Racial Archetype, Kuruni: <strong>The</strong> Kuruni<br />

(“kuh-roon-ee” or “kuh-roo-nee”) is the elven witch, <strong>and</strong><br />

nearly all witches within the elven community are<br />

Kuruni. <strong>The</strong> Kuruni are all member <strong>of</strong> the Faerie<br />

Tradition <strong>and</strong> follow all <strong>of</strong> the precepts <strong>of</strong> that Tradition.<br />

While magic using elves are fairly common, the Kuruni is<br />

still something <strong>of</strong> an enigma. Seeming old <strong>and</strong> young at<br />

the same time, one cannot help but feel this witch<br />

possesses some horrible knowledge that others were not<br />

meant to know.<br />

Kuruni usually take a female elven deity as their<br />

Patron <strong>and</strong> honor her consort. Other Kuruni worship a<br />

being known as the Triune Goddess, an amalgam <strong>of</strong> the<br />

elven pantheon’s three main goddesses. In either case,<br />

the full coven <strong>of</strong> Kuruni will always number a multiple <strong>of</strong><br />

three. Kuruni covens rarely meet <strong>and</strong> usually<br />

communicate with their sisters via magic or familiars.<br />

Kuruni can only be chaotic in alignment, but may be<br />

good, neutral or evil. <strong>The</strong> exact alignment is dependent


<strong>Liber</strong> Mysterium: Traditions<br />

on their racial sub-type, but not limited by it. <strong>The</strong> ritual<br />

tool <strong>of</strong> the Kuruni is the w<strong>and</strong>. She will use this in all <strong>of</strong><br />

her spell casting.<br />

Fey<br />

<strong>The</strong> various members <strong>of</strong> the faerie races are<br />

known as the Fey <strong>and</strong> they have had a long a varied<br />

association with witches over the years. This association<br />

is not just with the Faerie<br />

Tradition, but also with all<br />

witches in general. Most<br />

<strong>of</strong>ten it is believed that the<br />

witch’s familiar is a shapeshifted<br />

faerie.<br />

Creatures <strong>of</strong> the<br />

fey share many <strong>of</strong> the same<br />

features as elves. Any fey<br />

creature (nymph, dryad,<br />

pixie, etc.) that wishes to<br />

advance as a witch may do<br />

so as an elf above. <strong>The</strong>se<br />

creatures include elves as<br />

well as the following:<br />

atommies, batlings,<br />

brownies (<strong>and</strong> bwbachods<br />

<strong>and</strong> fenoderee), buckwans,<br />

centaurs, dame vertes (wind<br />

nymphs) dryads,<br />

hamadryads (dryads <strong>of</strong><br />

rowan <strong>and</strong> willow trees),<br />

grigs, leprechauns, naiads,<br />

nereids (fresh <strong>and</strong> salt water<br />

nymphs respectively), nixies,<br />

nymphs, pixies, rusalkas<br />

(water nymphs), satyrs,<br />

sirens <strong>and</strong> sirine, (water<br />

nymphs), <strong>and</strong> sprites. Satyrs<br />

<strong>and</strong> their kin who take a<br />

level or more <strong>of</strong> witch are<br />

known as “Brags”.<br />

<strong>The</strong>re is also some debate as to whether or not<br />

gnomes or goblinoids belong to the faerie race.<br />

Fey kuruni <strong>and</strong> witches tend to be solitaries in<br />

every case <strong>and</strong> generally only can advance 2 to 3 levels<br />

(typically) as a witch.<br />

Goblinoids<br />

Goblins, hobgoblins, bugbears, even orcs may<br />

choose to take up witchcraft. Typically such races opt<br />

for the Shaman class (see <strong>Netbook</strong> <strong>of</strong> Classes, Shaman),<br />

but some may advance as Bogelbos, or goblinoid witches.<br />

More information can also be found in half-orcs below.<br />

Gnomes<br />

Gnomes are a lighthearted race in which magic<br />

flows freely. <strong>The</strong>y are <strong>of</strong> quick wit, have engaging minds,<br />

<strong>and</strong> are masters <strong>of</strong> whatever craft they choose.<br />

44<br />

Witchcraft is no exception. Gnomes <strong>and</strong> witches have a<br />

history that dates back almost as long as that <strong>of</strong> the elves.<br />

<strong>The</strong> first witches referred to the gnomes as “earth<br />

spirits,” <strong>and</strong> believed them to be some sort <strong>of</strong> Earth<br />

Elemental due to the gnome’s innate magic. Over the<br />

years the two groups have become more knowledgeable<br />

<strong>of</strong> each other, but there are still not many gnomish<br />

witches about. Witchcraft is a serious business to most<br />

gnomes, communing with spirits <strong>and</strong> working as the<br />

living instrument <strong>of</strong> the Gods or<br />

Goddesses seems a bit too<br />

confining to most gnomes.<br />

Within a gnome<br />

community a witch will find a<br />

rare acceptance that she is not<br />

privileged to in other<br />

communities. This may give way<br />

to the constant barrage <strong>of</strong><br />

questions that a gnome witch is<br />

forced to endure – not the<br />

questions <strong>of</strong> an inquisitor, but<br />

that <strong>of</strong> a very intelligent <strong>and</strong><br />

keenly curious population. <strong>The</strong><br />

witch, whether gnome or<br />

otherwise, is naturally assumed<br />

to be the expert on a range <strong>of</strong><br />

topics including the occult, the<br />

healing properties <strong>of</strong> herbs, the<br />

magical influences <strong>of</strong> the moon,<br />

sun <strong>and</strong> stars, the nature <strong>of</strong><br />

magic, the properties <strong>of</strong> the<br />

astral realms, the magical<br />

properties <strong>of</strong> any number <strong>of</strong><br />

mundane household items, <strong>and</strong><br />

so on. Generally the happiest<br />

person in gnome communities<br />

to see the witch is the local<br />

cleric! If for no other reason he<br />

knows that he won’t be the<br />

center <strong>of</strong> the communities<br />

endless queries while the witch is about.<br />

Preferred Traditions: Gnome witches may opt<br />

for any tradition that is located next to them. <strong>The</strong>re are<br />

gnome solitaries as well as gnome Classical, Craft <strong>and</strong><br />

Eclectic witches. But most <strong>of</strong>ten the gnomish heart is<br />

most welcome in the Venefica tradition.<br />

Preferred Covens: Gnomes may also join any<br />

covens that will have them. Gnomes have also been<br />

known to found within the covens <strong>of</strong> Xothia <strong>and</strong> Kuruni<br />

witches as well.<br />

Racial Perks: <strong>The</strong> nature <strong>of</strong> magic comes easily<br />

to gnomes. As such there is usually no prejudice <strong>of</strong> any<br />

kind against gnomish witches in gnomish communities.<br />

While they may sometimes be talked about in secret as<br />

not being “scientific” or even “magical” enough, it never<br />

rises above the gossip that gnomes have for everyone<br />

else.


Racial Drawbacks: None<br />

Racial Archetype, Good Walker: <strong>The</strong> gnome<br />

<strong>of</strong>ten prefers to company <strong>of</strong> home to that <strong>of</strong> adventuring<br />

life. But for some, the urge is too great <strong>and</strong> <strong>of</strong>f they go.<br />

<strong>The</strong> gnomish witch is then known as a Good Walker in<br />

their own language, although they are also known as<br />

“Ben<strong>and</strong>anti” in some human tongues. As their name<br />

implies the Good Walkers are <strong>of</strong> good alignment, with<br />

chaotic <strong>and</strong> neutral good being the most common. Why<br />

she travels is as different as each gnome that picks up a<br />

walking stick (the Ben<strong>and</strong>anti’s ritual tool). Some seek<br />

knowledge, others seek purpose <strong>and</strong> more still just<br />

started walking <strong>and</strong> never came back.<br />

Good Walkers are usually welcome in any<br />

coven, <strong>and</strong> many human witches consider it a good omen<br />

<strong>and</strong> an honor if a Good Walker joins them, if even for a<br />

short period <strong>of</strong> time. A Good Walker will only join with<br />

a coven for a small time by gnome terms, generally 4d6<br />

months. While with that coven the Good Walker is<br />

considered a member <strong>of</strong> that coven for all game play<br />

affects until they move on.<br />

Good Walkers have an equal chance <strong>of</strong> being<br />

male or female <strong>and</strong> generally honor the same gods as<br />

other gnomes, except the usually have their own belief<br />

system regarding these gods. In fact each gnome in a<br />

coven could have a different system <strong>of</strong> belief. Most<br />

gnomes do not see this as a contradiction.<br />

Hags <strong>The</strong> relationship between witches <strong>and</strong> hags is a<br />

long complicated one that neither side will divulge much<br />

information. <strong>Witches</strong> for the most part despise hags<br />

because they believe that hags are responsible for sullying<br />

their name. Hags despise witches for no better reason<br />

than they despise everything. But they share a particular<br />

haltered for good witches.<br />

Part <strong>of</strong> this animosity comes from both groups’<br />

relationship to the Goddess Holda. Holda is a Teutonic<br />

Goddess <strong>of</strong> Magic, <strong>Witches</strong> <strong>and</strong> Hags. Both hags <strong>and</strong><br />

Teutonic witches worship her as their own patron.<br />

Teutonic Classical witches know her as Frau Holt, an<br />

older woman who rides a giant goose.<br />

Hags may advance as far as they like as witches<br />

<strong>and</strong> gain spells accordingly. GM’s may alter the spells<br />

that Hags are listed to have in favor <strong>of</strong> unique witch<br />

spells. Sections that state hags cast as sorcerers may be<br />

changed to casting as witches. Hag-<strong>Witches</strong> do not have<br />

traditions or covens per se. While hags do gather in<br />

Coveys <strong>and</strong> witches gather in Covens, there is no reason to<br />

believe that the two are related, except semantically. A<br />

covey <strong>of</strong> three hags is a full witch-hag coven. All hags<br />

follow a tradition that is very similar to Teutonic Classical<br />

<strong>and</strong> Malefic.<br />

Of course Hags are highly intelligent <strong>and</strong><br />

magical beings, <strong>and</strong> if it is to their advantage to form an<br />

alliance with a witch, then she will do so. It is important<br />

to remember that all hags are evil <strong>and</strong> loathe all <strong>of</strong><br />

45<br />

<strong>Liber</strong> Mysterium: Traditions<br />

humanity <strong>and</strong> ultimately work to humanity’s destruction.<br />

No good aligned witch would ever be associated with a<br />

hag. This is especially true for good aligned Classical<br />

<strong>Witches</strong> <strong>and</strong> Crones. <strong>The</strong> Makava, or Wood Hag, is most<br />

<strong>of</strong>ten accused <strong>of</strong> confusing the populace into think that<br />

hags are a type <strong>of</strong> witch <strong>and</strong> vice versa.<br />

Witch is the favored class <strong>of</strong> all hags.<br />

Half-Elf<br />

Often an outsider in their own communities,<br />

the half-elf witch is either more so, or they have found a<br />

new community that accepts them for what they are, <strong>and</strong><br />

not for what they are not. Half-elves will follow<br />

whatever st<strong>and</strong>ards their community follows. So a half-elf<br />

raised in elven communities may become kuruni. And<br />

those in human l<strong>and</strong>s may do anything they choose.<br />

Half-Orc<br />

Half-orcs are survivors. With nearly everything<br />

going against them they become what they need to<br />

survive <strong>and</strong> even flourish in l<strong>and</strong>s that would defeat the<br />

most able. <strong>The</strong> Half-orc witch is something rare <strong>and</strong><br />

terrible to behold. Orcs generally have the tendency to<br />

become shamans (see the <strong>Netbook</strong> <strong>of</strong> Classes for more<br />

details on Shamans), <strong>and</strong> humans gravitate more<br />

towards priests if religious <strong>and</strong> wizards if interested in<br />

magic. It is possible that the witch serves the half-orc<br />

elegantly. Despite obvious differences, the witch <strong>and</strong> the<br />

half-orcs have a shared culture. Both groups are<br />

considered in-between two larger groups, both are<br />

outsiders even among their own people, <strong>and</strong> both know<br />

the sting <strong>of</strong> open hatred <strong>and</strong> prejudice.<br />

<strong>The</strong> half-orc witch is not a shrinking violet who<br />

does not wish to be known for what they are, they<br />

believe themselves to be the physical manifestations <strong>of</strong><br />

their patrons <strong>and</strong> they will use spell or fist to accomplish<br />

their goals.<br />

Preferred Traditions: <strong>The</strong>se witches tend to<br />

be Eclectic or Classical depending on training <strong>and</strong> their<br />

location. Female half-orcs have even been taken up by<br />

Amazon Traditionalists.<br />

Preferred Covens: Half-orc witches tend to be<br />

solitaries. Part <strong>of</strong> their upbringing has taught them not<br />

to trust others, especially those that are as or more


<strong>Liber</strong> Mysterium: Traditions<br />

powerful than themselves. Plus the general racial<br />

prejudice against half-orcs prevents them from joining<br />

even the most open minded <strong>of</strong> covens.<br />

Racial Perks: Very few. High strength is<br />

useful in the half-orcs life, but lends very little to their<br />

roll as witches.<br />

Racial Drawbacks: <strong>The</strong> penalty against<br />

charisma <strong>and</strong> intelligence is not too detrimental, as it will<br />

not affect spellcasting. It is still not a good situation since<br />

many <strong>of</strong> the witch’s skills are based on intelligence <strong>and</strong><br />

charisma.<br />

Racial Archetype, Bogglebos: <strong>The</strong> witches<br />

among the half-orcs are <strong>of</strong>ten referred to as Bogglebos, a<br />

term that is also used to describe witch doctors, shamans<br />

<strong>and</strong> other types <strong>of</strong> animistic spellcasters among the<br />

goblinoids. <strong>The</strong> special thing about the typical Bogglebo<br />

is that in addition to her levels in witch, she may also<br />

have levels in shaman <strong>and</strong> sometimes barbarian or<br />

fighter. Bogglebos worship half-orc versions <strong>of</strong> human<br />

or orcish gods as their patrons. Bogglebos have equal<br />

chances to be male or female. <strong>The</strong>y tend to be chaotic,<br />

but gravitate towards evil if encountered with orcs.<br />

Bogglebos also have a tradition that is similar to that <strong>of</strong><br />

Voodoo, with the use <strong>of</strong> fetishes <strong>and</strong> charms.<br />

<strong>The</strong> ritual tool <strong>of</strong> the Bogglebo is the sacrificial<br />

knife. Unlike the Athame, this knife is sharp <strong>and</strong> maybe<br />

used for mundane needs.<br />

Halflings<br />

Adventuring halflings are known to be full <strong>of</strong><br />

w<strong>and</strong>erlust <strong>and</strong> a desire to see the world. Nonadventuring<br />

ones prefer the simple comforts <strong>of</strong> home,<br />

hearth <strong>and</strong> family. <strong>The</strong> halfling witch then is the self<br />

styled guardian <strong>of</strong> both halves <strong>of</strong> the halfling heart. <strong>The</strong><br />

halfling witch is rarely an adventurer, but has been know<br />

to have accompanied adventurers in the past.<br />

Halfling witches see themselves as the h<strong>and</strong>s <strong>of</strong><br />

their Mother Goddess. Allow the clerics to be Her eyes<br />

<strong>and</strong> voice; the halfling witch has work to do! This does<br />

cause some friction between the two set’s worshippers,<br />

but rarely among the populace. Halfling witches are<br />

most like their human cousins. More females pick up<br />

witchcraft, which they just call “the Craft,” than do<br />

males, but there has not been the history <strong>of</strong> persecution<br />

among the halfling witches as with the humans.<br />

Halfling witches tend to be open <strong>and</strong> honest<br />

not only about their Craft, but many <strong>of</strong> their other<br />

opinions as well. While this makes them appear to be<br />

crass at times, it has also given rise to a popular saying<br />

among halfling youth, “If you want an Answer, ask a<br />

cleric. If you want the Truth, ask a witch!”.<br />

Preferred Traditions: <strong>The</strong>se witches tend to<br />

be Classical or Craft <strong>of</strong> the Wise depending on training<br />

<strong>and</strong> their location. Halfling versions <strong>of</strong> these traditions<br />

do not differ significantly from the human ones.<br />

46<br />

Preferred Covens: Halflings tend to have loose<br />

knit covens that may extend across miles <strong>of</strong> halfling<br />

territory. When the need arises, the coven may gather, as<br />

if by magic, to a predetermined spot.<br />

Racial Perks: <strong>The</strong> adaptability <strong>of</strong> the halfling<br />

race has allowed their witches to exist along side their<br />

clerics for untold years.<br />

Racial Drawbacks: none.<br />

Racial Archetype, Herb Women: Halfling<br />

Herb Women fill many roles in the halfling community.<br />

First she is a center <strong>of</strong> wisdom <strong>and</strong> underst<strong>and</strong>ing<br />

folkways. In some respects she acts as an informal<br />

teacher outside <strong>of</strong> the halfling home. She is a healer,<br />

<strong>of</strong>ten a seller <strong>of</strong> herbs, remedies <strong>and</strong> minor magic. She<br />

may perform marriages (h<strong>and</strong>fastings) <strong>and</strong> most<br />

importantly she is also the community’s mid-wife. Few,<br />

except the most knowledgeable clerics can match her<br />

wisdom in the ways <strong>of</strong> bringing the young into the world.<br />

As mentioned previously, halfling witches are<br />

very similar to human ones, except there is no history <strong>of</strong><br />

prosecution for the Herb Women. So nearly all Herb<br />

Women display the sign <strong>of</strong> their trade openly for all to<br />

see–a broom propped outside <strong>of</strong> their door. Each<br />

morning the herb woman will rise <strong>and</strong> sweep her back<br />

stoop or porch to signify that she is open. She will then<br />

place the broom outside <strong>of</strong> the door <strong>and</strong> leave the door<br />

open. This is a welcome invitation for the community<br />

who may stop by to buy her wares or even to gossip. It<br />

is believed that if the broom falls as someone walks in<br />

then that person is either special or under a curse. Since<br />

the herb woman’s shop is <strong>of</strong>ten her kitchen she can very<br />

well be fixing dinner all day while chatting with<br />

customers. When the witch closes her store she places<br />

the broom across the door as a lock. <strong>The</strong> ritual tool for<br />

the halfling witch is <strong>of</strong> course the Besom, or witch’s<br />

broom.<br />

Herb women get along very well with most<br />

human witches <strong>of</strong> all sorts, Kuruni <strong>and</strong> <strong>of</strong> course Good<br />

Walkers. <strong>The</strong>y are typically any non-evil alignment, but<br />

individuals have their own choices.<br />

Humanoids<br />

<strong>The</strong> humanoids such as orcs, goblins, kobolds,<br />

<strong>and</strong> others generally do not become witches. <strong>The</strong> role <strong>of</strong><br />

the witch is usually served by the tribal shaman/cleric.<br />

<strong>The</strong> worship <strong>and</strong> gods <strong>of</strong> the orcs <strong>and</strong> goblins has been<br />

well detailed in various sources.<br />

Humanoids <strong>and</strong> Goblinoids that do become<br />

witches use the entry for half-orc above.<br />

Humans<br />

Humans are the default race for this book <strong>and</strong><br />

all assumptions are based on human ones.


Chapter III: Mystical Paths<br />

On to the Brocken the witches are flocking-<br />

Merry meet-merry part- how they gallop <strong>and</strong> drive,<br />

Yellow stubble <strong>and</strong> stalk are rocking,<br />

And green corn is merry alive,<br />

With the shapes <strong>and</strong> shadows swimming by,<br />

To the highest heights they fly,<br />

Where Sir Urian sits on high--<br />

Throughout <strong>and</strong> about,<br />

With clamor <strong>and</strong> shout;<br />

Drives the maddening rout,<br />

Over stock, over stone;<br />

Shriek, laughter, <strong>and</strong> moan,<br />

Before them are blown.<br />

Chorus <strong>of</strong> <strong>Witches</strong><br />

from Goethe’s Faust (1808)<br />

<strong>The</strong> witch rarely walks her paths alone. While hers<br />

may be a singular journey, there are always others<br />

that wish to take up the road with her. During<br />

their adventuring careers the witch may find it<br />

necessary, advantageous or even nothing more than<br />

interesting, to take up another class.<br />

<strong>Witches</strong> follow the same multiclass rules as<br />

other character classes. One thing remains constant, the<br />

witch considers herself to be a witch, first <strong>and</strong> foremost.<br />

Given that witches typically begin their training very early<br />

in life, all multiclass options are assumed to have taken<br />

the witch first <strong>and</strong> some other class second. Obvious<br />

exceptions would be any class that has innate abilities<br />

associated with it; the sorceress for example is born with<br />

her powers.<br />

Multiclassing<br />

In each <strong>of</strong> these multiclassed arrangements it is<br />

assumed that the character was a witch first <strong>and</strong> then<br />

added another class. In every case the player <strong>and</strong> the<br />

Game Master are encouraged to detail a compelling story<br />

about the witch’s new class. Did her patron want her to<br />

take this extra road? Is there some tome <strong>of</strong> knowledge<br />

that requires another class to underst<strong>and</strong> properly? Has<br />

the persecutions <strong>of</strong> other witches or the innocent<br />

dem<strong>and</strong>ed that the witch drops her w<strong>and</strong> <strong>and</strong> takes up<br />

the sword? <strong>The</strong> possibilities are endless.<br />

Specific combinations are dealt with in<br />

Multiclass Practices below.<br />

47<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Witch/Barbarian - Those who are both strong<br />

<strong>of</strong> body <strong>and</strong> mind usually lead uncivilized cultures. A<br />

witch barbarian fits this description to the letter.<br />

Witch/Barbarians have no preference to traditions, but<br />

obviously the various pagan, or classical traditions are the<br />

best suited.<br />

Witch/Bard - While those that are found are<br />

graceful <strong>and</strong> pleasant, bardic witches are very rare. <strong>The</strong><br />

w<strong>and</strong>erlust <strong>of</strong> the bard usually does not mix well with<br />

most covens. Bardic witches are mostly solitary travelers.<br />

Some Lorelei witches begin their adventuring careers as<br />

bards <strong>and</strong> eventually convert to the Lorelei tradition.<br />

Witch/Cleric - <strong>Witches</strong> <strong>and</strong> clerics historically<br />

have come into conflict, therefore those who can call<br />

themselves both witch <strong>and</strong> cleric are extremely rare. As<br />

with druids <strong>and</strong> sorcerers, more <strong>of</strong>ten than not they<br />

began their adventuring careers as clerics, <strong>and</strong> then heard<br />

the Call <strong>of</strong> the Goddess. <strong>The</strong> Witch/Cleric holds no<br />

preference to tradition. In the case where the character<br />

starts out as a cleric <strong>and</strong> then switches to a witch it might<br />

be assumed in this case the cleric is worshipping a<br />

Goddess <strong>and</strong> then finds a better way to serve as a witch.<br />

Witch/Druid - <strong>Witches</strong> <strong>and</strong> druids naturally<br />

have many similarities, <strong>and</strong> thus druidic witches are rare.<br />

When this occurs the person was most <strong>of</strong>ten a druid<br />

before hearing the call <strong>of</strong> the Goddess. Faerie witches<br />

<strong>and</strong> Classical witches are most likely to become<br />

Witch/Druids.<br />

Witch/Fighter - <strong>Witches</strong> <strong>of</strong>ten face<br />

persecution, <strong>and</strong> many witches find it necessary to study<br />

up on h<strong>and</strong> to h<strong>and</strong> combat skills, for should her own<br />

mystical power fail, it can’t hurt to know how to hit<br />

people where it hurts. Witch Fighters take no real<br />

preference to particular Witch Traditions.<br />

Witch/Monk - Balanced <strong>and</strong> highly<br />

disciplined, a witch/monk usually seeks true<br />

enlightenment <strong>and</strong> knowledge. Most <strong>of</strong>ten, their covens<br />

will focus on goddesses <strong>of</strong> knowledge or purity. <strong>The</strong><br />

Tantric Witch - seeking to unite body <strong>and</strong> spirit - are the<br />

most likely to become Witch/Monks.<br />

Witch/Paladin - <strong>The</strong> ultimate purifier, a witch<br />

paladin serves her goddess with ultimate faith. Wise <strong>and</strong><br />

skilled, they are not ones to be underestimated. Often<br />

other paladins, who sometimes view the witches’ beliefs<br />

as blasphemous, will look down upon them. This<br />

multiclass has no preference with regards to traditions.<br />

Witch/Ranger - Many witches hold an<br />

intimate connection with the wilderness. As such, some<br />

witches find it necessary to take up arms to protect their<br />

beloved wilderness. Faerie witches are the most likely to<br />

become Witch/Rangers


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Witch/Rogue - Some witches tend to be more<br />

devious <strong>and</strong> cunning than others are, <strong>and</strong> have a nasty<br />

habit <strong>of</strong> l<strong>and</strong>ing themselves in trouble. <strong>The</strong>se witches end<br />

up with a fair amount <strong>of</strong> streetwise knowledge. <strong>The</strong><br />

Lorelei has a natural tendency for the road, so they have<br />

a predilection towards this multiclass. Malefic witches<br />

also frequently become Witch/Rogues.<br />

Witch/Sorcerer - Few people with the “touch”<br />

will bother to train both their innate magic <strong>and</strong> the magic<br />

their goddess grants them. <strong>The</strong>refore, most<br />

witch/sorcerers <strong>of</strong>ten began<br />

adventuring as sorcerers<br />

before hearing the call <strong>of</strong> the<br />

goddess. <strong>The</strong> Tempestarii<br />

<strong>and</strong> sometimes the voodoo<br />

witches are most likely to<br />

become a witch/sorcerers.<br />

Witch/Wizard -<br />

Rare but not unheard <strong>of</strong>,<br />

Witch/Wizards have a keen<br />

underst<strong>and</strong>ing <strong>of</strong> magic <strong>and</strong><br />

<strong>of</strong>ten an absolute obsession<br />

with the arcane. <strong>The</strong> <strong>of</strong>ten<br />

have patrons that are Gods<br />

or Goddesses <strong>of</strong> magic. <strong>The</strong><br />

Tempestarii, Venefica, <strong>and</strong><br />

Craft <strong>of</strong> the Wise are most<br />

likely to become<br />

Witch/Wizards.<br />

Witch/Psychic –<br />

Psychics <strong>and</strong> witches share<br />

an interesting relationship.<br />

<strong>The</strong>y are <strong>of</strong>ten confused<br />

with each other by an<br />

unknowing population.<br />

Nevertheless, the dem<strong>and</strong>s<br />

<strong>of</strong> both classes are very high<br />

<strong>and</strong> it is difficult to do either<br />

class justice. Some witches<br />

can develop a r<strong>and</strong>om<br />

psychic skill, something<br />

unrelated to their magic. In<br />

most cases this is considered<br />

a gift from the patron. Psychic characters may also<br />

develop an interest in witchcraft.<br />

<strong>Witches</strong> <strong>and</strong> Basic Prestige Classes<br />

<strong>The</strong> witch can gain many benefits from the<br />

various prestige classes found in Core Rulebook II. <strong>The</strong><br />

witch should not feel limited to these classes alone, <strong>and</strong><br />

these are presented here as suggestions <strong>and</strong> guidelines<br />

rather than hard rules.<br />

Arcane Archer - <strong>Witches</strong> find little use for this<br />

prestige class. Those that do are usually dual classed<br />

ranger/witches, or an obscure coven taking a<br />

philosophical view <strong>of</strong> the bow.<br />

48<br />

Assassin - Most witches have little use for this<br />

class, except for the Malefica who delights in pain <strong>and</strong><br />

murder. A witch assassin could arguably be considered<br />

the deadliest combination, for many <strong>of</strong> the witches spells<br />

allow for perfect subterfuge.<br />

Blackguard - As with the assassin, Malefica are<br />

most likely to become blackguards. Those that do <strong>of</strong>ten<br />

desire to have a better knowledge <strong>of</strong> combat than<br />

st<strong>and</strong>ard witch training allows.<br />

Dwarven Defender - <strong>The</strong> combination <strong>of</strong> a<br />

witch <strong>and</strong> dwarven defender<br />

is nearly absurd. Dwarves<br />

naturally have a strong<br />

disliking <strong>of</strong> magical things,<br />

with a special disregard to<br />

witches. <strong>The</strong> exceptionally<br />

rare witch/dwarven<br />

defenders that are found<br />

<strong>of</strong>ten guard a dwarven<br />

community without the<br />

knowledge <strong>of</strong> local<br />

government, protecting the<br />

community with both brute<br />

strength <strong>and</strong> magic.<br />

Loremaster -<br />

<strong>Witches</strong> make ideal<br />

loremasters, especially those<br />

following goddesses <strong>of</strong><br />

knowledge <strong>and</strong> reasoning.<br />

<strong>Witches</strong> following the Craft<br />

<strong>of</strong> the Wise tradition are<br />

most likely to become<br />

loremasters.<br />

Shadowdancer -<br />

Some witches have a strong<br />

connection to darkness <strong>and</strong><br />

shadows; those who do make<br />

very good shadowdancers.<br />

<strong>The</strong> Lorelei is most likely to<br />

become shadowdancers.<br />

Some Malefica also will<br />

become shadowdancers.<br />

<strong>Witches</strong> <strong>and</strong> Other Classes<br />

<strong>The</strong>re are a variety <strong>of</strong> new core, variant <strong>and</strong><br />

prestige classes from many other sources that would be<br />

appropriate for the witch.<br />

Multiclass Practices<br />

A multiclass practice is a specific combination<br />

<strong>of</strong> classes, usually core classes, to produce a particular<br />

type <strong>of</strong> character. In this section we will be most<br />

interested in the multiclass practices <strong>of</strong> the witch.<br />

Presented here are likely combinations. Of<br />

course other combinations may be tried, both with the<br />

classes taken <strong>and</strong> the number <strong>of</strong> levels taken in each


class. <strong>The</strong> players <strong>and</strong> Game Masters are encouraged to<br />

experiment with these <strong>and</strong> try new combinations.<br />

Green Witch<br />

<strong>The</strong> Green witch refers not to the color <strong>of</strong> the<br />

witch or what she wears, but her belief systems.<br />

Practitioners known as Green witches are dedicated to<br />

preserving the elements <strong>of</strong> nature. <strong>The</strong>se witches also<br />

take on druidic practices as part <strong>of</strong> their spiritual journey.<br />

Most <strong>of</strong>ten they split their druid <strong>and</strong> witch levels evenly,<br />

starting out as witches.<br />

<strong>The</strong>se witches are most <strong>of</strong>ten members <strong>of</strong> the<br />

Classical Traditions, in particular Celtic Classical, but it is<br />

not uncommon to see members among the Faerie, the<br />

Tempestarii or even an Amazon or two.<br />

Green witches are most <strong>of</strong>ten Solitaries. <strong>The</strong>y<br />

view their religion as one <strong>of</strong> both witch <strong>and</strong> druid beliefs.<br />

<strong>The</strong>ir patron is the Great Mother Goddess embodied in<br />

nature herself. <strong>The</strong>y also revere the God as the Summer<br />

Lord. <strong>The</strong>y view nature as both a creative <strong>and</strong> destructive<br />

force; a mother that gives <strong>and</strong> takes away. Because <strong>of</strong><br />

this most Green witches remain somewhat neutral in<br />

their alignment. Very rarely is an evil Green witch found.<br />

Hoodoo<br />

Among the voodoo traditionalists, none strikes<br />

more fear or gains more respect than the Hoodoo, also<br />

known as the Hoodoo Man or Hoodoo Lady. <strong>The</strong>se<br />

voodoo witches, typically male Houngans, actually begin<br />

their lives as sorcerers. Some claim that the blood <strong>of</strong><br />

powerful Loa or orishas flow though the veins <strong>of</strong> the<br />

hoodoo. If present the hoodoo is always given a special<br />

place among the voudounista.<br />

<strong>The</strong> hoodoo must be at least a 5 th level sorcerer<br />

before becoming a voodoo witch. <strong>The</strong> hoodoo will most<br />

<strong>of</strong>ten gain a familiar as a witch rather than a sorcerer.<br />

This is only a preference <strong>and</strong> individuals <strong>of</strong> course can do<br />

as they please.<br />

Most hoodoo will take skills relating to<br />

herbalism, natural healing, <strong>and</strong> performance skills such as<br />

song <strong>and</strong> dance, which are an important part <strong>of</strong> their<br />

practices. <strong>The</strong>y will take meta-magical or witch feats that<br />

aid them in creating potions. Next to the Venefica, the<br />

hoodoo may be the best witch at making potions.<br />

Hoodoos believe that magic is a natural<br />

extension <strong>of</strong> their own lives. <strong>The</strong>ir sorcerer’s blood <strong>and</strong><br />

witch’s training only emphasize <strong>and</strong> support this. <strong>The</strong>y<br />

also look for magic in natural <strong>and</strong> not supernatural<br />

surroundings, such as crossroads. Hoodoos are believed<br />

to be able to hex people by driving nails into the<br />

footprints they leave behind. Many children learn to<br />

sweep up any footprints they leave behind if they believe<br />

the Hoodoo Man is around.<br />

Incantatrix<br />

<strong>The</strong> Incantatrix (Incantatur if male) is almost<br />

always female. <strong>The</strong>se witches practice the arts <strong>of</strong><br />

49<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

enchantment, charm <strong>and</strong> beguiling. <strong>The</strong>y have five or<br />

more levels <strong>of</strong> wizard specializing in enchantment magic.<br />

This witch is most common in the same areas<br />

where the Italian Classical Traditions (Ben<strong>and</strong>anti <strong>and</strong><br />

Stregheria) are found. Some have Tantric or Lorelei<br />

backgrounds.<br />

Psychic Witch<br />

In some cultures there are those who have<br />

powers, which are not mundane, divine or magical in<br />

nature. <strong>The</strong>se few are known as Psychics, Psionic or<br />

simply, the Others. <strong>The</strong>ir powers are mental in nature<br />

<strong>and</strong> come from within. Some <strong>of</strong> these few are also very<br />

in tune with the elements <strong>of</strong> the supernatural <strong>and</strong> their<br />

journey to discover themselves <strong>and</strong> their. <strong>The</strong>se are the<br />

Psychic witches.<br />

A Psychic witch is sometimes erroneously called<br />

a “Natural” witch. <strong>The</strong>re are many possible combinations<br />

<strong>of</strong> the Psychic witch.<br />

This path assumes that the character is able to<br />

balance the needs <strong>of</strong> both callings. Being a witch is a full<br />

time commitment, to add psychic powers on top <strong>of</strong> that<br />

is <strong>of</strong>ten more punishment than reward. Psychic witches<br />

<strong>of</strong>ten belong to covens <strong>of</strong> nothing but other psychic<br />

witches.<br />

Other <strong>Witches</strong><br />

<strong>The</strong> combinations should be endless. <strong>The</strong>re<br />

can be witches that take on more magical studies as<br />

wizards, others that focus on the religious aspects <strong>of</strong><br />

witchcraft as witch/clerics, <strong>and</strong> others still that focus on<br />

a particular type <strong>of</strong> magic, say divination.<br />

<strong>The</strong>re are scores, if not hundreds, <strong>of</strong> names that<br />

witches have been called over the course <strong>of</strong> human<br />

history. Each one can be a different type <strong>of</strong> witch. Here<br />

are but a few examples.<br />

• Ban Drui – a female druid similar to a witch.<br />

• Befana – a beneficial witch from Italy.<br />

• Didouri – protective witch from Malaysia.<br />

• Fascinatrix – witches that use the evil eye.<br />

• Goetia - Greek for witchcraft or sorcery. Adept<br />

at summoning spirits, jinn, <strong>and</strong> elementals.<br />

• Kapame – witches <strong>of</strong> African traditions.<br />

• Poudouès – In the Pyrenees region an evil<br />

witch known for her foul smell<br />

• Praecantrix – A practitioner <strong>of</strong> magic.<br />

• Sadhus – A wise man/woman from India.<br />

• Sortilega/Sortiariae Mulier – a witch who<br />

also was a diviner. (Witch/Wizard)<br />

• Sybil – a priestess that predicts the future.<br />

• Ved’ma - Russian for witch, from “to know”.<br />

• Wu – witches <strong>and</strong> wizards <strong>of</strong> China.<br />

• Yama Uba – a redheaded Japanese witch.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-1: Green Witch Level Progression<br />

Character Class BAB Fort Ref Will Special Abilities/Powers<br />

Level Levels Save Save Save Gained<br />

1 Wch 1 +0 +0 +0 +2 Create Talisman, Bonus feat, Witch Spells<br />

2 Wch 1/Drd 1 +0 +2 +0 +4 Nature Sense, Animal Companion, Druid Spells<br />

3 Wch 2/Drd 1 +1 +3 +0 +5 Summon Familiar<br />

4 Wch 2/Drd 2 +2 +4 +0 +6 Woodl<strong>and</strong> Stride<br />

5 Wch 3/Drd 2 +2 +4 +1 +6<br />

6 Wch 3/Drd 3 +3 +4 +2 +6 Trackless Step<br />

7 Wch 4/Drd 3 +4 +4 +2 +7 Bonus Feat<br />

8 Wch 4/Drd 4 +5 +5 +2 +8 Resist Nature’s Lure<br />

9 Wch 5/Drd 4 +5 +5 +2 +8<br />

10 Wch 5/Drd 5 +5 +5 +2 +8 Wild Shape (1/day)<br />

11 Wch 6/Drd 5 +6/+1 +6 +3 +9<br />

12 Wch 6/Drd 6 +7/+2 +7 +4 +10 Wild Shape (2/day)<br />

13 Wch 7/Drd 6 +7/+2 +7 +4 +10 Occult Power<br />

14 Wch 7/Drd 7 +8/+3 +7 +4 +10 Wild Shape (3/day)<br />

15 Wch 8/Drd 7 +9/+4 +7 +4 +11<br />

16 Wch 8/Drd 8 +10/+5 +8 +4 +12 Wild Shape (large)<br />

17 Wch 9/Drd 8 +10/+5 +9 +5 +12<br />

18 Wch 9/Drd 9 +10/+5 +9 +6 +12 Venom Immunity<br />

19 Wch 10/Drd 9 +11/+6/+1 +9 +6 +13 Bonus Feat<br />

20 Wch 10/Drd 10 +12/+7/+2 +10 +6 +14 Wild Shape (4/day)<br />

Table 3-2: Green Witch Spell Progression<br />

Character Witch Spells (+Coven Spell) Druid Spells<br />

Level 0 1 2 3 4 5 0 1 2 3 4 5<br />

1 3 1<br />

2 3 1 3 1<br />

3 4 1+1 3 1<br />

4 4 1+1 4 2<br />

5 4 2+1 1 4 2<br />

6 4 2+1 1 4 2 1<br />

7 5 2+1 1+1 4 2 1<br />

8 5 2+1 1+1 5 3 2<br />

9 5 3+1 2+1 1 5 3 2<br />

10 5 3+1 2+1 1 5 3 2 1<br />

11 5 3+1 2+1 1+1 5 3 2 1<br />

12 5 3+1 2+1 1+1 5 3 3 2<br />

13 6 3+1 3+1 2+1 1 5 3 3 2<br />

14 6 3+1 3+1 2+1 1 6 4 3 2 1<br />

15 6 4+1 3+1 2+1 1+1 6 4 3 2 1<br />

16 6 4+1 3+1 2+1 1+1 6 4 3 3 2<br />

17 6 4+1 3+1 3+1 2+1 1 6 4 3 3 2<br />

18 6 4+1 3+1 3+1 2+1 1 6 4 4 3 2 1<br />

19 6 4+1 4+1 3+1 2+1 1+1 6 4 4 3 2 1<br />

20 6 4+1 4+1 3+1 2+1 1+1 6 4 4 3 3 2<br />

50


Table 3-3: Hoodoo Level Progression<br />

51<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Character Class BAB Fort Ref Will Special Abilities/Powers<br />

Level Levels Save Save Save Gained<br />

1 Sor 1 +0 +0 +0 +2 Sorcerer Spells, Summon Familiar*<br />

2 Sor 2 +1 +0 +0 +3<br />

3 Sor 3 +1 +1 +1 +3<br />

4 Sor 4 +2 +1 +1 +4<br />

5 Sor 5 +2 +1 +1 +4<br />

6 Sor 5/ Wch 1 +2 +1 +1 +6 Create Talisman, Bonus feat, Witch Spells<br />

7 Sor 5/ Wch 2 +3 +1 +1 +7 Summon Familiar<br />

8 Sor 5/ Wch 3 +3 +2 +2 +7<br />

9 Sor 5/ Wch 4 +4 +2 +2 +8 Bonus Feat<br />

10 Sor 5/ Wch 5 +4 +2 +2 +8<br />

11 Sor 5/ Wch 6 +5 +3 +3 +9<br />

12 Sor 5/ Wch 7 +5 +3 +3 +9 Occult Power<br />

13 Sor 5/ Wch 8 +6/+1 +3 +3 +10<br />

14 Sor 5/ Wch 9 +6/+1 +4 +4 +10<br />

15 Sor 5/ Wch 10 +7/+2 +4 +4 +11 Bonus Feat<br />

16 Sor 5/ Wch 11 +7/+2 +4 +4 +11<br />

17 Sor 5/ Wch 12 +8/+3 +5 +5 +12<br />

18 Sor 5/ Wch 13 +8/+3 +5 +5 +12 Occult Power<br />

19 Sor 5/ Wch 14 +9/+4 +5 +5 +13<br />

20 Sor 5/ Wch 15 +9/+4 +6 +6 +13<br />

* <strong>The</strong>1st level Sorcerer Summon Familiar is usually not used.<br />

Table 3-4: Hoodoo Spell Progression<br />

Character Sorcerer Spells (known) Witch Spells (+ Coven Spells)<br />

Level 0 1 2 0 1 2 3 4 5 6 7 8 9<br />

1 5 (4) 3 (2)<br />

2 6 (5) 4 (2)<br />

3 6 (5) 5 (3)<br />

4 6 (6) 6 (3) 3 (1)<br />

5 6 (6) 6 (4) 4 (2) 0 0<br />

6 6 (6) 6 (4) 4 (2) 3 1<br />

7 6 (6) 6 (4) 4 (2) 4 1+1 0<br />

8 6 (6) 6 (4) 4 (2) 4 2+1 1<br />

9 6 (6) 6 (4) 4 (2) 5 2+1 1+1 0<br />

10 6 (6) 6 (4) 4 (2) 5 3+1 2+1 1<br />

11 6 (6) 6 (4) 4 (2) 5 3+1 2+1 1+1 0<br />

12 6 (6) 6 (4) 4 (2) 6 3+1 3+1 2+1 1<br />

13 6 (6) 6 (4) 4 (2) 6 4+1 3+1 2+1 1+1 0<br />

14 6 (6) 6 (4) 4 (2) 6 4+1 3+1 3+1 2+1 1<br />

15 6 (6) 6 (4) 4 (2) 6 4+1 4+1 3+1 2+1 1+1 0<br />

16 6 (6) 6 (4) 4 (2) 6 4+1 4+1 3+1 3+1 2+1 1<br />

17 6 (6) 6 (4) 4 (2) 6 5+1 4+1 4+1 3+1 2+1 1+1 0<br />

18 6 (6) 6 (4) 4 (2) 6 5+1 4+1 4+1 3+1 3+1 2+1 1<br />

19 6 (6) 6 (4) 4 (2) 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 0<br />

20 6 (6) 6 (4) 4 (2) 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 1


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-5: Incantatrix Level Progression<br />

(One <strong>of</strong> many possible combinations)<br />

Character Class Base Attack Fort Ref Will Special Abilities/Powers<br />

Level Levels Bonus Save Save Save Gained<br />

1 Wch 1 +0 +0 +0 +2 Create Talisman, Bonus Feat<br />

2 Wch 2 +1 +0 +0 +3 Summon Familiar (Witch)<br />

3 Wch 3 +1 +1 +1 +3<br />

4 Wch 4 +2 +1 +1 +4 Bonus Feat<br />

5 Wch 5 +2 +1 +1 +4<br />

6 Wch 5/ Ench 1 +2 +1 +1 +6 Summon Familiar (Ench), Scribe Scroll,<br />

Enchanter Spells<br />

7 Wch 6/ Ench 1 +3 +2 +2 +7<br />

8 Wch 7/ Ench 1 +3 +2 +2 +7 Occult Power<br />

9 Wch 8/ Ench 1 +4 +2 +2 +8<br />

10 Wch 9/ Ench 1 +4 +3 +3 +8<br />

11 Wch 10/ Ench 1 +5 +3 +3 +9 Bonus Feat<br />

12 Wch 10/ Ench 2 +5 +3 +3 +10<br />

13 Wch 11/ Ench 2 +5 +3 +3 +10<br />

14 Wch 12/ Ench 2 +6/+1 +4 +4 +11<br />

15 Wch 13/ Ench 2 +6/+1 +4 +4 +11 Occult Power<br />

16 Wch 13/ Ench 3 +7/+1 +5 +5 +11<br />

17 Wch 14/ Ench 3 +8/+2 +5 +5 +12<br />

18 Wch 14/ Ench 4 +9/+2 +5 +5 +13<br />

19 Wch 14/ Ench 5 +9/+2 +5 +5 +13<br />

20 Wch 15/ Ench 5 +9/+2 +6 +6 +13<br />

Table 3-6: Incantatrix Spell Progression<br />

Character Witch Spells (+ Coven Spells) Enchanter Spells<br />

Level 0 1 2 3 4 5 6 7 8 0 1 2 3<br />

1 3 1<br />

2 4 1+1 0<br />

3 4 2+1 1<br />

4 5 2+1 1+1 0<br />

5 5 3+1 2+1 1 0 0<br />

6 5 3+1 2+1 1 3 1<br />

7 5 3+1 2+1 1+1 0 3 1<br />

8 6 3+1 3+1 2+1 1 3 1<br />

9 6 4+1 3+1 2+1 1+1 0 3 1<br />

10 6 4+1 3+1 3+1 2+1 1 3 1<br />

11 6 4+1 4+1 3+1 2+1 1+1 3 1<br />

12 6 4+1 4+1 3+1 2+1 1+1 0 4 2<br />

13 6 4+1 4+1 3+1 3+1 2+1 1 4 2<br />

14 6 5+1 4+1 4+1 3+1 2+1 1+1 0 4 2<br />

15 6 5+1 4+1 4+1 3+1 3+1 2+1 1 4 2 0<br />

16 6 5+1 4+1 4+1 3+1 3+1 2+1 1 4 2 1<br />

17 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 4 2 1<br />

18 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 4 3 2 0<br />

19 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 0 4 3 2 1<br />

20 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 1 4 3 2 1<br />

52


Prestige Classes<br />

<strong>The</strong>re are many classes that have associations<br />

with the witch. <strong>The</strong>se Prestige Classes are ones that have<br />

been associated, for good or ill, with the witch.<br />

Any class, witch or Cowan, can take these<br />

prestige classes if they meet the requirements. Game<br />

Masters should review the section on prestige classes in<br />

Core Rulebook II if they wish to add these classes. In every<br />

case the game master is invited <strong>and</strong> encouraged to alter<br />

the classes for their own needs.<br />

Spells <strong>and</strong> the Prestige Classes<br />

All <strong>of</strong> the prestige classes listed here have some<br />

association, good or ill, with the witch. <strong>The</strong>refore GMs<br />

should allow these classes to choose spells from the<br />

witch’s spell set. In each case justification needs to be<br />

made as to why <strong>and</strong> how the character gained access to<br />

the spell. Hermetic Mages have extensive libraries,<br />

<strong>Warlocks</strong> <strong>and</strong> Imbolc Mages come from witch<br />

backgrounds for the most part <strong>and</strong> Witch Knights <strong>and</strong><br />

Witch Finders learn spells to aid their battles.<br />

Hermetic Mage<br />

<strong>The</strong> Mages <strong>of</strong> the Hermetic Orders are prestige<br />

classes in the purist sense. <strong>The</strong>ir lodges are open to<br />

anyone who can aspire to their own heights <strong>of</strong> potential<br />

<strong>and</strong> their secrets are the reward. <strong>The</strong>ir name comes from<br />

the Egyptian philosopher-god Thoth, whom the Greeks<br />

associated with their own god Hermes. In the world <strong>of</strong><br />

occult teachings Hermes-Thoth became, Hermes<br />

Trimegistos, or “the Thrice-Great Hermes”. This entity is<br />

believed to have gained the secrets <strong>of</strong> the universe <strong>and</strong><br />

thus became a God, or part <strong>of</strong> the God Mind.<br />

To become a member, a full lodge member<br />

must sponsor the Probationer. This lodge member is<br />

responsible for teach the Probationer what they need to<br />

know to gain an audience with the Inner Lodge, or ruling<br />

body. <strong>The</strong> Inner Lodge will vote on the Probationer’s<br />

qualities (a fine opportunity for role-playing <strong>and</strong> clever<br />

Game Mastering). If the Probationer is accepted then she<br />

becomes a Neophyte (1 st level Hermetic Mage).<br />

Neophytes learn from the books <strong>of</strong> the Lodges libraries.<br />

An unsuccessful Probationer may come back in one<br />

year’s time for re-evaluation.<br />

Members refer to each other as “Frater” brother<br />

or “Soror” sister. <strong>The</strong> head <strong>of</strong> the lodge is called Pater, if<br />

male, or Mater, if female.<br />

Hit Dice: d4<br />

Hermetic Mages believe that humans have the<br />

potential within themselves to know <strong>and</strong> be all things, in<br />

fact becoming like gods. To do this Hermetic Mages<br />

require significant intelligence <strong>and</strong> wisdom.<br />

53<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Requirements<br />

To qualify as a Hermetic Mage, a character must<br />

fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Any, but most are Lawful<br />

Feat: any metamagic feat.<br />

Skills: Knowledge (Arcana): 7 Ranks or<br />

Knowledge (Witchcraft): 7 Ranks<br />

Alchemy: 3 ranks 3<br />

Craft (Alchemy): 3 Ranks 4<br />

Spell casting: Ability to cast 5 th level spells<br />

Special: Speak at least one “dead” language<br />

Class Skills: <strong>The</strong> Hermetic Mages’s class skills<br />

(<strong>and</strong> the key ability for each skill) are Alchemy (Int),<br />

Appraise (Int), Astrology (Int), Concentration (Con),<br />

Decipher Script (Int, exclusive skill), Gather Information<br />

(Cha), Knowledge (all skills taken individually) (Int),<br />

Meditative Trance (Con), Perform (Cha), Pr<strong>of</strong>ession<br />

(Wis), Scry (Int), Speak Language, Spellcraft (Int), <strong>and</strong><br />

Use Magic Device (Cha, exclusive skill).<br />

<strong>The</strong> Qabalic Tree <strong>of</strong> Life<br />

While not a hard-fast rule, most lodges are<br />

somewhat prejudice <strong>of</strong> the other humanoid races <strong>and</strong><br />

generally only seek humans for admittance.<br />

3 Version 3.0 <strong>of</strong> Core Rulebook I only<br />

4 Verison 3.5 <strong>of</strong> Core Rulebook I only


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-7: Hermetic Mage Progression<br />

Class Title Attack Fort Ref Will Special Spells per Day<br />

Level<br />

Bonus Save Save Save<br />

1st Neophyte +0 +0 +0 +2 Hermetic Arcana 1 +1 level <strong>of</strong> existing class<br />

2nd Junior +0 +0 +0 +3 + 1st level arcane spell +1 level <strong>of</strong> existing class<br />

3rd <strong>The</strong>oreticus +1 +1 +1 +3 Hermetic Arcana 2 +1 level <strong>of</strong> existing class<br />

4th Practicus +1 +1 +1 +4 + 2nd level arcane spell +1 level <strong>of</strong> existing class<br />

5th Philosophus +2 +1 +1 +4 Hermetic Arcana 3 +1 level <strong>of</strong> existing class<br />

6th Minor +2 +2 +2 +5 + 3rd level arcane spell +1 level <strong>of</strong> existing class<br />

7th Major +3 +2 +2 +5 Hermetic Arcana 4 +1 level <strong>of</strong> existing class<br />

8th Adeptus Exemptus +3 +2 +2 +6 + 4th level arcane spell +1 level <strong>of</strong> existing class<br />

9th Magister +4 +3 +3 +6 Hermetic Arcana 5 +1 level <strong>of</strong> existing class<br />

10th Magus +4 +3 +3 +7 + 5th level arcane spell +1 level <strong>of</strong> existing class<br />

Level: Hermetic Mages make the most use <strong>of</strong><br />

levels <strong>and</strong> titles. <strong>The</strong>y will refer to themselves by level<br />

number <strong>and</strong> title. While these can <strong>and</strong> do vary from<br />

lodge to lodge a rough estimate can be used.<br />

<strong>The</strong> title “Probationer” applies to anyone who<br />

wishes to join a Hermetic Lodge, but has not yet been<br />

accepted.<br />

Special: <strong>The</strong> Hermetic Mage gains special<br />

powers at each level <strong>of</strong> their progression. <strong>The</strong>se special<br />

powers, spells or feats are only granted after a ceremony<br />

to confer a new level title. So a Hermetic Mage may have<br />

enough experience points for their next level, they do not<br />

actually become that next level until they complete their<br />

ascension ceremony. This ceremony is only symbolic<br />

<strong>and</strong> will differ from level to level <strong>and</strong> lodge to lodge.<br />

Since their screening process for admittance is<br />

so exacting, most Hermetic Mages feel that they are<br />

above the rest <strong>of</strong> society as a whole <strong>and</strong> other characters<br />

in general.<br />

Hermetic Arcana (Ex): Starting at 1 st<br />

Hermetic Mage level <strong>and</strong> every other level after that (3 rd ,<br />

5 th , 7 th <strong>and</strong> 9 th ) the Hermetic Mage gains access to the<br />

Lodge’s vast resources. <strong>The</strong> Hermetic Mage can add +1<br />

for each level <strong>of</strong> Hermetic Arcana (+2 for 3 rd level, +3<br />

for 5 th level <strong>and</strong> so on) to any knowledge skill check they<br />

make that day. This is useable a number <strong>of</strong> times per day<br />

equal to the Hermetic Mage’s class level.<br />

For each level Hermetic Arcana the Hermetic<br />

mage can also choose a bonus feat they have the<br />

prerequisites for. This includes all st<strong>and</strong>ard, metamagical<br />

<strong>and</strong> witch feats.<br />

Bonus Arcane Spell (Ex): Starting at 2 nd level<br />

<strong>and</strong> every even level afterwards (<strong>of</strong> Hermetic levels) the<br />

Hermetic Mage gains a bonus arcane spell. This spell is<br />

from whatever arcane spell list the Hermetic has access<br />

to (Sorcerer, Witch or Wizard). <strong>The</strong> spell itself comes<br />

from the vast library <strong>of</strong> the Hermetic’s lodge. This spell<br />

can be learned above <strong>and</strong> beyond any spell slots the<br />

hermetic might have, but are treated as any other spell,<br />

say for the purposes <strong>of</strong> meta-magical feats.<br />

54<br />

Spells per Day: <strong>The</strong> Hermetic continues<br />

training in magic as well as his field <strong>of</strong> research. Thus,<br />

when a new Hermetic Mage level is gained, the character<br />

gains new spells per day as if she had also gained a level<br />

in a spellcasting class she belonged to before she added<br />

the prestige class. She does not, however, gain any other<br />

benefit a character <strong>of</strong> that class would have gained<br />

(improved chance <strong>of</strong> controlling or rebuking undead,<br />

metamagic or item creation feats, <strong>and</strong> so on). This<br />

essentially means that she adds the level <strong>of</strong> Hermetic<br />

Mage to the level <strong>of</strong> some other spellcasting class the<br />

character has, then determines spells per day <strong>and</strong> caster<br />

level accordingly.<br />

If a character had more than one spellcasting<br />

class before she became a Hermetic, she must decide to<br />

which class she adds each level <strong>of</strong> Hermetic Mage for<br />

purposes <strong>of</strong> determining spells per day when she adds the<br />

new level.<br />

For example, Katrine is a 10 th level witch <strong>and</strong><br />

3 rd level wizard. She decides to join a Rosicrucian lodge.<br />

She is sponsored, gains admittance <strong>and</strong> gains a level <strong>of</strong><br />

Hermetic Mage. She is now known as Soror Katrine, <strong>and</strong><br />

is a witch 10, wizard 3, <strong>and</strong> Hermetic 1. She opts to<br />

continue receiving witch spells, so she gains spells as an<br />

11 th level witch/3 rd level wizard, if she goes up a level in<br />

witch or hermetic mage then she will cast as a 12 th level<br />

witch/3 rd level wizard.<br />

Hermetic Mages use the same spell lists as do Wizards.<br />

<strong>The</strong> Hermetic Orders<br />

<strong>The</strong>re is no single class <strong>of</strong> Hermetic Mage, but<br />

rather several sub-factions <strong>and</strong> lodges. Whether they<br />

practice Qabala or Enochian magic, all consider<br />

themselves part <strong>of</strong> the Goetia or Order <strong>of</strong> the Rosy<br />

Cross (Rosicrucians). All Hermetics share a common<br />

goal: to underst<strong>and</strong> the mind <strong>of</strong> God – not any god, but<br />

the source <strong>of</strong> all creation, magic <strong>and</strong> mystery.<br />

<strong>The</strong> variant orders all believe that their version<br />

<strong>of</strong> the truth is the only true one. <strong>The</strong>y differ in the


means they cast spells <strong>and</strong> perform magic, to their basic<br />

philosophies <strong>and</strong> beliefs. Although if hard pressed the<br />

various lodges will agree that they have more in common<br />

with each other than they have differences.<br />

Spells taught in the Orders are usually very<br />

complex <strong>and</strong> ritualistic. <strong>The</strong>refore it is next to impossible<br />

to learn their magic without being a member <strong>of</strong> the<br />

appropriate Order. Even other lodges that have similar<br />

backgrounds <strong>and</strong> skills find it difficult.<br />

<strong>The</strong> base chance for another arcane spellcaster<br />

to learn a spell from the Hermetic Lodge’s library is DC<br />

20 + spell level. This is with the benefit <strong>of</strong> the Spellcraft<br />

skill.<br />

Greater Orders – having the largest numbers<br />

<strong>of</strong> devotees <strong>and</strong> a tradition that dates back centuries.<br />

Enochian – Enochians believe that their system <strong>of</strong> magic<br />

was h<strong>and</strong>ed down straight from the mind <strong>and</strong> h<strong>and</strong> <strong>of</strong><br />

God, through the great sage Hermes <strong>and</strong> reintroduced to<br />

them thous<strong>and</strong>s <strong>of</strong> years later by the Archangel Raphael.<br />

<strong>The</strong> Enochians are said to have the true names <strong>of</strong> all <strong>of</strong><br />

the demons <strong>and</strong> angels locked away in their lodges.<br />

Enochian magic uses the Enochian language, which<br />

makes their spell books impossible to use unless one<br />

learns this language. Enochian Neophytes must spend a<br />

skill to learn this language or be unable to cast any spells.<br />

Goetics – founded by King Solomon the Wise himself.<br />

Goetics follow the written history as laid down in the<br />

Lesser Key <strong>of</strong> Solomon. Goetics have been known to<br />

converse with angels <strong>and</strong> summon demons when the<br />

need arises. <strong>The</strong>ir magic is very ceremonial <strong>and</strong> has strict<br />

rules <strong>of</strong> conduct For example, one must not ever wear a<br />

head covering when summoning the prince <strong>of</strong> Demons.<br />

Despite <strong>of</strong>, or because <strong>of</strong>, that, their lodges are less strict<br />

<strong>and</strong> structured than the other Hermetic Mages. Magical<br />

texts are typically written in Latin or Greek (or other<br />

language appropriate to your campaign).<br />

Qabalists – Maybe the oldest <strong>of</strong> the Hermetic orders, the<br />

Qabalists follow the qaballah, the magical tree <strong>of</strong> life, an<br />

ancient magical philosophy that combines religion,<br />

philosophy <strong>and</strong> science with mysticism <strong>and</strong> sorcery. <strong>The</strong><br />

qaballah is a mix <strong>of</strong> traditional Egyptian Hermeticism <strong>and</strong><br />

ancient Jewish philosophy. All <strong>of</strong> their magical texts are<br />

in Hebrew (or other language appropriate to your<br />

campaign).<br />

Qabalisits follow the Qabalic Tree <strong>of</strong> Life <strong>and</strong> look<br />

for connections in everything to this mystical symbol.<br />

Rosicrucians (Order <strong>of</strong> the Rosy Cross) – <strong>The</strong><br />

Rosicrucians are the newest <strong>of</strong> the Greater Orders, only a<br />

few hundred years old. <strong>The</strong>ir name comes their founder,<br />

Christen Rosenkreuz, a high level Hermetic <strong>and</strong> priest.<br />

<strong>The</strong>y combine the teachings <strong>of</strong> Qabalists <strong>and</strong> other<br />

Gnostic traditions, with mainstream religions. Texts are<br />

55<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

written in Hebrew, Latin (or other older language<br />

appropriate to your campaign) or common German (or<br />

another common language).<br />

Lesser Orders – <strong>The</strong>se orders are smaller in<br />

size <strong>and</strong>/or newer orders. <strong>The</strong>y are typically located in<br />

one spot <strong>and</strong> had limited life spans. Game Masters will<br />

need to determine where these smaller lodges are located<br />

<strong>and</strong> what direction might be taking.<br />

Golden Dawn – <strong>The</strong> Hermetic Order <strong>of</strong> the<br />

Golden Dawn (GD) was created during Engl<strong>and</strong>’s occult<br />

revival at the end <strong>of</strong> the 19 th century. Claiming to have<br />

roots that date back millennia, the Golden Dawn is a mix<br />

<strong>of</strong> Rosicrucian <strong>and</strong> Enochian systems with bits <strong>of</strong><br />

Qaballah <strong>and</strong> <strong>The</strong>lema. Many <strong>of</strong> its members were also<br />

members <strong>of</strong> other lodges. Heavily influenced by the<br />

imagery <strong>of</strong> ancient Egypt, the Golden Dawn claimed to<br />

have in its possession an original copy <strong>of</strong> the Egyptian<br />

Book <strong>of</strong> the Dead. <strong>The</strong>y were one <strong>of</strong> the first orders to<br />

successfully synthesize the various traditions in to a<br />

unified whole, instead <strong>of</strong> a muddled mess. <strong>The</strong> Golden<br />

Dawn was also heavily influenced by imagery from the<br />

Tarot, attempting to align it with various constellations<br />

<strong>and</strong> the Enochian Tree <strong>of</strong> Life. Members <strong>of</strong> the Golden<br />

Dawn who can read Tarot cards have their own<br />

specialized set. This is the quickest way to discern if<br />

someone is a member since other lodges <strong>and</strong> witch<br />

covens disdain the use <strong>of</strong> the Golden Dawn Tarot.<br />

Members also use the ritual tools <strong>of</strong> witches.<br />

<strong>The</strong>re are many sub-orders <strong>and</strong> <strong>of</strong>fshoot orders<br />

related to the Golden Dawn, including the Order <strong>of</strong> the<br />

Morning Star <strong>and</strong> the Order <strong>of</strong> the Gold <strong>and</strong> Rose Cross.<br />

<strong>The</strong> Rosy Cross


<strong>Liber</strong> Mysterium: Mystical Paths<br />

OTO – <strong>The</strong> Ordo Templi Orientis, or the Order <strong>of</strong> the<br />

Eastern Temple, was built on the ashes <strong>of</strong> the original<br />

Golden Dawn. It was similar in organization <strong>and</strong><br />

purpose as the Golden Dawn <strong>and</strong> shared many <strong>of</strong> the<br />

same members. <strong>The</strong> OTO had great ties with<br />

mainstream Rosicrucian Lodges until many <strong>of</strong> its<br />

members (Aleister Crowley in particular) began to tamper<br />

with both sex magic <strong>and</strong> black magic. Like their Golden<br />

Dawn predecessors, the OTO also uses it’s own set <strong>of</strong><br />

Tarot cards.<br />

<strong>The</strong>lema – Also a newer order, <strong>The</strong>lema (from the Greek,<br />

meaning ‘Will’) combines many <strong>of</strong> the west’s Qabalistic<br />

traditions with teaching <strong>of</strong> great philosophers <strong>of</strong> the east.<br />

This route has become first choice among monks <strong>and</strong><br />

others seeking spiritual enlightenment through magic.<br />

Unlike other lodges, <strong>The</strong>lema requires the probationer to<br />

be lawful in alignment. <strong>The</strong>lema believes that every man<br />

<strong>and</strong> woman is already a god, it is a matter <strong>of</strong> discovering<br />

it into one’s self. Among the lodges, <strong>The</strong>lema is the most<br />

open with their acceptance <strong>of</strong> other teachings.<br />

<strong>The</strong>osophical Society – Predating the Golden Dawn only by<br />

a matter <strong>of</strong> months, the <strong>The</strong>osophical Society was<br />

founded by Helena Petrovna Blavatsky. A mystic <strong>of</strong><br />

some renown, Madame Blavatsky combined western<br />

occult practices with eastern philosophies. <strong>The</strong> result<br />

was different than what would later occur in <strong>The</strong>lelma.<br />

<strong>The</strong> Society encouraged open discussion between all<br />

members <strong>of</strong> society on topic <strong>of</strong> race, gender, religion <strong>and</strong><br />

science. <strong>The</strong> ultimate goal <strong>of</strong> the Society is to discover all<br />

<strong>of</strong> the interconnections <strong>of</strong> all <strong>of</strong> the world religions <strong>and</strong><br />

science, much like the Qabalic Tree <strong>of</strong> Life. Like<br />

<strong>The</strong>lema, the <strong>The</strong>osophicalists attract a fair number <strong>of</strong><br />

monks among their ranks, but also clerics <strong>and</strong> other<br />

seekers <strong>of</strong> wisdom.<br />

Sidebar: <strong>The</strong> Zohar<br />

<strong>The</strong> Zohar (radiance), or “<strong>The</strong> Book <strong>of</strong> Splendor,” is the<br />

greatest classic tome <strong>of</strong> Jewish mysticism. It is a mystical<br />

commentary on the Torah, written in Aramaic, <strong>and</strong> is<br />

purported to be the teachings <strong>of</strong> the 2nd century<br />

Palestinian Rabbi Shimon ben Yohai. Legend relates that<br />

during a time <strong>of</strong> Roman persecution, Rabbi Shimon hid<br />

in a cave for 13 years, studying Torah with his son;<br />

During this time he is said to have been inspired by God<br />

to write the Zohar. It is considered to be the greatest <strong>of</strong><br />

the qabalistic texts. Unfortunately, there is no real<br />

mention <strong>of</strong> this book in any Jewish literature until the<br />

13th century.<br />

Hermetic Lodges<br />

<strong>The</strong> Lodge is the meeting place, sanctuary <strong>and</strong><br />

library <strong>of</strong> the Hermetic Orders. Each order has it’s own<br />

lodge. Lodge meetings take place for all members on the<br />

Solstices <strong>and</strong> Equinoxes. Typically this is when new<br />

probationers are admitted. <strong>The</strong> ceremonies are very<br />

56<br />

formal <strong>and</strong> full <strong>of</strong> rote <strong>and</strong> ritual. After the main<br />

ceremony follows a gr<strong>and</strong> feast where matters mundane<br />

<strong>and</strong> magical are discussed.<br />

Lesser ceremonies, such as level advancement<br />

are also held at the member’s lodge. <strong>The</strong>se ceremonies<br />

do not require the full attendance <strong>of</strong> all members.<br />

Most Lodges are located in cities, with the<br />

largest cities having many lodges. Lodges are usually<br />

clearly marked <strong>and</strong> identified. Knowing where a lodge is<br />

<strong>and</strong> gaining admittance are two very different things.<br />

Philosophy<br />

All Hermetic Mages share a certain basic<br />

philosophy: That all humans are like unto gods. That by<br />

knowing what we are <strong>and</strong> what we can become, we can<br />

become gods ourselves. This philosophy has certain<br />

ramifications. First, most Hermetic Mages believe that<br />

all the “gods” <strong>of</strong> the campaign, such as Zeus, Odin, or<br />

Ra, were once human themselves. <strong>The</strong> fact that they are<br />

now “god-like” is only a testament to their own belief<br />

system.<br />

This also generally puts the Hermetic at odds<br />

with various clerics <strong>and</strong> paladins mostly <strong>and</strong> even druids<br />

<strong>and</strong> other witches to lesser extent. <strong>The</strong> cleric or paladin,<br />

if very pious (as most are), will treat the Hermetic with a<br />

–2 penalty with regards to any reaction that requires<br />

charisma. Druids <strong>and</strong> witches, who might have a more<br />

flexible viewpoint on divinity, or any other character that<br />

might be religious will grant a –1 penalty to the Hermetic.<br />

<strong>The</strong> GM can decide in what situation a –2, -1 or no<br />

penalty should be given. Even in cases where the<br />

Hermetic is dealing with a non-religious, or irreligious<br />

person, the general attitude <strong>of</strong> the Hermetic will come <strong>of</strong>f<br />

as arrogant or egotistical.<br />

Clerics, Druids, <strong>Witches</strong> <strong>and</strong> Monks who join<br />

the ranks <strong>of</strong> the Hermetic Mages are assumed to have<br />

reconciled their version <strong>of</strong> their religion with that <strong>of</strong> the<br />

Hermetic Philosophy. This is not to say that the<br />

Hermetic Mages are irreligious or atheists. On the<br />

contrary, many feel that this route is the best way to get<br />

in touch with their god.<br />

“Be thy Mind opened unto the Higher,<br />

Be thy Heart a Center <strong>of</strong> Light,<br />

Be thy Body a Temple <strong>of</strong> the Rosy Cross”.<br />

-Motto <strong>of</strong> the Hermetic Order <strong>of</strong> the Golden Dawn


Imbolc Mage<br />

<strong>The</strong> following fiction <strong>and</strong> terms are considered Product<br />

Identity under the Open Gaming License: “Imbolc<br />

Mage,” “Mage <strong>of</strong> Imbolc” <strong>and</strong> “Lady Imbolc”. <strong>The</strong>se<br />

terms are copyrighted© 2002 by Lisa Countryman.<br />

All other information <strong>and</strong> text is Open under the terms<br />

<strong>of</strong> the OGL.<br />

Fiona appeared at Tiernan’s side <strong>and</strong> pulled him to his feet as she<br />

kicked Abaddon in the chest. She had golden hair pulled back in a<br />

single braid that reached the middle <strong>of</strong> her back. Her brown eyes<br />

flashed dangerously as she glared at the leader <strong>of</strong> the coven.<br />

“No!” Abaddon yelled as two <strong>of</strong> his men moved toward her.<br />

Fiona drew a h<strong>and</strong> <strong>and</strong> a half sword <strong>and</strong> slashed through the two<br />

men’s bellies with a brutal swing. “Go,” she told Tiernan. She<br />

shoved him toward his father’s l<strong>and</strong> <strong>and</strong> turned to face the coven.<br />

“Who are you?” the boy asked as he backed away.<br />

“Lady Imbolc,” Abaddon said calmly. He could see her radiant<br />

aura glowing like the sun on a summer’s day. He sneered at the<br />

child. “Remember her, boy, for she will not see the sunrise”.<br />

Tiernan swallowed with an audible gulp <strong>and</strong> then spun <strong>and</strong><br />

sprinted away from the bonfire <strong>and</strong> ran.<br />

<strong>The</strong> younger warlocks felt their chests tighten <strong>and</strong> their bodies filled<br />

with fear. An Imbolc mage was a powerful force <strong>of</strong> light, <strong>and</strong><br />

everything they’d heard told them that they should be running for<br />

cover, or begging for mercy; a mortal witch wielding the power <strong>of</strong> the<br />

Goddess.<br />

<strong>Witches</strong> speak <strong>of</strong> <strong>Warlocks</strong> in hushed tones.<br />

Most are disgusted by the betrayers, but more than few<br />

also fear them. But there is one witch that even the<br />

darkest <strong>Warlocks</strong> <strong>of</strong> the Scholomance fear, for she is the<br />

righteous fury <strong>of</strong> the Goddess made mortal. She is the<br />

Imbolc Mage.<br />

<strong>The</strong> Mages <strong>of</strong> Imbolc are so exceedingly rare<br />

that every single one has been recorded. Most have died<br />

in the pursuit <strong>of</strong> the Goddesses’ vengeance. Imbolc<br />

Mages exist to destroy evil, <strong>and</strong> they save a special hatred<br />

for those who call themselves warlocks.<br />

Like becoming witch, one does not chose to<br />

become an Imbolc Mage, the Goddess makes that<br />

choice.<br />

If the witch has the potential to become an<br />

Imbolc mage a series <strong>of</strong> tests <strong>and</strong> trails are performed by<br />

a coven 19 witches trained in the martial use <strong>of</strong> the<br />

sword. <strong>The</strong> witches who train the prospective are always<br />

<strong>of</strong> the strongest Neutral Good alignment. <strong>The</strong> test is a<br />

small price to pay <strong>and</strong> only a fraction <strong>of</strong> the battles the<br />

new Imbolc Mage will certainly face. <strong>The</strong> training is<br />

57<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

tough <strong>and</strong> many do not succeed. <strong>The</strong>re is no dishonor in<br />

failure, it simply means the prospective was not destined<br />

to bear the mantle <strong>of</strong> the Imbolc mage. If the prospective<br />

does succeed, she is filled with the power <strong>of</strong> the Goddess<br />

<strong>and</strong> is known to all as Lady Imbolc.<br />

History records that nearly all Imbolc Mages<br />

have come from the ranks <strong>of</strong> strong witches. Amazon<br />

<strong>and</strong> Celtic Classical traditions being the most<br />

representative, but few chaste Tantric witches <strong>and</strong> a<br />

fewer number <strong>of</strong> Lorelei have served as well. Some<br />

druids <strong>and</strong> sorceresses have also become Imbolc Mages.<br />

With the rise <strong>of</strong> evil becoming greater more Imbolc<br />

Mages have been chosen <strong>and</strong> some have come from nonwitch<br />

backgrounds. In most cases the Imbolc Mage will<br />

join the Daughters <strong>of</strong> the Flame (q.v.) coven dedicated to the<br />

Goddess Brigit, but the Imbolc Mage works alone <strong>and</strong> is<br />

not considered to be a full member <strong>of</strong> that coven. Game<br />

Masters can choose a coven that suits their game the<br />

best.<br />

Hit Dice: d8<br />

Requirements<br />

To qualify as an Imbolc Mage, a character must<br />

fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Any Good.<br />

Feat: any metamagic feat, except Spell Kiss.<br />

Knowledge (Religion): 7 Ranks<br />

Knowledge (Witchcraft): 7 Ranks<br />

Spell casting: Ability to cast 5 th level spells<br />

Special: Imbolc Mages can only be female.<br />

In order to underst<strong>and</strong> the nature <strong>of</strong> her foe,<br />

the potential Imbolc Mage must have survived an attack<br />

from an evil outsider. Note, survived does not mean she<br />

won or succeeded in defeating the outsider. Preferences<br />

are also made to witches that come from a strong family<br />

line <strong>of</strong> witches <strong>and</strong> have high wisdom.<br />

Imbolc Mages are not made, they are chosen.<br />

So the GM <strong>and</strong> the Player who wishes to play an Imbolc<br />

Mage must decide on the particulars <strong>of</strong> this calling. Were<br />

her ancestors powerful witches? Did she have an Imbolc<br />

Mage in her family tree? Is there some new evil that<br />

requires a new Imbolc Mage be called? What were the<br />

circumstances with her battle with the evil outsider?<br />

Class Skills<br />

<strong>The</strong> Imbolc Mage’s class skills (<strong>and</strong> the key<br />

ability for each skill) are Concentration (Con), Craft (Int),<br />

Diplomacy (Cha), H<strong>and</strong>le Animal (Cha), Heal (Wis),<br />

Intimidate (Cha), Knowledge (religion) (Int), Knowledge<br />

(witchcraft) (Int), Pr<strong>of</strong>ession (Wis), Ride (Dex), Sense<br />

Motive (Wis), <strong>and</strong> Spellcraft (Int).<br />

Skill points at Each Level: 4 + Int modifier


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-8: Imbolc Mage Progression<br />

Class<br />

Level<br />

Attack<br />

Bonus<br />

Fort<br />

Save<br />

Ref<br />

Save<br />

Will<br />

Save<br />

Special Spells per Day<br />

1st +1 +0 +0 +2 Awesome Presence +1 level <strong>of</strong> existing class<br />

2nd +1 +1 +0 +3 Favored enemy +1 +1 level <strong>of</strong> existing class<br />

3rd +2 +1 +1 +3 Bilocate +1 level <strong>of</strong> existing class<br />

4th +2 +1 +1 +4 Favored enemy +2 +1 level <strong>of</strong> existing class<br />

5th +3 +2 +1 +4 Wild Shape 1/day +1 level <strong>of</strong> existing class<br />

6th +3 +2 +2 +5 Favored enemy +3 +1 level <strong>of</strong> existing class<br />

7th +4 +2 +2 +5 Ethereal Shift +1 level <strong>of</strong> existing class<br />

8th +4 +3 +2 +6 Favored enemy +4 +1 level <strong>of</strong> existing class<br />

9th +5 +3 +3 +6 Astral Shift +1 level <strong>of</strong> existing class<br />

10th +5 +3 +3 +7 Favored enemy +5, Extended Life +1 level <strong>of</strong> existing class<br />

Class Features<br />

All <strong>of</strong> the following are class features <strong>of</strong> <strong>The</strong><br />

Imbolc Mage prestige class.<br />

Weapon Pr<strong>of</strong>iciency: Once becoming an<br />

Imbolc Mage, training in the sword begins. Regardless <strong>of</strong><br />

original class, the Imbolc Mage can choose the sword<br />

<strong>and</strong> attack without penalty. Often the sword becomes the<br />

new ritual tool <strong>of</strong> the Imbolc Mage, replacing the athame.<br />

Unlike the athame, the sword is sharp <strong>and</strong> will be used<br />

for combat purposes.<br />

Most Imbolc Mages eschew the use <strong>of</strong> armor<br />

since it interferes with their spell casting abilities. Many<br />

will have several piece <strong>of</strong> magical protection in place.<br />

Special: <strong>The</strong> Imbolc Mage gains special powers<br />

at each level <strong>of</strong> her progression.<br />

Awesome Presence (Su): At first level, the<br />

Imbolc Mage is infused with the power <strong>of</strong> her Goddess.<br />

This supernatural ability has two main effects. First all<br />

witches can “see” this presence as a bright aura. <strong>Witches</strong><br />

that know <strong>of</strong> the Imbolc Mage will treat her with<br />

deference <strong>and</strong> respect. Enemies, in particular warlocks,<br />

can also detect this aura. Any morale checks made by<br />

enemies are at a –1 penalty. Natural animals are also<br />

calmed by her presence.<br />

As a side effect <strong>of</strong> this change in her aura even<br />

the most good <strong>and</strong> lawful Imbolc Mages will appear to<br />

any magical scrying techniques as have a “touch <strong>of</strong> evil”<br />

about them. In all cases anyone who can see auras will<br />

see the Imbolc Mage’s aura is blinding bright.<br />

Favored Enemy (Ex): <strong>The</strong> Imbolc Mage gains<br />

<strong>Warlocks</strong> as a favored enemy as per the Ranger ability.<br />

All attacks, mundane, magical or martial, are done at a +1<br />

bonus at second level <strong>and</strong> gain by +1 for every two<br />

levels. GMs who wish to have more flexibility or do not<br />

wish to use warlocks might extend this favored enemy<br />

status to any type <strong>of</strong> evil witch, wizard or spellcaster.<br />

Wild Shape (Su): At fifth level the Imbolc<br />

Mage may Wild Shape once per day (take a shape <strong>and</strong><br />

revert back). <strong>The</strong> shape maybe to any size that is one step<br />

removed from the Imbolc Mage. A medium-sized<br />

58<br />

Imbolc Mage may wild shape to a small, medium or large<br />

creature. Unlike the Polymorph Self spell or Druid ability,<br />

the Imbolc mage is restricted to natural animals. She may<br />

wild shape to a large dog, a lion or even a wolf, but never<br />

a wyvern or an owlbear. Typically the Imbolc Mage<br />

chooses one shape <strong>and</strong> sticks with that. This is a<br />

supernatural ability.<br />

Bilocate (Sp): <strong>The</strong> Imbolc Mage can astral<br />

project (as the Astral Projection spell) onto the same plane<br />

she is currently occupying, in effect being in two<br />

locations at once. <strong>The</strong> projection is semi-real <strong>and</strong> may<br />

do anything the Imbolc Mage could do, including cast<br />

spells <strong>and</strong> assume a Wild Shape. <strong>The</strong> Imbolc Mage<br />

cannot do anything other than rest, though both<br />

incarnations are aware <strong>and</strong> conscious <strong>of</strong> the others<br />

surroundings. <strong>The</strong> Imbolc Mage may hold this projection<br />

a number <strong>of</strong> minutes equal to her level plus 10, or until<br />

the projection reaches zero hit points. Any damage to<br />

the projection also damages the Imbolc Mage at one half<br />

the amount loss. She may do this once per day. This is a<br />

spell like ability.<br />

Ethereal Shift: <strong>The</strong> Imbolc Mage can enter the<br />

Ethereal Plane. For spell effects this is the same as if an<br />

Ethereal Jaunt spell were cast by a sorcerer <strong>of</strong> the same<br />

level. This may be performed once per day. This is a spell<br />

like ability.<br />

Astral Shift: <strong>The</strong> Imbolc Mage can enter the<br />

Astral Plane. For spell effects this is the same as if an<br />

Astral Projection spell were cast by a sorcerer <strong>of</strong> the same<br />

level. This may be performed once per day <strong>and</strong> is a spell<br />

like ability.<br />

Extended Life: Similar to the druid ability<br />

Timeless Body, the Imbolc Mage stops aging normally. Her<br />

aging is slowed to 75% <strong>of</strong> what is normal for her race.<br />

This supernatural ability also effects magical aging.<br />

Though this rarely aids her normal aging since most<br />

Imbolc Mages die due to violence rather than age.<br />

Spells per Day: <strong>The</strong> Imbolc Mage continues training in<br />

magic as well as the sword. Thus, when a new Imbolc<br />

Mage level is gained, the character gains new spells per


day as if she had also gained a level in a spell-casting class<br />

she belonged to before she added the prestige class. She<br />

does not, however, gain any other benefit a character <strong>of</strong><br />

that class would have gained (new Occult powers, metamagic<br />

or item creation feats, <strong>and</strong> so on). This essentially<br />

means that she adds the level <strong>of</strong> Imbolc Mage to the level<br />

<strong>of</strong> some other spell-casting class the character has, then<br />

determines spells per day <strong>and</strong> caster level accordingly.<br />

If a character had more than one spell-casting<br />

class before she became an Imbolc Mage, she must<br />

decide to which class she adds each level <strong>of</strong> Imbolc Mage<br />

for purposes <strong>of</strong> determining spells per day when she adds<br />

the new level. Generally speaking this will be her highest<br />

spell casting class.<br />

For example, Fionna is a 10 th level witch <strong>and</strong> 2 nd<br />

level sorceress. She is called to become an Imbolc Mage<br />

<strong>and</strong> passes the tests. She gains a level <strong>of</strong> Imbolc Mage.<br />

She is now known Lady Imbolc, <strong>and</strong> is a witch 10,<br />

sorceress 2, <strong>and</strong> Imbolc Mage 1. She opts to continue<br />

receiving witch spells, so she gains spells as an 11 th level<br />

witch/2 nd level sorceress, if she goes up a level in witch<br />

or Imbolc Mage then she will cast as a 12 th level<br />

witch/2 nd level sorceress. Typically though, the new<br />

Imbolc Mage will forgo any advancement in any other<br />

class she has <strong>and</strong> concentrate solely on her advancement<br />

as an Imbolc Mage.<br />

Imbolc Mages use the same spell list as witches.<br />

Historic Imbolc Mages<br />

Name Unknown, Date Unknown – Youngest Imbloc<br />

Mage called. Was nine years old, but could not control<br />

her powers. In her attempt to rid her homel<strong>and</strong> <strong>of</strong><br />

marauders she leveled an entire isl<strong>and</strong>. Only lived till age<br />

12.<br />

Nemesis - From ancient Greece, at least 500 BCE. Was<br />

raped by Zeus (her experience with divine darkness).<br />

Became known as the “Assassinator <strong>of</strong> Gods” <strong>and</strong> “<strong>The</strong><br />

Daughter <strong>of</strong> Night”. Worked as Hera’s hit-woman to<br />

punish evildoers. May have been the first Imbolc Mage.<br />

Name Unknown – First century BCE. This particular<br />

mage destroyed a coven <strong>of</strong> witches who were using dark<br />

magic to control an isl<strong>and</strong> community in the<br />

Mediterranean. <strong>The</strong> mage tried to get the coven to leave,<br />

but in the end, she was forced to kill them all.<br />

Fiona nic Teamhair - Imbolc Mage from around 600 CE<br />

Irel<strong>and</strong>. Helped drive demons from Irel<strong>and</strong>’s shores.<br />

<strong>The</strong> last known confirmed Imbolc Mage.<br />

Joan <strong>of</strong> Arc (Jehanne Dearc) – Believed by some to have<br />

been an Imbolc Mage. Burned at the stake as a witch on<br />

May 30 th , 1431. She was 19 years old.<br />

59<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Name Unknown – In 1883 an eruption <strong>of</strong> the volcano<br />

Krakatoa left the l<strong>and</strong> destroyed. It also left it magically<br />

nulled which has some scholars to believe it was an<br />

Imbolc Mage.<br />

Sidebar: <strong>The</strong> Imbolc Challenge<br />

To become an Imbolc Mage is serious business. To be<br />

the Goddess’ active <strong>and</strong> physical force in the mundane<br />

world is challenging, dangerous but also very rewarding.<br />

Prospectives hear the Call to become an Imbolc Mage<br />

much like they did when they were called to be witches.<br />

<strong>The</strong>y then must seek out the Imbolc Guardians, a special<br />

sect <strong>of</strong> the Daughters <strong>of</strong> the Flame coven (see below).<br />

<strong>The</strong>se 19 women, all witches with levels <strong>of</strong> fighter or<br />

ranger, will test the prospective. <strong>The</strong>re are three basic<br />

tests, intelligence, strength <strong>and</strong> wisdom. GM are<br />

encouraged to devise these tests instead having the player<br />

simply role for them. A possible test will be the<br />

prospective will face 10 <strong>of</strong> the Guardians wielding<br />

swords. <strong>The</strong> Guardian will say that she may not pass<br />

without their permission. <strong>The</strong> trick is not to fight with<br />

them, but rather ask their permission. This is the test <strong>of</strong><br />

intelligence, not strength.<br />

“A Bhrigid, scar os mo chionn, Do bhrat fionn dom<br />

anacal.<br />

Oh, Brigid, spread above my head, your<br />

mantle bright to guard me.”<br />

- Prayer to Brigit<br />

Master <strong>of</strong> Circles<br />

A Master <strong>of</strong> Circles is a spell-caster who<br />

specializes in the use <strong>of</strong> magic circles, an arcane construct<br />

with many uses. Only certain spell-casting classes are<br />

compatible with the use <strong>of</strong> such magic, <strong>and</strong> so only a<br />

h<strong>and</strong>ful <strong>of</strong> classes can become Masters <strong>of</strong> Circles.<br />

Magical circles are normally used as aids in<br />

spell-casting, the most common use being to raise <strong>and</strong><br />

maintain energy for spell use. Circles are also used as a<br />

prop to enhance concentration, for protection from<br />

harmful magic or beings, or as a focus to imbue with<br />

other spells to protect the spell-caster. Masters <strong>of</strong> Circles<br />

are most <strong>of</strong>ten witches or wizards, both <strong>of</strong> which make<br />

extensive use <strong>of</strong> magic circles, <strong>and</strong> <strong>of</strong>ten create<br />

permanent circles for their sanctums. Sorcerers are rarer<br />

Masters <strong>of</strong> Circles since they generally do not construct<br />

items, though at times do make use <strong>of</strong> them “in the<br />

field.” Most clerics rely on their god for protection <strong>and</strong><br />

power <strong>and</strong> so have less need or desire to become Masters<br />

<strong>of</strong> Circles. However despite circles being associated with<br />

wizardry <strong>and</strong> witchcraft, the occasional cleric does take<br />

up the pr<strong>of</strong>ession. Bards <strong>and</strong> Druids’ magic is the most<br />

at odds with the arcane nature <strong>of</strong> circles <strong>and</strong> so they have<br />

almost no use for this class.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Hit Dice: d4<br />

Requirements<br />

To qualify to become a Master <strong>of</strong> Circles, a<br />

character must have the following requirements.<br />

Skill: Craft (Magic Circle): 5 ranks or<br />

Knowledge (Arcana): 5 ranks<br />

Feat: Cast Magic Circle, at least one Item<br />

Creation Feat<br />

Spellcasting: Ability to cast 4 th level spells.<br />

Class Skills: <strong>The</strong> Master <strong>of</strong> Circle’s class skills<br />

(<strong>and</strong> the key ability for each skill) are: Alchemy (Int),<br />

Concentration (Con), Craft (Int), Jump (Str), Knowledge<br />

(Arcana) (Int), Knowledge (architecture/engineering)<br />

(Int), Pr<strong>of</strong>ession (Wis), Scry (Int, exclusive skill),<br />

Spellcraft (Int) See Chapter 4: Skills in Core Rulebook I for<br />

skill descriptions.<br />

Skill Points at Each Level: 2 + INT modifier.<br />

Class Features<br />

All <strong>of</strong> the<br />

following are class<br />

features <strong>of</strong> the Master<br />

<strong>of</strong> Circles prestige class.<br />

Weapon <strong>and</strong><br />

Armor Pr<strong>of</strong>iciency:<br />

<strong>The</strong> Master <strong>of</strong> Circles<br />

do not receive new<br />

weapon nor armor<br />

pr<strong>of</strong>iciencies.<br />

Spells: each<br />

time they gain a new<br />

level in this class,<br />

Masters <strong>of</strong> Circles gain<br />

a level <strong>of</strong> spellcasting<br />

ability as if they had<br />

gained a level in their<br />

previous spellcasting<br />

class. However, they<br />

don’t gain any other<br />

benefit <strong>of</strong> that previous<br />

class, such as special<br />

abilities or bonuses<br />

feats.<br />

Identify Magic Circle: A Master <strong>of</strong> Circle’s<br />

can identify any magic circle they encounter by making a<br />

Knowledge (Magic Circles) or (Knowledge (Arcane) skill<br />

check with a DC equal to 15 + the level <strong>of</strong> Master <strong>of</strong><br />

Circles required to create the circle. <strong>The</strong>y can also<br />

automatically differentiate between an Imbued Magic<br />

Circle <strong>and</strong> true Magic Circles, but must make a skill check<br />

to determine the exact nature <strong>of</strong> either.<br />

60<br />

Create Magic Circle: Creating a Magic Circle<br />

is a two round operation that first requires the inscribing<br />

<strong>of</strong> the Circle in some manner on the flat, relatively clear<br />

surface upon which the caster st<strong>and</strong>s, <strong>and</strong> then placing<br />

Arcane Symbols around its circumference to give it<br />

specific qualities. Both part are necessary <strong>and</strong> part <strong>of</strong> the<br />

overall Magic Circle. To create the Magic Circle, the<br />

Master <strong>of</strong> Circles must make a Craft (Magic Circle) skill<br />

check with DC (I am having difficulty establishing a good<br />

DC without being too complicated. I don’t want just a<br />

set DC) equal to 15 + the level <strong>of</strong> the Circle desired.<br />

This takes one round. Next, they must make a Craft<br />

(Arcane Symbols) skill check at a similar DC which also<br />

takes one round. Upon successful completion <strong>of</strong> both<br />

checks, a Magic Circle is created with a radius <strong>of</strong> 5’ + 2’<br />

per level <strong>of</strong> the Master <strong>of</strong> Circles. <strong>The</strong> Magic Circle is a<br />

hemisphere that will affect those above the Circle out to<br />

its radius, <strong>and</strong> any trying to enter from beneath it at the<br />

plane upon which it was drawn. Magic Circles may only<br />

be drawn on immobile surfaces. Magic Circles have a<br />

duration <strong>of</strong> one hour per Master <strong>of</strong> Circles’ level.<br />

Imbue<br />

Magic Circle:<br />

As a supernatural<br />

ability (<strong>and</strong> not<br />

as crafting a<br />

magical item), a<br />

Master <strong>of</strong> Circles<br />

may cast any<br />

known spell into<br />

a Magical Circle<br />

that will be cast<br />

on anyone<br />

crossing its<br />

radius. It takes<br />

one round to so<br />

Imbue a Magic<br />

Circle. Once the<br />

spell is triggered,<br />

the magic leaves<br />

the Circle <strong>and</strong><br />

must be reimbued.<br />

Imbue<br />

Circle I: At first<br />

level, only 1 st<br />

through 3 rd level<br />

spells can be used. Imbue Circle II: At fifth level, up to 6 th<br />

level spells can be used. Imbue Circle III: At tenth level,<br />

any spell level may be used in this way. A number <strong>of</strong><br />

spell levels equal to the caster’s Master <strong>of</strong> Circles’ level<br />

can be imbued in a Magic Circle.


Table 3-9: Master <strong>of</strong> Circles class abilities<br />

61<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Class Attack Fort Ref Will Special Spells<br />

Level Bonus Save Save Save<br />

1st +0 +0 +0 +2 Create Magic Circle, Imbue Circle I +1 spell-casting level<br />

2nd +1 +0 +0 +3 Create Permanent Circle +1 spell-casting level<br />

3rd +1 +1 +1 +3 Disable Circle +1 spell-casting level<br />

4th +2 +1 +1 +4 Bonus Feat +1 spell-casting level<br />

5th +2 +1 +1 +4 Imbue Circle II +1 spell-casting level<br />

6th +3 +2 +2 +5 Reset Imbued Circle +1 spell-casting level<br />

7th +3 +2 +2 +5 Extend Circle +1 spell-casting level<br />

8th +4 +2 +2 +6 Bonus Feat, Quick Cast Circle +1 spell-casting level<br />

9th +4 +3 +3 +6 Imbue Circle III +1 spell-casting level<br />

10th +5 +3 +3 +7 Craft Mobile Circle +1 spell-casting level<br />

Permanent Circle: Most Magic Circles are<br />

temporary devices, created with chalk, salt, or scratched<br />

into the earth or stone. As such they can <strong>of</strong>ten be<br />

obscured by wind, debris or the actions <strong>of</strong> those hostile<br />

to the Master <strong>of</strong> Circles. This ability ((feat?)) allows the<br />

Master <strong>of</strong> Circles to create a permanent circle out <strong>of</strong><br />

colored tiles, metal wire embedded into the floor, or<br />

etched into stone. A Permanent Circle is not constantly<br />

powered. In order to activate the Circle, the Master must<br />

enter it <strong>and</strong> then trace the lines. This action only takes<br />

one round <strong>and</strong> requires no Craft: Magic Circle or Craft:<br />

Arcane Symbol skill checks. A Master <strong>of</strong> Circles may<br />

have one permanent Magic Circle for every two levels in<br />

the class.<br />

Disable Circle: A Master <strong>of</strong> Circles can make<br />

an opposed caster level check to dispel the magic <strong>of</strong><br />

another magic circle she may encounter.<br />

Bonus Metamagic Feat: A Master <strong>of</strong> Circles<br />

receives a bonus Metamagic Feat at 4th <strong>and</strong> 8th level.<br />

Reset Imbued Circle: <strong>The</strong> Master <strong>of</strong> Circles<br />

may use a spell slot equal to that <strong>of</strong> the spell cast into the<br />

Circle to dispel that spell <strong>and</strong> allow the Master to cast<br />

another spell <strong>of</strong> similar level into the Magic Circle.<br />

Without this ability a Master <strong>of</strong> Circles would have to<br />

rebuild the Magic Circle completely.<br />

Quick Cast Circle: At eighth level the Master<br />

<strong>of</strong> Circles may simply go through the gestures <strong>of</strong> creating<br />

a Magic Circle <strong>and</strong> the attendant Arcane Symbols to<br />

create a glowing Circle. This only takes one st<strong>and</strong>ard<br />

action, <strong>and</strong> a Craft: Magic Circle skill check DC 10 +<br />

Level <strong>of</strong> the Circle. In addition, if the Caster so wishes,<br />

the Circle may be Imbued that round as well.<br />

Craft Mobile Circle: At tenth level the Master<br />

<strong>of</strong> Circles can Craft a Circle on a mobile surface, be it a<br />

wagon bed, a carpet, levitating piece <strong>of</strong> stone or<br />

whatever. This Circle can be a Permanent Circle or not,<br />

Quick Cast or not, but in any case adds + 5 to the<br />

Knowledge (Arcana) skill check.<br />

Warlock<br />

By definition, to call someone a warlock implies<br />

she uses evil powers, worships demons <strong>and</strong> devils, <strong>and</strong><br />

has a sinister, malevolent streak in which she could<br />

slaughter a baby, it’s mother, <strong>and</strong> her own child without<br />

batting an eye.<br />

A warlock is a spellcaster who has pledged<br />

allegiance to a powerful devil or demon, <strong>and</strong> <strong>of</strong>fered<br />

something in return for powerful granted abilities.<br />

Often, the warlock will perform the entity’s dirty work.<br />

Despite common stereotypes, warlocks can be either<br />

male or female.<br />

As a spellcasting class, barbarians, fighters,<br />

rangers, <strong>and</strong> monks have little use for taking the Warlock<br />

Prestige Class. Clerics <strong>and</strong> bards are usually too involved<br />

in physical activities to take the warlock class, though a<br />

few have been known to pop up. Sorcerers, wizards, <strong>and</strong><br />

witches benefit more than any other class. Paladins<br />

represent the opposite <strong>of</strong> a warlock in nearly every<br />

fashion, from skills <strong>of</strong> focus to alignment, paladins<br />

obviously may not become warlocks, though a fallen<br />

paladin might opt for the warlock class over the<br />

blackguard.<br />

Hit Die: d4<br />

Requirements<br />

Alignment: Any evil<br />

Special: A warlock must be able to cast a<br />

minimum <strong>of</strong> 4th level spells. <strong>The</strong> warlock must also<br />

research a spell that will summon a demon or devil.<br />

Knowledge (Demonology): 10 ranks<br />

Special, Dark Dealings: A warlock must make<br />

a deal with some kind <strong>of</strong> lower power to begin advancing<br />

as a warlock. <strong>The</strong>se dealings can involve anything from<br />

the retrieval <strong>of</strong> any powerful artifacts the demon or devil<br />

desires, murdering ones wife <strong>and</strong> child simply for the<br />

demon’s pleasure, or the all too familiar selling <strong>of</strong> the<br />

warlock’s soul. <strong>The</strong>se decisions are usually best left to the<br />

GM. <strong>The</strong> lower power will try <strong>and</strong> trick the warlock into<br />

granting an eternity <strong>of</strong> servitude in exchange for his<br />

powers.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-10: Warlock Progression<br />

Class Attack Fort Ref Will Special Spells per Day<br />

Level Bonus Save Save Save<br />

1st +0 +0 +0 +2 Aura <strong>of</strong> Menace +1 level <strong>of</strong> existing class<br />

2nd +0 +0 +0 +3 Dark Blessing +1 level <strong>of</strong> existing class<br />

3rd +1 +1 +1 +3 Heightened Power +1, Strange Misfortune +1 level <strong>of</strong> existing class<br />

4th +1 +1 +1 +4 Malevolent Force +1 level <strong>of</strong> existing class<br />

5th +2 +1 +1 +4 Dark Transformation +1 level <strong>of</strong> existing class<br />

6th +2 +2 +2 +5 Timeless Body, Heightened Power +2 +1 level <strong>of</strong> existing class<br />

7th +3 +2 +2 +5 Spirit Force +1 level <strong>of</strong> existing class<br />

8th +3 +2 +2 +6 Evil Circle +1 level <strong>of</strong> existing class<br />

9th +4 +3 +3 +6 Wicked Blasting, Heightened Power +3 +1 level <strong>of</strong> existing class<br />

10th +4 +3 +3 +7 Total Transformation +1 level <strong>of</strong> existing class<br />

<strong>The</strong> Dark Dealings are not one time only.<br />

Whenever the demon so desires, it may call upon the<br />

warlock for services. Often, the first <strong>of</strong> the dark dealings<br />

is greatest in price, but is never the last. Sometimes, the<br />

warlock may be conjured to r<strong>and</strong>om places at the<br />

demon’s whim. A warlock’s debt to the demon is never<br />

paid in full.<br />

Also, the demon may choose to take away the<br />

warlock’s power at any time. If this occurs, the warlock<br />

retains the base attack bonus, saving throws, <strong>and</strong><br />

spellcasting abilities gained as a warlock, but none <strong>of</strong><br />

granted powers. If the demon is ever destroyed, the<br />

warlock loses all power except for those listed above. In<br />

this instance, the GM may choose to have one <strong>of</strong> the<br />

demon’s superiors claim “ownership” <strong>of</strong> the warlock.<br />

Class Skills: Alchemy (Int), Concentration<br />

(con), Craft (Int), Knowledge (any 3), Pr<strong>of</strong>ession (Wis),<br />

Scry (Int), Spellcraft (Int)<br />

Skill Points Per Level: 2+Intelligence Modifier<br />

Spells: Warlock use the same spell list as does<br />

the witch.<br />

Abilities<br />

Weapon <strong>and</strong> Armor Pr<strong>of</strong>iciency: <strong>Warlocks</strong> are<br />

pr<strong>of</strong>icient with the club, dagger, heavy crossbow, light<br />

crossbow, <strong>and</strong> quarterstaff. <strong>Warlocks</strong> are not pr<strong>of</strong>icient<br />

with any type <strong>of</strong> armor or with shields.<br />

All <strong>of</strong> the following are Supernatural abilities.<br />

Aura <strong>of</strong> Menace: <strong>The</strong> warlock’s dealings have<br />

touched the warlock, <strong>and</strong> she now exudes a constant evil<br />

aura. This acts as the spell cause fear as cast by a 9th level<br />

sorcerer.<br />

Dark Blessing: <strong>The</strong> warlock adds his charisma<br />

modifier (if any) to his saving throws.<br />

Heightened Power: When casting spells<br />

against a good aligned creature, the warlock’s magic is<br />

stronger, <strong>and</strong> the number indicated increases the<br />

warlock’s spell saves.<br />

Strange Misfortune: Wherever the warlock<br />

goes, bad things seem to follow. Flowers will wilt, milk<br />

62<br />

<strong>and</strong> food will turn bad, small animals run in fear, larger<br />

animals will growl, bark <strong>and</strong> hiss, <strong>and</strong> babies will cry<br />

whenever the warlock is near. This aura is easily sensed<br />

by nearly anyone, <strong>and</strong> grants a +2 bonus to the warlock’s<br />

intimidate skill. Unfortunately, this <strong>of</strong>ten makes the<br />

Warlock’s alignment known to everyone, a Detect Evil<br />

spell is almost never necessary to identify the warlock as<br />

evil.<br />

Malevolent Force: <strong>The</strong> warlock adds his<br />

wisdom modifier to his armor class.<br />

Dark Transformation: Vital portions <strong>of</strong> the<br />

warlock’s humanity have been removed for the stuff <strong>of</strong><br />

the lower planes. <strong>The</strong> changes are now beginning to<br />

have some tangible manifestations.<br />

1: Skin Transmutation: <strong>The</strong> warlock’s skin turns<br />

to a light unnatural color. How the color is chosen is left<br />

to the GM, but she may wish to decide r<strong>and</strong>omly. This<br />

looks very unnatural regardless <strong>of</strong> what color is chosen.<br />

This grants a +2 bonus to the warlock’s strength score.<br />

A Color Spray spell will dispel this ability, though a Bull’s<br />

Strength spell will restore it.<br />

1 pink<br />

2 light blue<br />

3 light green<br />

4 light yellow<br />

5 light orange<br />

6 light purple<br />

7 light gray<br />

8 dark gray<br />

2: Tail: <strong>The</strong> warlock grows some sort <strong>of</strong> tail,<br />

roughly 3 feet long. This tail <strong>of</strong>fers no new attacking<br />

abilities, but does grant a +2 bonus to the warlocks<br />

dexterity score. If the tail is removed, this bonus ceases<br />

to exist though a Regeneration spell will restore the tail <strong>and</strong><br />

hence the bonus.<br />

3. Primordial Regression: <strong>The</strong> warlock’s arms<br />

increase in length, giving the warlock a hunchback-like


posture, <strong>and</strong> a +2 bonus to the warlock’s constitution<br />

score. Cutting <strong>of</strong>f one <strong>of</strong> the warlock h<strong>and</strong>s eliminates<br />

this bonus, though a Regeneration spell will restore this.<br />

4. Dead Eyes: <strong>The</strong> warlock’s eyes die. <strong>The</strong>y are<br />

no longer capable <strong>of</strong> movement, <strong>and</strong> as time progresses<br />

they will rot away. <strong>The</strong> warlock is still capable <strong>of</strong> seeing<br />

however, <strong>and</strong> receives a +2 bonus to intelligence. A Heal<br />

or Regeneration spell cast specifically on the warlock’s eyes<br />

will eliminate this bonus, though it can be restored by<br />

casting Harm with<br />

the intent to restore<br />

this ability.<br />

5. Third<br />

Eye*: <strong>The</strong> warlock<br />

grows a 3rd eye in<br />

the middle <strong>of</strong> his<br />

forehead. <strong>The</strong> eye is<br />

not capable <strong>of</strong> actual<br />

sight, but does grant<br />

a +2 bonus the<br />

warlocks wisdom<br />

score. Piercing or<br />

blinding this eye<br />

removes this bonus,<br />

though a Cure<br />

Blindness spell will<br />

restore it.<br />

6. Kinetic<br />

Wind: Anything that<br />

the warlock is<br />

carrying, wearing,<br />

<strong>and</strong> anything else<br />

moves about<br />

mysteriously as if<br />

constantly being<br />

encircled by a<br />

blowing wind. Other<br />

people can not feel<br />

this wind, but it does<br />

grant a +2 to his charisma bonus. A hold person spell may<br />

be cast to dispel this ability, though a Freedom <strong>of</strong> Movement<br />

spell will restore it.<br />

Timeless Body: <strong>The</strong> warlock ceases aging<br />

normally. This ability is the same as a monk’s ability.<br />

Spirit Force: <strong>The</strong> warlock applies half <strong>of</strong> their<br />

current charisma modifier (rounded up) to the DC <strong>of</strong><br />

their spells. If the spellcasters relevant spellcasting score<br />

is already charisma, this modifier is still added.<br />

Evil Circle: <strong>The</strong> warlock constantly has a Magic<br />

Circle Against Good spell cast on them. This supersedes<br />

Aura <strong>of</strong> Menace.<br />

Wicked Blasting: Once per day, the warlock<br />

can Empower a spell that is cast against a good target.<br />

<strong>The</strong> spell does not need to be prepared at a higher level<br />

to use this ability, nor must it be prepared ahead <strong>of</strong> time.<br />

Total Transformation: First <strong>of</strong> all, the warlock<br />

is now considered to be an outsider (as an extraplanular<br />

63<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

creature) <strong>and</strong> is now affected by all items that normally<br />

affect only demons or devils. Also, as an outsider, the<br />

warlock may never be resurrected, though she may be<br />

reincarnated. If this happens, the warlock loses the<br />

bonus from both Dark Transformation <strong>and</strong> Total<br />

Transformation, though retains other Warlock powers.<br />

Second, the warlock’s body undergoes a large<br />

transformation, as an extension <strong>of</strong> the Dark<br />

Transformation received at 5th level. Like Dark<br />

Transformation, it is up to the<br />

individual DM to decide which<br />

<strong>of</strong> these powers are granted. All<br />

bonuses supersede Dark<br />

Transformation. Optionally, the<br />

DM may allow another bonus<br />

granted under Dark<br />

Transformation instead <strong>of</strong> the<br />

advanced powers <strong>of</strong> Total<br />

Transformation. <strong>The</strong> warlock is<br />

still considered an outsider if<br />

this occurs. <strong>The</strong>se powers can<br />

still be removed in the same way<br />

that Dark Transformation had<br />

its power removed; though the<br />

warlock is still considered an<br />

outsider in these instances.<br />

1. Demonic Skin: <strong>The</strong><br />

warlock’s skin changes to a<br />

sickly unnatural color, the<br />

warlock is barely recognizable as<br />

human anymore. This grants a<br />

+4 bonus to strength, <strong>and</strong><br />

damage resistance <strong>of</strong> 5/+1. <strong>The</strong><br />

warlocks skin color depends on<br />

what the warlock chose for the<br />

initial transformation.<br />

1 pink turns red<br />

2 light blue turns ocean blue<br />

3 light green turns forest green<br />

4 light yellow turns bright yellow<br />

5 light orange turns bright orange<br />

6 light purple turns bright purple<br />

7 light gray turns completely white<br />

8 dark gray turns completely black<br />

2. Long Tail: <strong>The</strong> warlock’s tail grows in length.<br />

Its length is equal in feet to the warlock’s dexterity<br />

(without the warlock modifiers) score. It can be used to<br />

pick up things, deliver a whipping attack (1d4 damage),<br />

or binding something (as per the feat Improved Grab) <strong>and</strong><br />

can constrict for 1d4 damage a round.<br />

3. Ancient Body: <strong>The</strong> warlock’s body becomes<br />

even more hunched over in appearance. (-2D6 inches in<br />

height) This form grants a +4 bonus to the warlock’s


<strong>Liber</strong> Mysterium: Mystical Paths<br />

constitution score, <strong>and</strong> the warlock regenerates at a rate<br />

<strong>of</strong> 1 point <strong>of</strong> damage per round (though if one <strong>of</strong> the<br />

warlock’s h<strong>and</strong>s is cut <strong>of</strong>f, it will not regenerate without a<br />

regenerate spell).<br />

4. Face <strong>of</strong> Death: <strong>The</strong> warlock’s face completely<br />

rots away. <strong>The</strong> warlock retains his hair <strong>and</strong> all the other<br />

skin on his body, but the face appears mummified. This<br />

grants a +4 to the warlocks intelligence score. <strong>The</strong><br />

warlock is not considered to be an undead with this<br />

ability.<br />

5. Eyeskin*: Eyeballs (3D6) appear all over the<br />

warlock’s body with the first always appearing in the<br />

center <strong>of</strong> the warlock’s forehead . This grants a +4 to the<br />

warlocks wisdom score <strong>and</strong> the warlock can see from all<br />

angles <strong>and</strong> hence is no longer subject to flanking or<br />

attacks from behind. If the first new eye (the one located<br />

in the warlock’s forehead) is blinded, all new eyes<br />

become blinded <strong>and</strong> the bonus to wisdom is negated.<br />

6. Winds <strong>of</strong> Change: <strong>The</strong> warlock no longer<br />

appears even vaguely human. His body <strong>and</strong> all <strong>of</strong> his<br />

clothing are in constant movement <strong>and</strong> do not retain any<br />

continuous form, even while sleeping. Facial features are<br />

completely distorted <strong>and</strong> flow throughout the warlock’s<br />

body, as if his body was a swirling liquid. This grants a<br />

+4 to the warlock’s charisma score.<br />

* A warlock may have either Third Eye or Eyeskin but not<br />

both at the same time.<br />

Restrictions<br />

<strong>Warlocks</strong> have a certain number <strong>of</strong> restrictions<br />

that apply only to them. A warlock can be spotted for<br />

what they are with a spot check. This check stacks with<br />

the spotter’s Knowledge, Witchcraft skill modifier <strong>and</strong> is<br />

further aided +1 for level <strong>of</strong> Warlock class the warlock<br />

has. <strong>The</strong> GM has to consider also these points: Is the<br />

Warlock avoiding discovery? Who are his enemies–<br />

witches, warlocks, Witch-hunters or others? Does his<br />

enemy underst<strong>and</strong> how to read the signs? <strong>The</strong> GM may<br />

want to consider what the signs for each individual cult<br />

<strong>of</strong> warlocks are, or that the same signs are universal to all<br />

warlocks. Common signs are a flame burning bright blue<br />

<strong>and</strong> milk turning sour in the warlock’s presence.<br />

<strong>The</strong> Warlock is also barred from certain areas.<br />

<strong>The</strong> most common would be holy areas, but not always<br />

so. Much like the vampire, the warlock may not be able<br />

to enter a personal dwelling or a church, or from certain<br />

natural formations such as a cave or a running river.<br />

Other possible restrictions:<br />

• <strong>Warlocks</strong> may not tread upon consecrated (Holy)<br />

ground. To do so causes the Warlock 2d6+2 points <strong>of</strong><br />

damage/round<br />

• <strong>Warlocks</strong> are affected by Holy Water, 1d6 hp<br />

damage per vial.<br />

• Weapons <strong>and</strong> items <strong>of</strong> cold wrought iron do double<br />

normal damage to <strong>Warlocks</strong><br />

64<br />

• <strong>Warlocks</strong> cannot cross an unbroken line <strong>of</strong> sea salt<br />

spread onto the ground.<br />

Like witches, warlocks can not be raised from<br />

the dead or use the Raise Dead spell. Any attempts,<br />

simply fail or work as an Animate Dead spell instead.<br />

Sidebar: <strong>The</strong> Scholomance<br />

<strong>Witches</strong> speak <strong>of</strong> <strong>Warlocks</strong> in tones normally<br />

reserved for the foulest <strong>of</strong> garbage or the worst <strong>of</strong> the<br />

sub-human monsters. But there are some warlocks that<br />

even the bravest <strong>of</strong> hearts among the Craft <strong>of</strong> the Wise<br />

dare not speak about. <strong>The</strong>se are the <strong>Warlocks</strong> <strong>of</strong> the<br />

Scholomance. <strong>The</strong> Scholomance, or the Dark School as<br />

it is also known, lies somewhere in the mountains: some<br />

place it in Bulgaria or Transylvania, others claim it is in<br />

the Swiss Alps, <strong>and</strong> even some have suggested that it lies<br />

in the American Appalachian. GM’s should choose an<br />

appropriate place within their own campaign world. It<br />

should be remote <strong>and</strong> in the mountains.<br />

Wherever it lies one thing is agreed on, that the<br />

Devil himself holds classes to teach the best <strong>and</strong> the<br />

brightest the darkest <strong>of</strong> the dark arts. Thirteen will enter<br />

but only twelve will leave as the most dangerous warlocks<br />

to walk the l<strong>and</strong>. What becomes <strong>of</strong> the thirteenth is a<br />

mystery. Some say the unlucky 13 th becomes the Devil’s<br />

own personal servant. Others speculate a far worse fate.<br />

<strong>Warlocks</strong> <strong>of</strong> the Scholomance gain an extra<br />

level <strong>of</strong> casting once completing the school as well access<br />

to many dark, evil spells they may never have had access<br />

to before. Nevertheless, there is always that 1 in 13<br />

chance that they will be chosen to remain with their<br />

master.<br />

GM’s should refrain from allow players to have<br />

access to Scholomance <strong>Warlocks</strong>, instead keeping them<br />

as very powerful adversaries.<br />

Witch Finder<br />

“Thou shalt not suffer a witch to live”.<br />

Exodus 22:18<br />

<strong>The</strong> Bible, KJV<br />

Abraham Klosterheim was satisfied. Like all present<br />

witnesses in the city’s fair, he was happy to see the warlocks burning<br />

at the stake. However, only he knew the condemned never had<br />

anything to do with demonology, nor any sort <strong>of</strong> magic. Well, at<br />

least not like the onlookers believed it; not like he, Abraham, had<br />

sworn during the trial to have witnessed it. But was it an unjust<br />

punishment? No, not for Klosterheim. In the eyes <strong>of</strong> the Witch<br />

Finder it was rather a deserved retribution for their hateful<br />

behavior. For the peoples now agonizing in the blaze were also<br />

witches hunters. Furthermore, they weren’t the cold efficient<br />

pr<strong>of</strong>essional Abraham Klosterheim had become over the years, while<br />

pursuing his vengeance. No, they were those heinous, stupid fanatics<br />

who had wrongly accused his family years before. <strong>The</strong>se narrow-


minded murderers had refused to listen to his mother when she had<br />

tried to explain she <strong>and</strong> her daughters were simple, poor peasants<br />

with no knowledge <strong>of</strong> sorcery. <strong>The</strong> imbecile fanatics who were so<br />

proud <strong>of</strong> murdering innocent women in the name <strong>of</strong> their god. Today<br />

was their turn.<br />

Witch<br />

Finders make a<br />

living at hunting<br />

users <strong>of</strong> magic,<br />

<strong>and</strong> thus will<br />

persecute any<br />

spellcaster or<br />

magical creature,<br />

provided they<br />

are paid for it.<br />

Witch Finders<br />

are before all<br />

mercenaries,<br />

even if the less<br />

scrupulous will<br />

play on the<br />

population’s<br />

fears to justify<br />

their sometimes<br />

criminal trade;<br />

or even if some<br />

<strong>of</strong> them are real<br />

fanatics bent on<br />

destroying all magic, or kill all heretics. Note by the way,<br />

that the not so rare Witch Finders who are fanatics bent<br />

on destroying “evil” magic-users <strong>and</strong> heretics for the sake<br />

<strong>of</strong> money, <strong>and</strong> without any morality (adding to “fiends<br />

<strong>and</strong> witches” anyone whom they take a dislike), are those<br />

who gave the pr<strong>of</strong>ession its bad reputation. Otherwise,<br />

several Witch Finders also pursue this trade because <strong>of</strong><br />

revenge. Usually a warlock, demonologist, or fiend, etc.<br />

wronged the Witch Finder in some manner, but<br />

wrongdoer need not necessarily be such a base being.<br />

For example, the wrongdoers may be those who had<br />

one’s family executed for being suspected <strong>of</strong> sorcery.<br />

<strong>The</strong>re was one historical Witch Finder whose own family<br />

was accused <strong>of</strong> witchcraft <strong>and</strong> killed. He thus became a<br />

Witch Finder <strong>and</strong> went after all <strong>of</strong> the people who<br />

accused his family, <strong>and</strong> had them executed for<br />

witchcraft….<br />

Whenever a community is plagued by a<br />

supernatural creature, or fears the wrongdoing <strong>of</strong> a<br />

nearby necromancer, it will typically turn to a Witch<br />

Finder to get rid <strong>of</strong> it. In some other places with<br />

intolerant regimes, Witch Finders can make 10 to 50 gp<br />

per “witch” turned over to the local magistrate.<br />

Otherwise, many a solitary Witch Finder travels the l<strong>and</strong><br />

in search <strong>of</strong> work, extending his trade to anyone with a<br />

supernatural bent, when income is low. Witch Finders are<br />

not dissimilar to bounty hunters in spirit, but are<br />

nonetheless much specialized in ability. For instance, they<br />

65<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

do not reject magic despite “hunting” it. Quite contrarily,<br />

as real pr<strong>of</strong>essionals Witch Finders learn about magic,<br />

<strong>and</strong> how to deal with, or use it. Those fanatical Witch<br />

Finders will even insist they can only “fight evil with<br />

evil”.<br />

C<strong>and</strong>idates for the Witch Finder trade may<br />

come from any<br />

class, although<br />

only non-good<br />

characters may<br />

join. For<br />

example, some<br />

southern desert<br />

Barbarians become“wizardslayers”<br />

known<br />

as Isangoma.<br />

Many Witch<br />

Finders will<br />

come from the<br />

rogue or ranger<br />

class.<br />

Requirements<br />

To<br />

qualify to<br />

become a<br />

Witch Finder, a<br />

character must<br />

fulfill all the following criteria:<br />

Alignment: Witch Finders may only be <strong>of</strong> nongood<br />

alignments, as they make a living at hunting people,<br />

<strong>and</strong> are <strong>of</strong>ten motivated by fanaticism <strong>and</strong> revenge.<br />

Moreover, those who hunt anyone with<br />

“magical abilities” without discrimination are always <strong>of</strong><br />

evil alignments.<br />

Base Attack bonus: +4<br />

Gather Information: 4 ranks<br />

Knowledge (Religion): 4 ranks or<br />

Witchcraft: 4 ranks<br />

Feats:<br />

Required: None<br />

Suggested: Iron will, Track.<br />

Special: the character must be have combated<br />

magic-using foes before, <strong>and</strong> also must have somehow<br />

suffered from their magic (as determined by the GM).<br />

Class Skills<br />

<strong>The</strong> Witch Finder’s class skills (<strong>and</strong> the key<br />

ability for each skill) are: Bluff* (Cha), Concentration<br />

(Con), Disable Device* (Int), Gather information* (Cha),<br />

Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local,<br />

the Planes, Religion) (Int), Listen (Wis), Move Silently<br />

(Dex), Search (Int), Sense Motive* (Wis), Spellcraft (Int),<br />

Spot (Wis), Use Magic Device (Cha).


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-11: Witch Finder Progression<br />

Base<br />

Spells per day<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special 0 1 2 3<br />

1st +0 +2 +0 +2 Turn undead ; Use magical scrolls 1 — — —<br />

2nd +1 +3 +0 +3 Sneak attack (+1d6) 1 — — —<br />

3rd +2 +3 +1 +3 Bonus save vs. magic (+1) 1 0 — —<br />

4th +3 +4 +1 +4 Penetrating attacks (1/day) ; Scribe scrolls 1 1 — —<br />

5th +3 +4 +1 +4 Bonus save vs. magic (+2) 2 1 0 —<br />

6th +4 +5 +2 +5 Sneak attack (+2d6) 2 1 1 —<br />

7th +5 +5 +2 +5 Bonus save vs. magic (+3) 2 1 1 0<br />

8th +6 +6 +2 +6 Penetrating attacks (2/day) ; Brew potions 2 2 1 1<br />

9th +6 +6 +3 +6 Bonus save vs. magic (+4) 3 2 1 1<br />

10th +7 +12 +6 +12 Sneak attack (+3d6) 3 2 2 1<br />

Skills Points at each level: 4 + Int modifier.<br />

(* Same skills, new uses: Bluff enables the Witch<br />

Finder to entice mobs to participate into witch-hunts –<br />

see later–; Gather-information to know about sorcery in the<br />

area; Disable-device to better desecrate magical things –see<br />

later–; <strong>and</strong> Sense-motive to determine if an accused witch<br />

lies or not.)<br />

Class Features<br />

All the following are class features <strong>of</strong> the Witch<br />

Finder prestige class:<br />

Hit-Die: d8.<br />

Weapon <strong>and</strong> Armor Pr<strong>of</strong>iciency: Witch<br />

Finders are pr<strong>of</strong>icient with all simple weapons, plus one<br />

martial or exotic weapon <strong>of</strong> their choice. <strong>The</strong>y do not<br />

gain any new armor pr<strong>of</strong>iciencies.<br />

Spells: Witch Finders are so focused on magic<br />

<strong>and</strong> its practitioners (even if for the purpose <strong>of</strong><br />

combating them), that they find useful to learn how to<br />

use it themselves. As such, they can cast arcane spells,<br />

doing so exactly like wizards (with spell-book,<br />

preparation, DCs based on Int modifier, access to any<br />

sorcerer/wizard spell, restriction on armors, etc.). Note<br />

that when the Witch Finder gains 0 spells <strong>of</strong> a given level,<br />

such as 0 1 st -level spells at 3 rd level, the Witch Finder<br />

gains only bonus spells. A Witch Finder without a bonus<br />

spell for that level cannot yet cast a spell <strong>of</strong> that level, i.e.<br />

for the purposes <strong>of</strong> metamagic feats such extend spell.<br />

Spells: Witch finders cast spells as an arcane<br />

spellcaster. To better underst<strong>and</strong> the nature <strong>of</strong> their prey<br />

the witch finder has access to arcane spells <strong>of</strong> witches (no<br />

coven based spells).<br />

1 st level: Turn Undead: <strong>The</strong>ir combat against<br />

not only spellcasters, but also any supernatural creatures,<br />

<strong>of</strong> course lead them to undead (along with evil<br />

necromancers). As such, at 1 st level, Witch Finders gain<br />

the Turn-Undead (but not Rebuke) ability exactly as<br />

clerics. If they already had it from previous levels, these<br />

66<br />

stack with the Witch Finder’s level for determining its<br />

power. This is ability to turn is despite the witch-finder’s<br />

alignment.<br />

1 st level: Use Magic Scrolls: As the Witch<br />

Finders study both magic <strong>and</strong> practitioners <strong>of</strong> magic, they<br />

learn how to use magic. Although it appears that Witch<br />

Finders normally shouldn’t have access to divine magic,<br />

Witch Finders can use any magical spell-scroll as if they<br />

were <strong>of</strong> the relevant class <strong>and</strong> <strong>of</strong> a level in that class equal<br />

to their Witch Finder level. For example, a 5 th level<br />

Rogue/9 th level Witch Finder could cast spells from<br />

magical scrolls as if he was a 9 th level spellcaster <strong>of</strong> the<br />

appropriate class (9 th level cleric for divine spells, <strong>and</strong> 9 th<br />

level wizard for arcane spells).<br />

This ability is independent <strong>of</strong> any spellcasting<br />

class the witch-finder may also have.<br />

2 nd level: Sneak Attack: at 2 nd level, Witch<br />

Finders gain this special ability <strong>of</strong> rogues. If they already<br />

had it from previous levels, these stack with the Witch<br />

Finder’s level for determining its power. At 2 nd level they<br />

add 1d6 <strong>of</strong> damage, then 2d6 at 6 th level, <strong>and</strong> 3d6 at 10 th<br />

level.<br />

3 rd level: Bonus Save vs. Magic: the Witch<br />

Finder gains a bonus to all their saving throws against<br />

spells <strong>and</strong> magical effects <strong>of</strong> +1 at 3 rd level. This bonus<br />

increases to +2 at 5 th level, then +3 at 7 th level, <strong>and</strong> +4 at<br />

9 th level.<br />

4 th level: Penetrating Attacks: this supernatural<br />

ability enables the Witch Finder to temporarily improve<br />

the efficacy <strong>of</strong> his weapons against damage-reduction<br />

defenses. <strong>The</strong> Witch Finder must first study his<br />

opponent for a full round. <strong>The</strong>n for the full duration <strong>of</strong><br />

his subsequent combat against this particular opponent,<br />

all the weapons she may use against it will be enhanced<br />

with a +1 magical bonus, with respect to overcoming<br />

damage-reduction defense only. As such, a non-magical<br />

weapon or missile will be able to hit as if +1, then a +1<br />

magical weapon will be able to hit as if +2, etc. Witch


Finders may use this ability once per day at 4 th level <strong>and</strong><br />

then twice per day at 8 th level.<br />

If the weapon in question is already enchanted<br />

then these bonuses stack.<br />

4 th level: Scribe Scrolls: <strong>The</strong> Witch Finder<br />

knows that magic is a much important asset when<br />

combating spellcasters <strong>and</strong> fiends. However, the Witch<br />

Finder’s own spellcasting capability is somewhat limited.<br />

For that reason, as soon as she can, the With-hunter<br />

learns to prepare himself in advance. As such, at 4 th level<br />

she gains the Scribe Scroll item-creation-feat, enabling<br />

him to create spell scrolls (see core-rulebooks I <strong>and</strong> II).<br />

Note otherwise that this feat works normally <strong>and</strong> is<br />

independent from the Use Magic Scrolls ability.<br />

8 th level: Brew Potions: As for above, at 8 th<br />

level the Witch Finder gains this Item-creation-feat,<br />

enabling him to create magic potions (see core-rulebooks<br />

I <strong>and</strong> II).<br />

Class Hindrance<br />

Karma: Witch Finders expose themselves to<br />

retaliation for their doings. Angry magic-users <strong>and</strong><br />

wronged peoples (whether they deserved it or not), will<br />

try to avenge themselves <strong>of</strong> the Witch Finder at every<br />

opportunity. Of course, this could be the perfect basis<br />

for an adventure. Furthermore, as a special hindrance it<br />

means that: in all r<strong>and</strong>om encounters where there are evil<br />

spellcasters or evil supernatural creatures, the encounter<br />

will always degenerate into battle. <strong>The</strong>n, during the<br />

combat, the Witch Finder will always be the primary<br />

target <strong>of</strong> the enemies’ attacks. Note that successful use <strong>of</strong><br />

diplomacy or disguise won’t change this in any way. It’s<br />

fate.<br />

New Use <strong>of</strong> Skills:<br />

Desecrate Magic (Disable Device): Witch Finders<br />

can destroy a place or thing holy to a witch, mage, or<br />

cultist, etc. in 2d10 minutes (adjusted as needed). This<br />

ability depends on the Witch Finder being able to identify<br />

the object in question (i.e. knowing the difference<br />

between an Athame <strong>and</strong> a normal dagger), with use <strong>of</strong><br />

the proper skill (Spellcraft, etc.). Any object or place so<br />

defiled becomes thereafter unusable magically or ritually.<br />

<strong>The</strong> GM as appropriate should adjust DC.<br />

Entice Mob (Bluff): <strong>The</strong> Witch Finder can<br />

convince a mob <strong>of</strong> angry or fearful individuals to support<br />

him in his hunt. In fact she knows what to tell to incite<br />

the listeners to fear or anger, especially when it comes to<br />

simple peasants who “do not know what lies beyond the<br />

next hill”. Thus the Witch Finder could convince them<br />

to tell him who has supernatural powers in the vicinity;<br />

then that such character or creature is certainly a threat;<br />

<strong>and</strong> so that they must help (<strong>and</strong> pay) him to get rid <strong>of</strong> it.<br />

A much persuasive Witch Finder could even go as far as<br />

convince them to accompany him on the hunt.<br />

• Telling about evil witches stories <strong>and</strong> the like<br />

to somehow frighten the listeners: DC=12. If successful<br />

gives a +2 bonus to get some information about nearby<br />

67<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

witches, supernatural monsters, <strong>and</strong> the like, using the<br />

Gather-Information skill.<br />

• Convincing listeners that a nearby witch, or<br />

else, is a threat which must be dealt with quickly: DC=20.<br />

Subsequent use <strong>of</strong> Entice-Mob to also agree to a payment<br />

for the job: DC=17.<br />

• Convincing the listeners that they should join<br />

the hunt, <strong>and</strong> fight along the Witch Finder: DC=25. If<br />

successful, the mob will follow the Witch Finder for 1d4<br />

hours, but will thereafter calm down. Subsequent Entice-<br />

Mob rolls will be at a cumulative +2 increase in DC to<br />

continue. Note moreover, that a mob which participates<br />

in such a hunt will want their share <strong>of</strong> the bounty, <strong>and</strong><br />

may be much more difficult to convince <strong>of</strong> a subsequent<br />

payment (DC=22).<br />

Note: the Witch Finder may only use Entice-<br />

Mobs against nearby witches <strong>and</strong> other things she is<br />

hunting, or people <strong>and</strong> things that the people being<br />

bluffed do not really know, nor have relationships with.<br />

In turn, any successful use <strong>of</strong> Sense-Motive will unmask<br />

the attempt, resulting in a well-produced, adverse<br />

reaction with respect to that character. Lastly, the above<br />

DC may get some appropriate modifiers according to<br />

circumstances.<br />

New Tool: Witch pricker. This device is used<br />

by witch-finders to “test” witches. It is believed that<br />

witches have an insensitive area on their bodies that<br />

identifies them as a witch. <strong>The</strong> Witch Finder will then<br />

show that a person is a witch by poking them with this<br />

small device. <strong>The</strong> device, witch looks like a small dagger<br />

or bodkin is sharp, but has a concealable or retractable<br />

blade.<br />

Sidebar: Mathew Hopkins, Witch Finder General<br />

Of all <strong>of</strong> history’s witch hunters, none are more<br />

famous, or infamous, as Matthew Hopkins. It is claimed<br />

that in one year alone, 1645 to 1646, he sent more<br />

“witches” to the gallows in Engl<strong>and</strong> than any one man<br />

before or since.<br />

He was named “Witchfinder General,” by the<br />

Church <strong>of</strong> Engl<strong>and</strong> <strong>and</strong> given the support <strong>of</strong> the courts.<br />

An accusation from Hopkins usually meant a death<br />

sentence. He is believed to be responsible for the torture<br />

<strong>and</strong> deaths <strong>of</strong> several hundred accused witches before his<br />

own death in 1646.<br />

Witch Guardian<br />

While the witch is perfectly capable <strong>of</strong><br />

defending herself <strong>and</strong> her own, sometimes it becomes<br />

necessary for arms to be taken up in defense. This<br />

defender <strong>of</strong> the coven is known by many names but all<br />

are generally known as witch guardians.<br />

“Witch guardian” is a broad term used to<br />

describe those that devote their lives to defending<br />

witches <strong>and</strong> their faith. <strong>The</strong>y can come from the ranks <strong>of</strong><br />

the coven themselves, or they may be from another class,


<strong>Liber</strong> Mysterium: Mystical Paths<br />

called to serve the Goddess in their own way, with arm,<br />

sword <strong>and</strong> spear rather than by bell, book or c<strong>and</strong>le.<br />

While there are a variety <strong>of</strong> types <strong>of</strong> witch guardians, they<br />

all share some things in common.<br />

<strong>The</strong> witch guardian defends <strong>and</strong> protects<br />

witches. She is usually the same general alignment as the<br />

coven, but many tend to be more lawful. In many ways<br />

the witch guardian sees herself as fulfilling the same role<br />

as a paladin might. Witch guardians are considered to be<br />

part <strong>of</strong> the coven, but do not take part in coven duties.<br />

For example the Imbolc Guard that protects the<br />

Daughters <strong>of</strong> the Flame are not required to tend the<br />

sacred flame, though many still do. Some witch guardian<br />

groups also are almost a tradition <strong>of</strong> sorts themselves.<br />

<strong>The</strong> Waelcyrie are<br />

one <strong>of</strong> the oldest<br />

groups <strong>of</strong> witch<br />

guardians known <strong>and</strong><br />

they will protect<br />

witches <strong>of</strong> all<br />

traditions <strong>and</strong><br />

covens.<br />

Witch<br />

guardians do not<br />

actively seek out<br />

those who oppose<br />

the witch’s faith, but<br />

are prepared to<br />

defend their charges.<br />

<strong>The</strong> witch guardian<br />

has both martial<br />

weapons <strong>and</strong> magic<br />

at her disposal. <strong>The</strong><br />

covened witch<br />

guardian will st<strong>and</strong><br />

guard <strong>and</strong> protect the<br />

coven while they<br />

perform their rituals<br />

<strong>and</strong> ensuring the<br />

safety <strong>of</strong> all members.. <strong>The</strong> witch guardian will then,<br />

either in private or with the coven’s high priestess,<br />

perform her own rituals. In covens with more than one<br />

guardian the high priestess will <strong>of</strong>ten perform a second<br />

set <strong>of</strong> services. It is understood by all that the Patrons<br />

excuse the guardians from these normal ritual duties<br />

because <strong>of</strong> the important roles they serve.<br />

Witch guardians also will protect places <strong>of</strong><br />

power from desecration or may even be assigned other<br />

duties such as protecting an important artifact or even a<br />

single witch in particular. For those who are not part <strong>of</strong><br />

coven travel around seeing the world <strong>and</strong> ensure that<br />

places <strong>of</strong> power they find are free <strong>of</strong> contamination,<br />

infestation <strong>and</strong> desecration.<br />

Witch guardians feel an urge to protect witches<br />

<strong>and</strong> the faith. It might be a calling from the Goddess, but<br />

guardians never divulge why they took up their duty. An<br />

apprentice witch guardian needs to take instruction from<br />

68<br />

a more experienced one for three months before they are<br />

eligible for the initiation into the tradition. <strong>The</strong> initiate’s<br />

instructor (known sometimes as an “Advocate”) <strong>and</strong><br />

three other experienced guardians must be present to<br />

invest the initiate into the tradition. If a coven does not<br />

have four experienced guardians, the required amount are<br />

summoned by the Patrons when the rite is to take place,<br />

to ensure that another joins the tradition. <strong>The</strong>se<br />

guardians usually do not stay with the coven.<br />

During the rite <strong>of</strong> investment the apprentice<br />

decides to join the witch guardians, or continue in their<br />

chosen class. <strong>The</strong> only time a witch guardian leaves this<br />

tradition is through death. If they become disillusioned in<br />

witchcraft itself, they must also leave the class. All<br />

supernatural <strong>and</strong> spell-like<br />

abilities learnt are lost (as<br />

they are provided by the<br />

Patrons) as well as access to<br />

the witch spell list.<br />

First <strong>and</strong> foremost<br />

the witch guardian lives to<br />

protect the lives <strong>of</strong> the<br />

witches in her charge. Most<br />

would rather die than allow<br />

any harm to come to the<br />

coven.<br />

Hit Dice: d8<br />

Requirements<br />

To qualify as a<br />

witch guardian, a character<br />

must fulfill all <strong>of</strong> the<br />

following criteria.<br />

Base Attack<br />

Bonus: +5<br />

Knowledge<br />

(Witchcraft): 4 ranks<br />

Spellcraft: 4 ranks<br />

Wilderness Lore: 2 ranks<br />

Feats: Weapon Focus (weapon will depend on<br />

what type <strong>of</strong> guardian they become), may be taken at 1 st<br />

level <strong>of</strong> Witch Guardian.<br />

Class Skills<br />

<strong>The</strong> witch guardian’s class skills (<strong>and</strong> the key<br />

ability for each skill) are Climb (Str), Concentration<br />

(Con), Craft (Int), H<strong>and</strong>le Animal (Cha), Heal (Wis),<br />

Hide (Dex), Knowledge (Religion) (Int), Knowledge<br />

(Witchcraft) (Int),Move Silently (Dex), Ride (Dex), Sense<br />

Motive (Wis), Spellcraft (Int), <strong>and</strong> Wilderness Lore (Wis).<br />

Skill points at Each Level: 4 + Int modifier.<br />

Class Features<br />

All <strong>of</strong> the following are class features <strong>of</strong> witch<br />

guardian prestige class.


Weapon <strong>and</strong> Armor Pr<strong>of</strong>iciencies: A witch<br />

guardian is pr<strong>of</strong>icient in all simple weapons, plus 6<br />

martial weapons <strong>of</strong> her choice. She may choose to swap<br />

any 2 martial pr<strong>of</strong>iciencies for 1 exotic pr<strong>of</strong>iciency.<br />

Pr<strong>of</strong>icient in all light <strong>and</strong> medium armor. Note:<br />

<strong>The</strong> abilities gained by Nature’s Gift are only useable<br />

with light armor.<br />

Weapon <strong>of</strong> Choice (Ex): <strong>The</strong> witch guardian<br />

gains a weapon <strong>of</strong> choice. <strong>The</strong> type <strong>of</strong> guardian they<br />

become <strong>of</strong>ten determines this weapon. <strong>The</strong> Patron they<br />

serve or the coven they protect can also put restrictions<br />

on this weapon. This is also the weapon the would-be<br />

guardian chooses for her Weapon Focus feat. See<br />

descriptions below.<br />

This weapon gains an enchantment <strong>of</strong> +1 at<br />

first witch guardian level <strong>and</strong> then an extra +1 every<br />

other level <strong>of</strong> witch guardian (+1 at 1 st level, +2 at 3 rd<br />

level, +3 at 5 th level, +4 at 7 th level, <strong>and</strong> +5 at 9 th level <strong>of</strong><br />

witch guardian). Unlike magic weapons created by<br />

normal means, the guardian need not spend experience<br />

points or gold pieces to accomplish this task. However, a<br />

guardian’s enchanted weapon only functions for her, not<br />

even other guardians <strong>of</strong> the same coven.<br />

Deity’s Gift (Su): <strong>The</strong> witch guardian is the<br />

defender <strong>of</strong> all witches <strong>and</strong> places <strong>of</strong> power, <strong>and</strong> they<br />

<strong>of</strong>ten come across spellcasters who wish to destroy all<br />

they hold dear. Because <strong>of</strong> this, they are granted a +2<br />

divine bonus to saving throws against magic. This ability<br />

increases to +4 at 4 th level (<strong>and</strong> is not cumulative with +2<br />

already granted).<br />

At 7 th level this bonus is applied to all allies in a<br />

20-foot radius as well as all inanimate objects, including<br />

all items on the body <strong>of</strong> the guardian <strong>and</strong> her allies,<br />

within the area. <strong>The</strong> guardian herself still has his +4<br />

bonus. At 10 th level the area is increased to 40 foot<br />

radius. Note if they are more than one 7 th level witch<br />

guardian within a 20 foot area, the bonuses do not stack<br />

as they are the same type <strong>of</strong> bonus.<br />

Detect Witch’s Foe (Sp): This supernatural<br />

ability gained at 2 nd level is similar to the Detect Evil<br />

ability <strong>of</strong> Paladins. However it only finds those who wish<br />

to harm a witch, a place <strong>of</strong> power, or the witch guardian<br />

herself.<br />

Nature’s Gift (Ex): <strong>The</strong> fighting style <strong>of</strong> the<br />

guardian emphasizes agility <strong>and</strong> reflexes over strength as<br />

well as the duality <strong>of</strong> the God <strong>and</strong> the Goddess. As such,<br />

when a guardian fights with no armor or in light armor<br />

they gain the benefits <strong>of</strong> Ambidexterity <strong>and</strong> Two<br />

Weapon Fighting feats.<br />

If they already have both these feats, they may<br />

instead choose two from the following list: Improved<br />

Initiative, Lightning Reflexes, Combat Reflexes, Dodge,<br />

Mobility, Spring Attack, Improved Two Weapon<br />

Fighting, Run, Point Blank Shot, Shot on the Run,<br />

Evasion, Uncanny Dodge.<br />

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<strong>Liber</strong> Mysterium: Mystical Paths<br />

Favored Enemy (Ex): At 6th level, a guardian<br />

may select a favored enemy like that <strong>of</strong> a ranger. <strong>The</strong>se<br />

will be enemies that threaten the coven directly <strong>and</strong> are<br />

generally not class <strong>of</strong> enemies per se. <strong>The</strong>y might be<br />

another coven, a group <strong>of</strong> evil sorcerers, a local church or<br />

even a cult <strong>of</strong> warlocks. <strong>The</strong> witch guardian gains a +2<br />

bonus on Bluff, Listen, Sense Motive, Spot, <strong>and</strong> Survival<br />

checks when using these skills against creatures <strong>of</strong> this<br />

type. Likewise, she gets a +2 bonus on weapon damage<br />

rolls against such creatures.<br />

At 8th level the witch guardian may choose<br />

another favored enemy or choose the same one to<br />

increase the bonuses to +4.<br />

Hex Mark <strong>of</strong> Warding (Su): At 8th level the<br />

Witch Guardian can scribe a magical rune onto a door,<br />

wall, tree, or other stable object denoting their protection<br />

<strong>of</strong> that area. If any enemies to the Coven or place <strong>of</strong><br />

power the Witch Guardian is pledged to protect come<br />

within level yards <strong>of</strong> the mark, the Witch Guardian may<br />

make a Spot Roll DC 20 – the number <strong>of</strong> enemies to be<br />

alerted to their presence <strong>and</strong> numbers, but not exact<br />

nature. A Witch Guardian may have up to one Hex<br />

Mark <strong>of</strong> Warding per 2 levels in the Witch Guardian<br />

class. So a character with 8 levels <strong>of</strong> Witch Guardian may<br />

have up to 4 Hex Marks working at one time. Distance<br />

is unlimited as long as the Witch Guardian is still on the<br />

same plane as the Hex Mark.<br />

Spells per Day: <strong>The</strong> witch guardian has a<br />

limited ability to cast witch spells. If she came from a<br />

spell casting background before (say for example witch<br />

or ranger) these spells are in addition to ones she already<br />

knows.<br />

<strong>The</strong> witch guardian uses the same spell list as<br />

witches.<br />

Witch Guardians<br />

<strong>The</strong>re are many types <strong>of</strong> witch guardians that<br />

vary by exact role, traditions raised in, or covens they<br />

protect. Each coven could theoretically have their own<br />

unique style <strong>of</strong> witch guardian, but some larger groups<br />

are described below.<br />

What sets most apart are their weapons <strong>of</strong><br />

choice, duties to the coven <strong>and</strong> their philosophies.<br />

Huntresses <strong>of</strong> Diana. <strong>The</strong>se guardians are<br />

most common among Classical Greek <strong>and</strong> Amazon<br />

traditions. Like the Amazons, they honor Diana <strong>and</strong> like<br />

their Goddess all Huntresses must be chaste <strong>and</strong><br />

physically fit. <strong>The</strong>y opt for no or very light armor <strong>and</strong><br />

their weapon <strong>of</strong> choice is the bow. <strong>The</strong> Huntresses<br />

protect not only their covens but also the natural areas in<br />

which the witches live. <strong>The</strong> huntresses will kill most<br />

intruders on sight, especially men. This is not in<br />

contradiction with their alignments since this is the<br />

interpretation <strong>of</strong> their Goddess’ will. Most good aligned<br />

huntresses will attempt not to kill <strong>and</strong> instead try to get<br />

most intruders to leave via magic or trickery.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Table 3-12: Witch Guardian Level Progression<br />

Level BAB Fort Ref Will Special<br />

Spells per day<br />

Save Save Save<br />

0 1 2 3 4<br />

1st +0 +0 +2 +2 Weapon <strong>of</strong> Choice (+1),<br />

Deity’s Gift (+2)<br />

3 0<br />

2nd +1 +0 +3 +3 Detect Witch’s Foe, Nature’s Gift 3 1<br />

3rd +2 +1 +3 +3 Weapon <strong>of</strong> Choice (+2) 3 2 0<br />

4th +3 +1 +4 +4 Deity’s Gift (+4) 3 3 1<br />

5th +3 +1 +4 +4 Weapon <strong>of</strong> Choice (+3) 3 3 2<br />

6th +4 +2 +5 +5 Favored Enemy 3 3 2 0<br />

7th +5 +2 +5 +5 Weapon <strong>of</strong> Choice (+4), Deity’s Gift (+2 20’ rad) 3 3 3 1<br />

8th +6 +2 +6 +6 Hex Mark <strong>of</strong> Warding 3 3 3 2<br />

9th +6 +3 +6 +6 Weapon <strong>of</strong> Choice (+5) 3 3 3 2 0<br />

10th +7 +3 +7 +7 Deity’s Gift (+2 40’ rad) 3 3 3 3 1<br />

A related group are the Huntresses <strong>of</strong> Mabd,<br />

who perform the same function for Faerie traditions.<br />

Imbolc Guard. <strong>The</strong>se guardians are assigned<br />

by Brigit herself to protect the witches <strong>of</strong> the Daughters<br />

<strong>of</strong> the Flame coven. <strong>The</strong> Imbolc Guard are also charged<br />

with the task <strong>of</strong> training <strong>and</strong> aiding the Imbolc Mage (see<br />

above). <strong>The</strong>ir weapon <strong>of</strong> choice is the sword. Often<br />

these are smaller swords designed to be easily concealed,<br />

<strong>and</strong> they will always be <strong>of</strong> masterwork quality. Like the<br />

witches they protect, the Imbolc Guardians number 19.<br />

Smaller covens have fewer Guardians <strong>of</strong> course. When<br />

not charged with protecting the coven or the Imbolc<br />

Mage the Guardians will be training or aiding in the<br />

tending <strong>of</strong> the sacred flame.<br />

Waelcyrie. <strong>The</strong>se guardians are one <strong>of</strong> the<br />

oldest groups <strong>of</strong> witch guardians known. <strong>The</strong> Waelcyrie<br />

can be found protecting any type <strong>of</strong> coven or tradition.<br />

<strong>The</strong>y are also most likely to be found w<strong>and</strong>ering from<br />

coven to coven providing their aid or protecting places<br />

<strong>of</strong> power. <strong>The</strong> Waelcyrie can choose any weapon <strong>of</strong><br />

choice <strong>and</strong> wear any type <strong>of</strong> armor (spell casting<br />

restrictions still apply). Waelcyrie will only protect<br />

witches <strong>of</strong> same, or similar alignment.<br />

War Witch. <strong>The</strong>se guardians are always<br />

women. <strong>The</strong>y began as a group <strong>of</strong> warrior women<br />

known as Wild Women that protected druid groves <strong>and</strong><br />

many still do, even though the Wild Woman predates<br />

the druids by millennia. A fair number have also lent<br />

their spears to protect witch covens. Consequently they<br />

tend to be associated most with Celtic Classical <strong>and</strong> Craft<br />

<strong>of</strong> the Wise traditions. <strong>The</strong>ir weapon <strong>of</strong> choice is always<br />

the spear. Often they are recognizable by the black<br />

leather breeches they opt to wear. Not only do they<br />

disdain the use <strong>of</strong> armor, but also most will enter battle<br />

either topless or completely nude. This is done for the<br />

same reason that Celtic men will paint their bodies, to<br />

distract <strong>and</strong> incite fear in their opponents.<br />

70<br />

Witch-Knight<br />

<strong>The</strong> witch-knight is a holy-warrior devoted to<br />

what is commonly referred to as the Dark Arts - these<br />

being most commonly divination, spirit channeling,<br />

future reading <strong>and</strong> charm making - <strong>and</strong> beings <strong>of</strong> power,<br />

which support such activities. <strong>The</strong>y are either the chosen<br />

defenders <strong>of</strong> ancient religions or power-mad warriors<br />

who have sold something <strong>of</strong> themselves for sorcerous<br />

power.<br />

Witch-knights follow a mystic <strong>and</strong> arcane<br />

religion <strong>and</strong> channel the power <strong>of</strong> a spirit or deity <strong>of</strong><br />

magic <strong>and</strong> the esoteric. Like all witches <strong>and</strong> servants <strong>of</strong><br />

such powers, they are gifted with unique abilities, an<br />

inherent talent for magic, the ability to see spirits <strong>and</strong><br />

similar powers that mark them as different from others in<br />

society.<br />

Whether feared outcasts or noble warriorsorcerers,<br />

witch-knights combine both traditional combat<br />

<strong>and</strong> magic on the battlefield as well as during knightly<br />

competitions, thus aggressions between witch-knights<br />

may result in a spectacular battle <strong>of</strong> sword <strong>and</strong> sorcery.<br />

Hit Dice: d8<br />

Requirements<br />

To qualify to become a witch-knight, a<br />

character must fulfill all <strong>of</strong> the following criteria:<br />

Alignment: To reflect their dedication to a<br />

cause or king <strong>and</strong> their status as knights (not merely<br />

warriors or soldiers), witch-knights must be lawful, but<br />

their st<strong>and</strong> on good <strong>and</strong> evil is determined by the nature<br />

<strong>of</strong> the arcane power that they serve.<br />

Base Attack Bonus: +4<br />

Skills: Knowledge (Arcana): 8; Knowledge<br />

(religion): 8


Special: A yearly sacrifice <strong>of</strong> magic is required<br />

for any witch-knight to reconfirm their pact with the<br />

spirits <strong>and</strong> powers she serves.<br />

This sacrifice requires either the actual, willing<br />

destruction <strong>of</strong> a magical item owned by the character in a<br />

special ritual meant to release the energy to the spirits, or<br />

the gifting <strong>of</strong> the item to a witches’ coven, which serves<br />

the same patron. Further, at the appropriate times <strong>of</strong> the<br />

month <strong>and</strong> year, witch-knights must perform the<br />

religious <strong>and</strong> magical rituals necessary to appease the<br />

spirits <strong>and</strong> powers that they follow.<br />

Class Skills<br />

<strong>The</strong> witch-knight’s class skills (<strong>and</strong> the key<br />

ability for each skill) are: Alchemy (Int), Concentration<br />

(Con), Craft (Int), Diplomacy (Cha), Heal (Wis),<br />

Knowledge (Arcana) (Int),<br />

Knowledge (Religion) (Int),<br />

Ride (Dex), Scry (Int),<br />

Spellcraft (Int), <strong>and</strong> Use Magic<br />

Device (Cha).<br />

Skill Points at each level: 2<br />

+ Int modifier.<br />

Class Features<br />

All <strong>of</strong> the following<br />

are class features <strong>of</strong> witchknight<br />

prestige class.<br />

Weapon <strong>and</strong> Armor<br />

Pr<strong>of</strong>iciency: Witch-knights<br />

are trained to use all simple<br />

<strong>and</strong> martial weapons, <strong>and</strong> all<br />

types <strong>of</strong> armor (heavy,<br />

medium <strong>and</strong> light) <strong>and</strong> shields.<br />

Spells: Witchknights<br />

can learn spells <strong>of</strong> up<br />

to 5 th level from their patron.<br />

Though divine in origin, these<br />

are considered arcane spells<br />

for the purposes <strong>of</strong><br />

memorization, casting <strong>and</strong> the<br />

maximum number <strong>of</strong> any level<br />

that may be known (<strong>and</strong> cast).<br />

<strong>The</strong> witch-knight<br />

gains bonus spells due to a<br />

high Charisma, as their<br />

patrons find them (rightly or<br />

wrongly) more reliable <strong>and</strong><br />

dedicated.<br />

Witch-knights use the same spell list as witches.<br />

Arcane Dominion: Like the witch, the witchknight<br />

gains access to coven spells: divine spells from<br />

one <strong>of</strong> three domains; this domain must be chosen at 1 st<br />

level from among the three domains available. <strong>The</strong><br />

domains to which they can gain access depends upon<br />

71<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

their patron’s temperament <strong>and</strong> interests. <strong>The</strong> witchknight<br />

receives one bonus spell per spell level each day<br />

from their chosen domain.<br />

Also like witches, witch-knights do not gain<br />

domain based abilities or powers.<br />

Sixth Sense: Due to their natural psychic<br />

abilities <strong>and</strong> the whispers <strong>of</strong> the spirits that surround<br />

them, the witch-knight is never caught flat-footed. This is<br />

a supernatural ability.<br />

Armored Casting: Beginning at 2nd level, the<br />

spirits the witch-knight serves show favor to their chosen<br />

champion <strong>and</strong> grant him the ability to cast spells without<br />

the normal penalties induced by wearing armor, including<br />

full plate. This is a supernatural ability.<br />

Inscribe Item: At 2nd level <strong>and</strong> beyond, a<br />

witch-knight is able to use arcane sigils, runes <strong>and</strong><br />

symbols to permanently<br />

etch spells upon objects.<br />

Items such as their sword,<br />

armor, cloak <strong>and</strong> shield are<br />

<strong>of</strong>ten decorated in this<br />

manner.<br />

<strong>The</strong> process <strong>and</strong><br />

costs to do so are similar<br />

to the creation <strong>of</strong> spellscrolls,<br />

<strong>and</strong> function<br />

similarly when complete.<br />

A spell so inscribed can be<br />

cast from the object as<br />

though cast from a scroll,<br />

using up the arcane power<br />

stored in the inscription.<br />

After being used, the<br />

inscribed spell cannot be<br />

cast again until arcane<br />

power is reinvested within<br />

it through a special ritual.<br />

For all mechanical<br />

purposes this ritual is<br />

treated as if the witchknight<br />

were scribing a new<br />

scroll, including the time<br />

necessary to complete it<br />

<strong>and</strong> the costs <strong>of</strong> doing so.<br />

An object can hold only<br />

one spell inscription at a<br />

time, <strong>and</strong> once inscribed,<br />

the item can only be<br />

enchanted with that spell<br />

until the inscription is<br />

physically removed. In the case <strong>of</strong> a masterwork item, the<br />

quality is such that it is able to two separate inscriptions<br />

at once; while in the case <strong>of</strong> a magical item, it can hold<br />

one extra inscription per plus or special ability<br />

(masterwork, quality) <strong>of</strong> the item. This is an<br />

extraordinary ability.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Forge <strong>of</strong> Magic (Ex): Beginning at 3rd level,<br />

<strong>and</strong> every three levels afterwards, the witch-knight gains<br />

one <strong>of</strong> the following feats that she does not already know<br />

<strong>and</strong> has the prerequisites for: Create Talisman, Craft<br />

Magic Arms <strong>and</strong> Armor or Forge Ring.<br />

Imbue Companion: A 4th level witch-knight<br />

with a familiar, special mount or companion animal is<br />

able to bestow upon it either the Celestial Infernal or<br />

(one <strong>of</strong>) the Elemental templates, dependent upon the<br />

alignment <strong>and</strong> nature <strong>of</strong> the spirit the witch-knight<br />

serves.<br />

Should the witch-knight not have a familiar,<br />

special mount or companion animal, or should the<br />

current one die, upon securing another she may bestow<br />

upon it the appropriate template.<br />

If the witch-knight has more than one <strong>of</strong> these,<br />

they may only choose one <strong>of</strong> them to bestow the<br />

template upon. This is a supernatural ability.<br />

Sorcerous Smite: Beginning at 4th level, the<br />

witch-knight gains the ability to channel arcane energy<br />

into their blows.<br />

By making a normal melee attack <strong>and</strong> sacrificing<br />

a prepared spell (<strong>of</strong> any level), the witch-knight can smite<br />

an enemy with arcane energies conducted through their<br />

weapon or h<strong>and</strong>s, adding one point <strong>of</strong> additional damage<br />

Table 3-13: Witch-Knight Progression<br />

72<br />

equal to their level as a witch-knight on a successful<br />

strike. Creatures with spell-resistance (or similar) can<br />

avoid this damage with a successful check. If the attack<br />

misses, the sacrificed spell is still used up. This is a<br />

supernatural ability.<br />

Spirit Shield (Su): <strong>The</strong> witch-knight gains the<br />

protection <strong>of</strong> spirits hovering invisibly in the air around<br />

them. This reduces damage done to him by outsiders <strong>and</strong><br />

by magic by one point at 5 th level, increasing by one point<br />

for every three levels after that.<br />

Familiar Investment (Su): When she attains<br />

7 th level, the witch-knight is able to bless his familiar with<br />

the ability to cast one Coven spell per day. This spell can<br />

be <strong>of</strong> any level available to the witch-knight from any <strong>of</strong><br />

his patron’s domains <strong>and</strong> does not count against the<br />

witch-knight’s own limits for the day.<br />

As this is a spell channeled from the spirits<br />

through their familiar, the GM chooses what the spell is<br />

<strong>and</strong> if it is cast, though the witch-knight may request a<br />

spell be invoked on his behalf.<br />

Witchery (Su): Thanks to the divine inspiration<br />

<strong>of</strong> their patron <strong>and</strong> the unseen arcane manipulations <strong>of</strong><br />

their familiar spirit, three times per day a witch-knight<br />

may add their Wisdom modifier (if positive) to any roll.<br />

Level BAB Fort. Ref. Will Special Spellcasting<br />

Save Save Save 1 2 3 4 5<br />

1 st +1 +2 +0 +1 Arcane Dominion, Sixth Sense 0<br />

2 nd +2 +3 +0 +1 Armored Casting, Inscribe Item 1+1<br />

3 rd +3 +3 +1 +2 Forge <strong>of</strong> Magic 1+1 0<br />

4 th +3 +4 +1 +2 Imbue Companion, Sorcerous Smite 2+1 1+1<br />

5 th +4 +4 +2 +2 Spirit Shield 1/-- 2+1 1+1 0<br />

6 th +5 +5 +2 +3 Forge <strong>of</strong> Magic 3+1 2+1 1+1<br />

7 th +6 +5 +2 +3 Familiar Investment 3+1 2+1 1+1 0<br />

8 th +6 +6 +3 +3 Spirit Shield 2/-- 4+1 3+1 2+1 1+1<br />

9 th +7 +6 +3 +4 Forge <strong>of</strong> Magic 4+1 3+1 2+1 1+1 0<br />

10 th +8 +7 +3 +4 Witchery 5+1 4+1 3+1 2+1 1+1


NPC Class – <strong>The</strong> Hedge-Witch<br />

<strong>The</strong> Hedge Witch is completely derived from the Adept<br />

NPC class from the System Reference Document.<br />

<strong>The</strong> Hedge-Witch is a person, usually female,<br />

that follows some <strong>of</strong> the practices <strong>of</strong> the witch, but has<br />

not been initiated into a formal tradition or coven. <strong>The</strong><br />

Hedge witch is also not as concerned with the religion <strong>of</strong><br />

witchcraft per se, but individuals can vary.<br />

Hedge-witches may only be NPCs. Player<br />

Characters should always choose the witch class. In<br />

games where witches are common, hedge-witch <strong>of</strong>fer a<br />

change <strong>of</strong> pace. Hedge-witches can be used right along<br />

with Adepts, but the two classes are so similar it is usually<br />

best to choose one or the other.<br />

<strong>The</strong> hedge-witch combines arcane <strong>and</strong> divine<br />

skills along with a store <strong>of</strong> practical knowledge to aid<br />

those in need. Somewhat akin to adepts, druids <strong>and</strong><br />

other witches, the hedge-witch is most <strong>of</strong>ten found in<br />

rural areas. <strong>The</strong>se witches <strong>of</strong>ten serve the role <strong>of</strong> an area’s<br />

midwife, doctor, priest <strong>and</strong> wizard. She can be called on<br />

for her spells or even more mundane potions. <strong>The</strong>se<br />

witches are <strong>of</strong>ten not persecuted as are other witches<br />

because the area’s in which the hedge-witch live come to<br />

rely on her in one way or another. Good hedge-witches<br />

use this relationship to help those that are her neighbors,<br />

evil ones, though rare, attempt to exploit these<br />

relationships.<br />

Unlike a full witch, the hedge-witch does not<br />

have any formal training in a tradition or belong to any<br />

covens. <strong>The</strong>y do have access to the skill Knowledge<br />

(Witchcraft), but GMs have to determine how the hedgewitch<br />

came across her knowledge.<br />

Most, if not all, hedge-witches practice their<br />

craft in the comforts <strong>of</strong> their homes. Lacking a formal<br />

coven <strong>and</strong> covenstead, the hedge-witch works in the area<br />

that suits her skills the best, the kitchen. With access to<br />

all manner <strong>of</strong> mundane spices, cooking utensils <strong>and</strong><br />

books, the kitchen <strong>of</strong> a hedge-witch rivals that <strong>of</strong> a<br />

starting alchemist. Would be witch hunters barely look<br />

twice at a woman cooking in her own kitchen with herbs<br />

from recipes. She could be preparing a healing potion or<br />

she might just be making chicken soup, or both at the<br />

same time. This has given rise to another common name<br />

for this type <strong>of</strong> witch, the kitchen witch.<br />

A hedge-witch rarely advertises her status as a<br />

witch. Not that they overly fear persecution, they just do<br />

not see anything special with what they are doing. To<br />

them, magic is an extension <strong>of</strong> the natural world, <strong>and</strong><br />

therefore no different than anything else, it just what you<br />

know about it.<br />

Alignment: Any, most <strong>of</strong>ten good or neutral.<br />

Hit Die: d6.<br />

73<br />

<strong>Liber</strong> Mysterium: Mystical Paths<br />

Class Skills: <strong>The</strong> hedge-witch’s class skills (<strong>and</strong> the key<br />

ability for each skill) are Alchemy (Int), Concentration<br />

(Con), Craft (Int), H<strong>and</strong>le Animal (Cha), Heal (Wis),<br />

Knowledge (all skills taken individually), Knowledge<br />

(Witchcraft) (Wis), Pr<strong>of</strong>ession (Herbalist) (Wis),<br />

Pr<strong>of</strong>ession (Midwifery) (Wis), Scry (Int, exclusive skill),<br />

Spellcraft (Int), <strong>and</strong> Survival (Wis) [Wilderness Lore<br />

(Wis)].<br />

Skill Points at 1st Level: (4 + Int modifier) x 4. Skill<br />

Points at Each Additional Level: 4 + Int modifier.<br />

Weapon <strong>and</strong> Armor Pr<strong>of</strong>iciency: Hedge-witches are<br />

skilled with all simple weapons. Hedge-witches are<br />

pr<strong>of</strong>icient with neither armor nor shields.<br />

Spells: A hedge-witch casts arcane spells, or what is<br />

typically known as Thaumaturgy (low magic). She is<br />

limited to a certain number <strong>of</strong> spells <strong>of</strong> each spell level<br />

per day, according to her class level.<br />

Like a witch, a hedge-witch may prepare <strong>and</strong><br />

cast any spell on the hedge-witch list, provided she can<br />

cast spells <strong>of</strong> that level. Like a witch, she prepares her<br />

spells ahead <strong>of</strong> time each day. <strong>The</strong> DC for a saving throw<br />

against a hedge-witch’s spell is 10 + spell level + the<br />

hedge-witch’s Wisdom modifier.<br />

Hedge-witch, unlike wizards, do not acquire<br />

their spells from books or scrolls, nor prepare them<br />

through study. Instead the hedge-witch learns her magic<br />

rote from a teacher, such as mother to daughter. Most<br />

magic is learned as a skill like cooking or weaving.<br />

Each hedge-witch must choose a time each day<br />

at which she must spend an hour in quiet contemplation<br />

or supplication to regain her daily allotment <strong>of</strong> spells.<br />

This can be a restful time or it can be spent doing<br />

“mundane” housework. For example many hedgewitches<br />

use common mnemonic devices incorporated<br />

into their daily tasks to recall spells, such as sweeping the<br />

floor aids in protection spells or preparing herbs aids in<br />

healing spells.<br />

Time spent resting has no effect on whether a<br />

hedge-witch can prepare spells. Hedge-witches do record<br />

their ritual ceremonies in books; much like a witch’s<br />

Book <strong>of</strong> Shadows, save that a hedge-witch’s book is not<br />

magical. Most hedge-witch books look like any other<br />

recipe book a housewife might keep.<br />

When the hedge-witch gets 0 spells <strong>of</strong> a given<br />

level, she gets only bonus spells for that spell slot. A<br />

hedge-witch without a bonus spell for that level cannot<br />

yet cast a spell <strong>of</strong> that level. Bonus spells are based on<br />

Wisdom.<br />

Each hedge-witch has a particular ritual tool (as<br />

an arcane focus) depending on the hedge-witch’s magical<br />

tradition. Most common will be items that can be found<br />

in a normal home, such as a caldron, w<strong>and</strong> or cup.


<strong>Liber</strong> Mysterium: Mystical Paths<br />

Familiar: At 2nd level, a hedge-witch can call a familiar,<br />

just like a sorcerer or witch can. <strong>The</strong> hedge-witch can<br />

use the same list <strong>of</strong> familiars that the witch uses, but they<br />

will not opt for outsiders (imps) as a familiar.<br />

Spell List<br />

Hedge-<strong>Witches</strong> choose their spells from the<br />

following list.<br />

0 Level: create water, cure minor wounds,<br />

detect magic, ghost sound, guidance, light, mending,<br />

purify food <strong>and</strong> drink, read magic, touch <strong>of</strong> fatigue.<br />

1 st Level: bless, burning h<strong>and</strong>s, cause fear,<br />

comm<strong>and</strong>, comprehend languages, cure light wounds,<br />

detect chaos, detect evil, detect good, detect law, endure<br />

elements, obscuring mist, protection from chaos,<br />

protection from evil, protection from good, protection<br />

from law, sleep.<br />

2 nd Level: aid, animal trance, bear’s endurance,<br />

bull’s strength, cat’s grace, cure moderate wounds,<br />

darkness, delay poison, invisibility, mirror image, resist<br />

energy, scorching ray, see invisibility, web.<br />

3 rd Level: animate dead, bestow curse,<br />

contagion, continual flame, create poppet, cure serious<br />

wounds, daylight, deeper darkness, lightning bolt,<br />

neutralize poison, remove curse, remove disease,<br />

tongues.<br />

4 th Level: cure critical wounds, minor creation,<br />

polymorph, restoration, stoneskin, wall <strong>of</strong> fire.<br />

Table 3-14: <strong>The</strong> Hedge-Witch<br />

74<br />

5 th Level: baleful polymorph, break<br />

enchantment, commune, heal, major creation, raise dead,<br />

true seeing, wall <strong>of</strong> stone.<br />

6 th level – control water, find the path, greater<br />

dispelling, healing circle, wall <strong>of</strong> stone<br />

Learning Witch Spells<br />

A hedge-witch with access to a witch’s Book <strong>of</strong><br />

Shadows may attempt to learn any witch spells listed.<br />

<strong>The</strong>y need to make the same checks that a wizard might<br />

save they do gain an additional +1 to learn the witch spell<br />

given the similar backgrounds <strong>of</strong> the two practices.<br />

<strong>The</strong> penalty to learn witch spells by a hedgewitch<br />

is –4 <strong>and</strong> plus –1 per witch spell level to all checks,<br />

thus a 6 th level witch spell would be at –11 to learn.<br />

Ranks in Knowledge (Witchcraft) will reduce this by one<br />

per rank. <strong>The</strong> skill Knowledge (Witchcraft) is discussed in<br />

detail in Chapter 4: Skills <strong>and</strong> Feats.<br />

<strong>Witches</strong> <strong>and</strong> Hedge-<strong>Witches</strong><br />

Typically <strong>Witches</strong> <strong>and</strong> hedge-witches view each<br />

other well. <strong>Witches</strong> will view hedge-witches as their<br />

somewhat less fortuneate “country cousins”, even by<br />

Classical witches. Hedge-witches wonder why the witch<br />

puts so much emphasis on religon when she can serve<br />

the Goddess just as well in her own personal way.<br />

Any hedge-witch can be invited to join a coven<br />

<strong>and</strong> then progress as a witch. Many do not since they<br />

feel that their practice is just as valid as that <strong>of</strong> covened<br />

witches.<br />

NPC Base Attack Fort Ref Will Special Spells per Day<br />

Level Bonus Save Save Save 0 1 st 2 nd 3 rd 4 th 5 th 6 th<br />

1 st +0 +0 +0 +2 3 1 - - -<br />

2 nd +1 +0 +0 +3 Summon familiar 3 2 - - -<br />

3 rd +1 +1 +1 +3 3 2 0 - -<br />

4 th +2 +1 +1 +4 3 2 1 - -<br />

5 th +2 +1 +1 +4 3 3 1 - -<br />

6 th +3 +2 +2 +5 3 3 2 - -<br />

7 th +3 +2 +2 +5 3 3 2 0 -<br />

8 th +4 +2 +2 +6 3 3 2 1 -<br />

9 th +4 +3 +3 +6 3 3 3 1 -<br />

10 th +5 +3 +3 +7 3 3 3 2 -<br />

11 th +5 +3 +3 +7 3 3 3 2 0<br />

12 th +6/+1 +4 +4 +8 3 3 3 2 1<br />

13 th +6/+1 +4 +4 +8 3 3 3 3 1<br />

14 th +7/+2 +4 +4 +9 3 3 3 3 2<br />

15 th +7/+2 +5 +5 +9 3 3 3 3 2 0<br />

16 th +8/+3 +5 +5 +10 3 3 3 3 2 1<br />

17 th +8/+3 +5 +5 +10 3 3 3 3 3 1<br />

18 th +9/+4 +6 +6 +11 3 3 3 3 3 2<br />

19 th +9/+4 +6 +6 +11 3 3 3 3 3 2 0<br />

20 th +10/+5 +6 +6 +12 3 3 3 3 3 2 1


75<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Chapter IV: Skills <strong>and</strong> Feats<br />

O well done! I commend your pains;<br />

And every one shall share i’ the gains;<br />

And now about the cauldron sing,<br />

Live elves <strong>and</strong> fairies in a ring,<br />

Enchanting all that you put in.<br />

Hecate<br />

Macbeth,<br />

Act 4, Scene 1<br />

No witch lives by magic alone. <strong>The</strong> witch, while<br />

embroiled in many supernatural elements, is<br />

firmly a creature <strong>of</strong> this world. To get along in<br />

this world the witch, just like everyone else,<br />

learns a few skills <strong>and</strong> feats.<br />

Skills<br />

<strong>The</strong> witch may learn a variety <strong>of</strong> skills as she<br />

progresses in level. Some <strong>of</strong> the skills have been<br />

designed with the witch in mind <strong>and</strong> work best exclusive<br />

to that class (Tantra). Others are more general<br />

(Seduction, Yoga).<br />

For more information on choosing skills <strong>and</strong><br />

other skills please refer to Core Rulebook I. New skills are<br />

marked with an asterisk (*) <strong>and</strong> are detailed below.<br />

Game Master’s may choose to open up which<br />

skills can be used by other classes, but care should be<br />

taken. As the rogue class has many skills that are unique<br />

<strong>and</strong> special to it, so does the witch.<br />

New Uses for Old Skills<br />

<strong>The</strong> following skills are listed in Core Rulebook I,<br />

the witch my opt to use these skills in new ways. Some <strong>of</strong><br />

these skills are cross-class skills for the witch.<br />

Alchemy: All <strong>Witches</strong> have access to <strong>and</strong> practice<br />

alchemy to some degree. <strong>The</strong> witch can <strong>of</strong>fer her<br />

alchemical concoctions for sale.<br />

<strong>The</strong> witch can also make herbal healing remedies. <strong>The</strong>se<br />

concoctions may be drank, but are typically rubbed onto<br />

the wound. <strong>The</strong>se are limited in use <strong>and</strong> cure only 1d4<br />

hp <strong>of</strong> damage per use.<br />

<strong>The</strong> base DC to make these herbals is 15. This check can<br />

be stacked with any bonuses from skills in Healing <strong>and</strong><br />

Pr<strong>of</strong>ession, Herbalism. Note: Under Core Rulebook I,<br />

Version 3.5 Alchemy (Int) becomes Craft (Alchemy)<br />

(Wis).<br />

Animal Empathy: <strong>Witches</strong> are rumored to keep<br />

numerous animals. Some are familiars, but most are<br />

domesticated wild animals. <strong>Witches</strong> can take Animal<br />

Empathy as a cross-class skill. Note: Under Core Rulebook<br />

I, Version 3.5 Animal Empathy is no longer a skill.<br />

Balance: Any bonuses in balance can aid a witch while<br />

st<strong>and</strong>ing on a broom in flight.<br />

Bluff: A cross-class skill, it can be used to keep the witch<br />

out <strong>of</strong> trouble by convincing others she is not who she<br />

appears to be.<br />

Craft: <strong>The</strong> witch uses this skill to make any items she<br />

needs: mundane, ritual or magical.<br />

Craft (Magic Circle): This skill gives the knowledge<br />

<strong>and</strong> skill to scribe a magic circle, either permanent or<br />

temporary. This skill does not imbue the circle with<br />

power, a spell is still required to do that. Note: This can<br />

be used to give a different feel to the creation <strong>of</strong> Magic<br />

Circles. GMs can choose instead to use Knowledge<br />

(Arcana) instead.<br />

Disguise: A cross-class skill for the witch, it can be used<br />

in conjunction with a minor illusion or glamour to hide<br />

the witch’s identity.<br />

Knowledge (Arcana): <strong>The</strong> witch knows the background<br />

<strong>of</strong> her own magical practices <strong>and</strong> that <strong>of</strong> others (wizards,<br />

clerics, sorcerers). Can provide other with knowledge <strong>of</strong><br />

the magical practices <strong>of</strong> the witch, but not on their<br />

religious practices.<br />

<strong>The</strong> Knowledge (Arcana) also allows the<br />

spellcaster to identify <strong>and</strong> construct magic circles, but<br />

won’t empower them with magic.<br />

DC Task<br />

10 Identify Circle<br />

15 Scribe Circle<br />

20 Scribe Combined Circle<br />

Knowledge (Religion): <strong>The</strong> witch knows not only the<br />

background <strong>of</strong> her religion, but others as well. Can<br />

provide others with the basic tenants <strong>of</strong> the witch’s<br />

religion, but not background on their magical practices.<br />

Pr<strong>of</strong>ession: <strong>The</strong> witch can use many <strong>of</strong> her skills to earn<br />

a living. <strong>Witches</strong> <strong>of</strong>ten learn a trade as a local alchemist,<br />

healer, mid-wife, or even scholar.<br />

Ride: In this case the skill is Ride, Broom. <strong>The</strong> chosen<br />

mount is the witches’ Broom. This skill can be taken for<br />

use <strong>of</strong> various mounted combat feats. <strong>The</strong> skill required<br />

to ride, <strong>and</strong> fight, from a flying broom stick is different<br />

than the skill needed to do the same from the back <strong>of</strong> a<br />

horse. Note: Under Core Rulebook I, ver 3.5 the skill Ride<br />

covers all mounts.<br />

Spellcraft: Normally used to identify spells or magical<br />

effects in place this skill can also be used to identify<br />

naturally occurring magically charged areas, such as ley<br />

lines. This is useful for the placement <strong>of</strong> covensteads.<br />

Wilderness Lore: For covens that prefer “sky-thatched”<br />

covensteads this skill allows them to locate the best<br />

outdoor location.


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Table 4-1: Witch Skills<br />

<strong>The</strong> witch’s class skills <strong>and</strong> the key ability for each skill are<br />

Skill Bbn Brd Clr Drd Ftr Mnk Pal Rgr Rog Sor Wiz Wch<br />

Key<br />

Ability<br />

Untrained<br />

Alchemy5 ‡ † ‡ ‡ ‡ ‡ ‡ ‡ ‡ † † † Int No<br />

Craft (Alchemy)<br />

Wis<br />

Concentration ‡ † † † ‡ † † † ‡ † † † Con Yes<br />

Craft<br />

Heal<br />

Knowledge<br />

(Arcana)<br />

Knowledge<br />

(Demonology)*<br />

Knowledge<br />

(Nature)<br />

Knowledge<br />

(Religion)<br />

Knowledge<br />

(Witchcraft)*<br />

Meditative<br />

Trance*<br />

Pr<strong>of</strong>ession<br />

(General)<br />

Pr<strong>of</strong>ession<br />

(Fortune<br />

Telling)*<br />

Pr<strong>of</strong>ession<br />

(Herbalist)*<br />

Pr<strong>of</strong>ession<br />

(Midwifery)*<br />

Scry 5<br />

Seduction*<br />

Sense Motive<br />

Spellcraft<br />

Tantra*<br />

Wilderness Lore5 Survival<br />

Yoga*<br />

† † † † † † † † † † † † Int Yes<br />

‡ ‡ † † ‡ ‡ † † ‡ ‡ ‡ † Wis Yes<br />

‡ † † ‡ ‡ ‡ ‡ ‡ ‡ † † † Int No<br />

‡ † † ‡ ‡ ‡ † ‡ ‡ ‡ † † Int No<br />

‡ † † ‡ ‡ ‡ † ‡ ‡ † † Int No<br />

‡ † † ‡ ‡ ‡ † ‡ ‡ ‡ † † Int No<br />

‡ † † † ‡ ‡ ‡ ‡ ‡ ‡ † † Int No<br />

‡ ‡ † ‡ ‡ † ‡ ‡ ‡ ‡ † † Con No<br />

‡ † † † ‡ † † † † † † † Wis No<br />

‡ † † † ‡ † † † † † † † Wis No<br />

‡ † † † ‡ † † † † † † † Wis No<br />

‡ † † † ‡ † † † † † † † Wis No<br />

x † † † x x x x x † † † Int Yes<br />

‡ † ‡ ‡ ‡ ‡ ‡ ‡ † ‡ ‡ † Cha Yes<br />

‡ † ‡ ‡ ‡ ‡ ‡ ‡ † ‡ ‡ † Wis Yes<br />

‡ † † † ‡ ‡ ‡ ‡ ‡ † † † Int No<br />

‡ ‡ ‡ ‡ ‡ † ‡ ‡ ‡ ‡ † † Cha No<br />

† ‡ ‡ † ‡ ‡ ‡ † ‡ ‡ ‡ † Wis<br />

Wis<br />

Yes<br />

‡ ‡ ‡ ‡ ‡ † ‡ ‡ ‡ ‡ ‡ † Con No<br />

* New Skill † Class Skills ‡ Cross Class Skill x You can’t buy this skill<br />

Skills in italics are updated for Core Rulebook 3.5<br />

5 Version 3.0 <strong>of</strong> Core rulebook I only.<br />

76


Sidebar: Languages<br />

Languages mentioned in this book are from our own<br />

Earth history. This is to better reflect that myths, stories<br />

<strong>and</strong> history in which the witch appears. But some GMs<br />

may not use languages from Earth <strong>and</strong> prefer the more<br />

traditional fantasy languages as list in the Core Rulebooks.<br />

Here are some suggested translations.<br />

Earth Fantasy<br />

Atlantian Aquan<br />

English, German Common<br />

Enochian Celestial<br />

Gaelic Elven; Druidic<br />

Greek Dwarven or Elven<br />

Hebrew Dwarven or Elven<br />

Latin Draconic<br />

Others may be substituted as needed.<br />

Knowledge (Demonology)<br />

(Int, Trained Only)<br />

Demonology is the study <strong>of</strong> fiends <strong>of</strong> the Lower<br />

Planes Demonology is a general overview <strong>of</strong> demons,<br />

devils <strong>and</strong> their ilk <strong>and</strong> some <strong>of</strong> the basic means <strong>of</strong><br />

identification <strong>and</strong> combat. Demonology confers a bonus<br />

to identify fiends <strong>and</strong> their common weaknesses <strong>and</strong><br />

strengths.<br />

Task DC<br />

Identify a fiend by type or alignment 10<br />

Identify common weaknesses or strengths 12<br />

Identify major sub-species (specific demon<br />

among Demons)<br />

15<br />

Identify minor sub-species (demonic animals<br />

<strong>and</strong> beasts)<br />

18<br />

Identify lesser nobles by name (Demon 20<br />

Princes, Devil Dukes)<br />

Identify major nobles by name (Demon<br />

Lords, Devil Lords)<br />

This skill can stack with Knowledge (Planes) <strong>and</strong><br />

Knowledge (Witchcraft) skills.<br />

Knowledge (Witchcraft)<br />

(Int, Trained)<br />

A sub skill <strong>of</strong> the Knowledge category,<br />

Witchcraft knowledge characteristically depends upon the<br />

notion <strong>of</strong> correspondences, or postulated relationships<br />

that unite all things stars, planets, gemstones, colors, or<br />

even parts <strong>of</strong> the human body <strong>and</strong> life events to one<br />

another <strong>and</strong> to invisible realities as well. Those who<br />

subscribe to this view believe that they can use occult<br />

knowledge to effect healing or to predict the future, for<br />

example.<br />

24<br />

77<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

<strong>The</strong> Knowledge, witchcraft skill allows the<br />

character to recognize the basic tenets <strong>of</strong> the witch’s<br />

religion <strong>and</strong> insight into their magical nature. A witch<br />

with this skill has a +1 per level chance <strong>of</strong> identifying a<br />

particular witch coven or cult, a particular set <strong>of</strong> general<br />

witch symbols, or a spell used by a witch.<br />

GM’s Note: Campaigns with fewer witches<br />

In campaign settings where witches play a less prominent<br />

role, a skill such as Knowledge (Witchcraft) is<br />

considerably less useful. As an optional rule, it’s possible<br />

to work a campaign without Knowledge (Witchcraft). In<br />

such cases Knowledge (Arcana) can be used to cover<br />

Knowledge: Witchcraft. In campaigns where Witchcraft<br />

<strong>and</strong> witches are very distinct <strong>and</strong> prominent, however, it’s<br />

good to distinguish the two.<br />

In these cases GM’s may allow Clerics <strong>and</strong> Wizards<br />

access to Knowledge (Witchcraft) as a class skill.<br />

Like the Knowledge, Arcana skill, Witchcraft is<br />

a skill related to the knowledge <strong>of</strong> the supernatural. But<br />

while Knowledge, Arcana is more generally focused on<br />

magic, Witchcraft is focused on the witch’s history,<br />

religion, occult knowledge <strong>and</strong> spell-casting ability.<br />

Witchcraft Knowledge Task DC<br />

Identify major occult practices (witchcraft, 10<br />

voodoo, Hermetic Mages).<br />

Identify major occult theories or beliefs<br />

(reincarnation, Ley Lines, correspondences).<br />

11<br />

Identify common magical practices <strong>of</strong> one<br />

particular tradition or sub-tradition.<br />

12<br />

Identify common weaknesses or strengths in<br />

common supernatural monsters (undead, fey)<br />

or foes (<strong>Warlocks</strong>)<br />

12<br />

Identify common occult “hot spots” <strong>and</strong> their 13<br />

significance (<strong>The</strong> Great Pyramids,<br />

Stonehenge, Atlantis).<br />

Identify or classify major sub-sections <strong>of</strong><br />

various witchcraft practices (Celtic, Santeria)<br />

or various occult schools <strong>of</strong> thought (Gnostic,<br />

Hermetic)<br />

15<br />

Identify common weaknesses or strengths in 16<br />

rarer supernatural monsters (outsiders,<br />

demons). (Increase DC +1 for more<br />

uncommon traits or monsters)<br />

Identify rarer occult “hot spots” <strong>and</strong> their<br />

significance (Nazca lines, Tihanco, Xanadu).<br />

17<br />

Identify or classify minor sub-sections <strong>of</strong> 18<br />

various occult practices (Rosicrucian, Golden<br />

Dawn)<br />

Bocur).<br />

or witchcraft practices (Pictish,<br />

Identify major covens by name or by<br />

practices.<br />

19<br />

Identify major occult figures/personages by<br />

name or by reputation (King Solomon,<br />

20


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Aleister Crowley).<br />

Identify lesser occult figures/personages by<br />

name or by reputation (Madam Blavatsky).<br />

Identify more esoteric Occult practices<br />

(Taoist Witchcraft, Ancient Mysteries).<br />

Identify lesser covens by name or by<br />

practices.<br />

Check: Answering easy questions have a DC <strong>of</strong><br />

10 to 11, st<strong>and</strong>ard questions are 15 to 16, <strong>and</strong> harder<br />

questions are above 20. <strong>The</strong>se ranges can also be<br />

increased by one or two points if the question is esoteric<br />

in nature.<br />

Retry: No. <strong>The</strong> check represents what the<br />

witch knows; thinking about it more will not yield<br />

different answers.<br />

Learning Witch<br />

Spells: An arcane<br />

spellcaster requires at least<br />

one rank <strong>of</strong> Knowledge,<br />

Witchcraft if they wish to<br />

learn spells from a witch’s<br />

spell book. <strong>The</strong> penalty to<br />

learn witch spells is –5 <strong>and</strong><br />

plus –1 per witch spell level<br />

to all checks, thus a 6 th level<br />

witch spell would be at –11<br />

to learn . Ranks in<br />

Knowledge (Witchcraft) will<br />

reduce this by one per rank.<br />

<strong>Witches</strong> also need<br />

this skill if they wish to<br />

learn arcane spells from the<br />

scrolls or spellbooks <strong>of</strong><br />

wizards with same penalties.<br />

GMs can place<br />

limits on some spells saying<br />

they are beyond the witch’s<br />

skill to learn or beyond the<br />

underst<strong>and</strong>ing <strong>of</strong> the wizard.<br />

Meditative Trance<br />

(Con, Trained Only)<br />

<strong>The</strong> witch can enter a special type <strong>of</strong> trance that<br />

is taxing on the body, but heightens her perception <strong>and</strong><br />

concentration. <strong>The</strong> witch spends one round entering the<br />

trance. At this time she must state what sort <strong>of</strong> mental<br />

task she wishes to accomplish. She can not be<br />

interrupted or she must begin again (thus the<br />

Constitution check). Once in a trance the witch can not<br />

attack or defend herself. All to hit roles are considered as<br />

if her Armor Class was 10 <strong>and</strong> she takes full damage<br />

from these attacks.<br />

<strong>The</strong> witch can now complete the mental task<br />

she set out to do. Any skill checks based on intelligence<br />

or wisdom gain a +2 bonus. She may read a document<br />

(but not a spell) at twice her normal speed. She may cast<br />

22<br />

24<br />

26<br />

78<br />

any non-combative spell or psionic power for a 10%<br />

added benefit.<br />

<strong>The</strong> witch can remain in this trance-like state<br />

for a number <strong>of</strong> hours equal to her ranks in this skill plus<br />

her Con bonus. Every round after that the witch begins<br />

to take damage from fatigue at the rate <strong>of</strong> 1d2 hp per<br />

round.<br />

Pr<strong>of</strong>ession (Fortune Teller)<br />

(Wis, Trained Only)<br />

Fortune Telling can be done for fun, pr<strong>of</strong>it or<br />

even to aid true divinations. Every rank represents a<br />

different type <strong>of</strong> fortune telling (divination) the character<br />

knows. <strong>The</strong>se skills allow the witch (or other classes) to<br />

make some divinatory<br />

predications. Most are simple<br />

guesses <strong>and</strong> may be used to<br />

support the user economically.<br />

However this skill may also be<br />

used to stack with abilities,<br />

feats or spells that confer<br />

divination powers.<br />

<strong>The</strong> most common<br />

types <strong>of</strong> fortune telling are,<br />

Astrology (use <strong>of</strong> the stars),<br />

Chiromancy (palm reading), I<br />

Ching (special coins),<br />

Numerology (by numbers),<br />

Spiritual Consultation (asking<br />

spirits by means <strong>of</strong> a special<br />

board), Tarot (use <strong>of</strong> special<br />

cards) <strong>and</strong> Tassography (Tea<br />

Leaves). Others, though<br />

somewhat less common are,<br />

Ceromancy (hot wax or<br />

molten lead dropped in water),<br />

Coscinmancy (how water runs<br />

out <strong>of</strong> a sieve), Halomancy (by<br />

casting salt), Haruspicy (from the entrails <strong>of</strong> animals),<br />

Hieromancy (sacrificing animals), Hydromancy (by<br />

water), Lampadomancy (by movement <strong>of</strong> a flame),<br />

Lithomancy (by casting stones or dice), Oneiromancy (by<br />

dreams), Phrenology (examining the bumps on a<br />

person’s head), Pyromancy (starring into a fire), Sortilege<br />

(drawing lots), <strong>and</strong> <strong>The</strong>omancy (by oracles or divine<br />

inspiration).<br />

Anyone can make a living as a fortune teller.<br />

<strong>Witches</strong> for the most part view fortune telling as being a<br />

true possible outcome <strong>and</strong> typically believe in the<br />

readings they make. Bards view fortune telling as<br />

another type <strong>of</strong> performance, entertainment for some<br />

<strong>and</strong> means <strong>of</strong> income. Rogues are interested in using<br />

fortune telling to improve their own futures, by parting<br />

would-be marks with their burdensome extra money. Of<br />

course individuals can <strong>and</strong> do vary.


Check: A fortune telling check can be made<br />

only if the intended reader is physically present. <strong>The</strong> DC<br />

<strong>of</strong> the roll determines how much knowledge is gained.<br />

Typically the fortune teller will want to know some basic<br />

information about the customer first. An astrologer will<br />

want to know a birthday or a spiritual consultant will<br />

want to know what spirit the customer wants to contact.<br />

Retry: Yes, but it’s not always easy to tell if<br />

what occurs will conform to what had been determined<br />

through the use <strong>of</strong> this skill. A failed check results in<br />

wrong or misleading information. Once the fortune<br />

teller realizes she failed, she may retry the check again.<br />

Result: While the true results are always left up<br />

to the GM, the table below is a good general indication<br />

<strong>of</strong> what the witch can tell.<br />

Fortune Telling DC<br />

Determination <strong>of</strong> the basic personality traits <strong>of</strong> a 10<br />

customer (materialist or spiritual, physical or<br />

intellectual, evasive or straightforward, calm or<br />

nervous, etc.)<br />

Earnings: 1d10 CP/day<br />

Determination <strong>of</strong> more personal, but not 15<br />

uncommon life events or personally traits. (loss<br />

<strong>of</strong> a parent, “you had a pet as a child that you<br />

loved”)<br />

Earnings: 1d10 SP/day<br />

Determination <strong>of</strong> more personal, uncommon life 20<br />

events or personality traits. (“your brother<br />

preceded you in death.” “You left on bad terms<br />

with your mother.”)<br />

Earnings: 2d10 SP/day<br />

Determination <strong>of</strong> something specific, but minor. 25<br />

(“the ring you lost will be found” “you recently<br />

put your trust in a good friend <strong>and</strong> was<br />

betrayed.”) or vague allusions to the future that<br />

could come true (“do not trust the man in<br />

green.”)<br />

Earnings: 3d10 SP/day<br />

Determination <strong>of</strong> something specific <strong>and</strong> very 30<br />

important to the customer (“your brother’s killer<br />

has a long scar on his face.”) or more specific<br />

allusions to future events (“You will discover the<br />

killer by the light <strong>of</strong> a full moon.”)<br />

Earnings: 1d10 GP/day<br />

Determination <strong>of</strong> something very specific to the 35<br />

customer’s present or future. (“You mother’s ring<br />

is at the bottom <strong>of</strong> the well north <strong>of</strong> town.”<br />

“Your brother’s killer is the Baron.”)<br />

Earnings: 2d10 GP/day<br />

Special: For every five levels <strong>of</strong> Pr<strong>of</strong>ession (Fortune<br />

Teller) a spellcaster gains a +2 synergy effect when using<br />

Ritual Casting (below) on divination type spells.<br />

<strong>The</strong> character can add levels <strong>of</strong> Bluff for a<br />

synergy benefit with perform when doing fortune telling<br />

as an act.<br />

79<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

GM’s Note: Dealing with Fortunes<br />

This skill, because <strong>of</strong> its dealings with destinies <strong>and</strong> the<br />

future, is a dangerous one <strong>and</strong> its use might even be<br />

restricted when used on PC’s. GM’s should be aware<br />

that this skill could, under the right circumstances, cause<br />

much trouble to their hard worked plots, <strong>and</strong> even be<br />

able to spoil events <strong>of</strong> the future. Truly crafty GM’s can<br />

use it effectively by playing <strong>of</strong>f the vagueness <strong>of</strong> the<br />

reading. This skill can be good to develop interesting<br />

<strong>and</strong> complex storylines, but too much <strong>of</strong> a good thing<br />

can end up as trouble.<br />

Pr<strong>of</strong>ession (Herbalist)<br />

(Wis, Trained Only)<br />

<strong>Witches</strong> are rumored to be accomplished<br />

herbalists. In any case a witch can make a living<br />

concocting herbal cures, homeopathic remedies or even<br />

simple spice mixtures for cooking, cleaning or other uses.<br />

Herbalist can identify naturally occurring plants<br />

<strong>and</strong> herbs. She can also prepare simple herbals.<br />

Task DC<br />

Identify common herbs or plants. 10<br />

Mix simple herbal concoctions (spice tea, 12<br />

aromatic herb bundle, ‘curry’ powders)<br />

Brew simple healing potion (heals 1d4 hp) 15<br />

Herbalist can make a living selling her herbal<br />

concoctions as per the Pr<strong>of</strong>ession description.<br />

Special: A person with five or more ranks in Heal gains<br />

a +2 synergy bonus with Pr<strong>of</strong>ession (Herbalist), <strong>and</strong> vice<br />

versa when creating healing balms, ointments or potions.<br />

A person with five or more ranks in Alchemy<br />

gains +2 synergy bonus when concocting any alchemical<br />

elixir based on naturally occurring herbs.<br />

Pr<strong>of</strong>ession (Midwifery)<br />

(Wis, Trained Only)<br />

Midwifery deals with the birthing <strong>and</strong> care <strong>of</strong><br />

newborn babies <strong>and</strong> their mothers. A witch with the<br />

midwife skill can aid in birthing, delivery <strong>and</strong> care <strong>of</strong> the<br />

newborn. <strong>The</strong> witch can increase the chance a woman<br />

will survive the birth. <strong>The</strong> pregnant woman can add 2<br />

extra points to her own Constitution score because <strong>of</strong> the<br />

witch.<br />

<strong>The</strong> base DC for delivering a baby is 15.<br />

Task DC<br />

To determine when a baby will be born. 10<br />

To deliver a baby. 15<br />

To deliver twins. (+1 to DC for every 18<br />

multiple baby after 2, i.e. DC19 for triplets).<br />

Natal complications (breech birth, baby not<br />

breathing)<br />

+2


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Mother complications (mother not breathing,<br />

passing out)<br />

Underst<strong>and</strong>ing the differences in different<br />

humanoid births <strong>and</strong> practices. (special<br />

complications <strong>of</strong> half-orcs, elven birthing<br />

rituals)<br />

<strong>The</strong>se modifiers are cumulative.<br />

Retry: Generally, no. A mid wife can recheck the baby’s<br />

birth, but previous checks will always bias her; adds +2<br />

to the DC. In other tasks, once the baby is born it’s<br />

born.<br />

Ritual Casting<br />

(Con; Trained Only; Armor Check Penalty; Spellcasters<br />

only, cross-class Paladin, Ranger)<br />

You can combine your spell-casting powers<br />

with other witches. In addition you have learned to deal<br />

with the rigors that are<br />

required to perform<br />

rituals. You can h<strong>and</strong>le<br />

the long duration <strong>of</strong> the<br />

casting required to<br />

draw in extra magical<br />

power.<br />

Check: You<br />

can attempt to cast<br />

augmented <strong>and</strong><br />

combined ritual casting<br />

spells that require an<br />

hour or more <strong>of</strong><br />

casting. Each hour, or<br />

portion thereafter,<br />

requires a Ritual<br />

Casting check against a<br />

DC <strong>of</strong> 10 + spell level.<br />

Each check after the<br />

first one increases the<br />

DC by +1 until the end<br />

<strong>of</strong> the casting. A failed<br />

Ritual Casting check<br />

results in a loss <strong>of</strong><br />

control over the<br />

magical powers being<br />

harnessed. See<br />

augmented <strong>and</strong> combined ritual casting sections for<br />

results <strong>of</strong> the failure.<br />

Retry: No.<br />

Special: If you have 5 or more ranks <strong>of</strong><br />

Concentration, you get a +2 synergy bonus on Ritual<br />

Casting checks. This skill is cross-class for paladins <strong>and</strong><br />

rangers.<br />

Seduction<br />

(Cha, untrained)<br />

Use this skill to seduce someone using the<br />

witch’s own alluring assets. Seducing someone generally<br />

+2<br />

+2<br />

80<br />

requires communication between the witch <strong>and</strong> her<br />

target. When the witch seduces someone, she is not<br />

necessarily getting him or her into a sexual situation.<br />

Obviously, the witch may only use this skill on targets<br />

that could naturally become attracted to her, so<br />

heterosexual targets <strong>of</strong> the same sex obviously could not<br />

be affected by it. Obviously, many types <strong>of</strong> monsters can<br />

not be seduced - undead <strong>and</strong> constructs cannot, nor can<br />

most outsiders, beasts, aberrations, or elementals. GM’s<br />

have final say on who can <strong>and</strong> can’t be seduced.<br />

Check: This skill works in two ways, depending<br />

on the witch’s intent. True seduction, when trying to<br />

gain the attention <strong>of</strong> someone with only the intent <strong>of</strong> a<br />

‘romantic relationship’ so to speak, roll a skill check with<br />

a DC equal to 10 + target’s hit dice + their wisdom<br />

modifier) Success means that the target is enamored with<br />

the witch. Failure by more than 5 means the witch’s<br />

attempt went unnoticed. By less than 5, the witch’s<br />

intents were known but were<br />

rejected anyway.<br />

When attempting to<br />

seduce someone for another<br />

reason (to get information out <strong>of</strong><br />

them, try <strong>and</strong> get them to do<br />

something, etc.), the target first<br />

makes a sense motive check<br />

opposed to the witch’s skill roll.<br />

If the target succeed, he knows <strong>of</strong><br />

the witch’s intentions. Regardless<br />

<strong>of</strong> his roll, the target must make a<br />

level check as above, except this<br />

time if he succeeded his sense<br />

motive check, he knows <strong>of</strong> the<br />

witch’s true intentions, <strong>and</strong> the<br />

witch suffers a -10 to her skill<br />

check. If the witch succeed at her<br />

skill check, the target becomes<br />

enamored <strong>of</strong> her. When dealing<br />

with a target that is enamored, the<br />

witch can gain a +3 bonus to<br />

bluff <strong>and</strong> diplomacy checks<br />

against that target, with an<br />

additional +1 bonus for every two<br />

points the witch beats the DC by.<br />

Some NPCs do not need<br />

to be seduced; they simply might<br />

be promiscuous. When GM’s determine that the target is<br />

ready <strong>and</strong> willing to engage in any sort <strong>of</strong> sexual activity,<br />

the witch gains a +5 bonus, with no chance to be<br />

rejected as noted above. Sometimes, just because a<br />

person was enamored does not mean they would be<br />

willing to engage in any sort <strong>of</strong> sexual activities. If the<br />

target has a viable reason not to engage in any sort <strong>of</strong><br />

sexual activity (for instance, a celibate paladin, or a<br />

happily married shopkeeper), he receives a will saving<br />

throw with the DC <strong>of</strong> the skill check to keep from<br />

engaging in any sort <strong>of</strong> risqué activity.


GMs would be encouraged to add in any other<br />

modifiers they deem necessary (for instance, a man<br />

married for 23 years happily is less likely to fall for a<br />

seductress than a man who’s never been wed.). In<br />

situations like the above, they receive a +1 bonus for<br />

each year they’ve been involved in a relationship, plus<br />

their significant others charisma modifier. For characters<br />

celibate because <strong>of</strong> their class (like the above example, a<br />

particular order <strong>of</strong> celibate paladins, or a witch with the<br />

celibate casting feat), they may add their total levels <strong>of</strong><br />

the class in their saving throw. For instance, if trying to<br />

seduce a level 4 witch/level 6 rogue, the celibate casting<br />

feat is obviously part <strong>of</strong> the witch’s abilities, not the<br />

rogue’s, so the target would receive a +4 bonus to their<br />

saving throw.<br />

Retry: Yes, however, it may be useless because<br />

after the initial check fails, the target probably will be<br />

more likely to resist to seducer. All further attempts to<br />

seduce a target who passed a sense motive check once<br />

automatically fails the initial opposed skill roll, though<br />

the target still has the chance to fail his will save.<br />

Special: If the witch has 5 or more ranks in<br />

bluff, sense motive, or diplomacy, she gains a +2 synergy<br />

bonus to those skills. <strong>The</strong>se bonuses stack. Also, the<br />

witch’s gather information checks gain a +2 synergy<br />

bonus assuming she can question people she could<br />

seduce, however, her ranks in gather information provide<br />

no bonus to her seduction skill.<br />

Tantra<br />

(Cha, Trained Only)<br />

Tantra is the knowledge <strong>of</strong> the spiritual<br />

connection to ones body. Its uses are varied, <strong>and</strong> with<br />

enough time <strong>and</strong> practice, you can move your body to do<br />

great things.<br />

Generally, using Tantra requires at least fifteen<br />

minutes <strong>of</strong> preparation, done by a combination <strong>of</strong><br />

stretching <strong>and</strong> meditation, though some things can be<br />

done instantaneously.<br />

Using Tantra on someone else requires that the<br />

witch be able to touch him or her. Using Tantra usually<br />

involves rubbing muscles <strong>and</strong> activating special sensory<br />

areas called chakra.<br />

Use Time Duration DC<br />

Heal subdual 15 min 10 min. 15<br />

damage on<br />

for each<br />

self*<br />

DC over<br />

15<br />

Heal Subdual 15 min 10 min. 17<br />

Damage on<br />

for each<br />

another*<br />

DC over<br />

17<br />

Increase Instantaneou n/a 10<br />

Sexual<br />

Experience for<br />

self<br />

s<br />

81<br />

Increase<br />

Another’s<br />

Sexual<br />

Experience<br />

Ignore<br />

Fatigue**<br />

Alter your own<br />

mood (negates<br />

emotion<br />

effect***)<br />

Alter another’s<br />

mood (negates<br />

emotion<br />

effect***)<br />

Create<br />

pleasurable<br />

experience in<br />

person by<br />

touch only<br />

Create<br />

pleasurable<br />

experience in<br />

person by a<br />

single touch<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Instantaneou<br />

s<br />

n/a 12<br />

15 min. 10 min. 15<br />

for each<br />

15 min.<br />

DC over<br />

15<br />

n/a 15<br />

15 min. n/a 17<br />

5 min. 1 minute<br />

for each<br />

DC over<br />

20<br />

Instantaneou<br />

s<br />

1 minute<br />

for each<br />

DC over<br />

30<br />

Ignore pain 5 min. 1 minute<br />

for each<br />

Allow another<br />

person to<br />

ignore pain<br />

DC over<br />

5 min. 1 minute<br />

for each<br />

DC over<br />

20<br />

30<br />

HP<br />

Damage<br />

HP<br />

Damage<br />

Special: A person with five or more ranks in Heal gains<br />

a +2 synergy bonus with Tantra, <strong>and</strong> vice versa. <strong>The</strong><br />

difficult stretches necessary to use tantra also help in<br />

flexibility, <strong>and</strong> those with five or more ranks in Tantra<br />

receive a +2 synergy bonus to their Heal skill.<br />

*After the duration has expired, the subdual damage<br />

returns.<br />

**You can not ignore fatigue from a lack <strong>of</strong> sleep with<br />

this skill.<br />

***Magical emotion affects apply a DC modifier equal to<br />

the caster level <strong>of</strong> the spell or ability.<br />

Yoga<br />

(Con, Trained Only)<br />

Yoga is the mastery <strong>of</strong> mind <strong>and</strong> body. While<br />

the witch will not attain the levels <strong>of</strong> a Yogi master, she<br />

can use the same principles. Yoga requires one hour <strong>of</strong><br />

meditation <strong>and</strong> breathing exercises per day to gain its<br />

benefits. <strong>The</strong> witch can heal faster (+1 per levels taken<br />

extra hp per day) while in Yoga trance. Yoga also


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

increases the witch’s concentration, so once per day she<br />

can add +1 per skill level to any to hit or damage.<br />

If the yoga trance is interrupted before the hour<br />

is complete the witch will not gain any <strong>of</strong> the benefits<br />

listed here.<br />

Special: A witch with Concentration gains a synergy<br />

bonus while in a yoga trance. However the witch must be<br />

concentrating on the task she is setting out to do <strong>and</strong><br />

nothing else. That is, she can not use the Yoga trance to<br />

heal <strong>and</strong> connect rate on a problem at the same time.<br />

A witch with five <strong>of</strong> more levels <strong>of</strong> Tantra can add an<br />

addition +1 to healing while in a yoga trance.<br />

Note: Yoga is not a replacement for Concentration for<br />

use with the Combat Casting feat.<br />

Witch Feats<br />

This section introduces a new feat grouping,<br />

Witch Feats. Witch feats are quasi-magical feats that<br />

allow to user to perform extraordinary acts usually<br />

reserved to spells. <strong>The</strong> feats themselves are either quasimagical,<br />

effect some skill in a magical manner or effect<br />

some previous magical ability. Typically these feats are<br />

available only to witches, but GMs might wish to open<br />

some or all <strong>of</strong> them to other classes, typically spellcasters.<br />

Epic level feats are detailed in detailed in Core<br />

Rulebook II, version 3.5.<br />

Animal to Human [Witch]<br />

<strong>The</strong> witch is able to polymorph her familiar into<br />

the witch’s race once per day.<br />

Prerequisite: a familiar.<br />

Benefit: <strong>The</strong> caster can polymorph her familiar (as the<br />

spell polymorph other, except that the spell lasts until the<br />

caster chooses to dispel it.) into a member <strong>of</strong> witch’s<br />

race. <strong>The</strong> caster cannot change the sex <strong>of</strong> the familiar.<br />

<strong>The</strong> familiar has the ability to speak in this form.<br />

However, the familiar retains its original hit points <strong>and</strong><br />

saving throws, <strong>and</strong> may not engage in strenuous<br />

situations (such as heavy lifting, running, spell casting, or<br />

combat). If the familiar attempts this, she will revert to<br />

her original form.<br />

In this form, the witch gains an additional +5 to<br />

her disguise checks. This stacks with the +10 bonus to<br />

disguise that the initial polymorph would also grant.<br />

Table 4-2: Astromancy Frequency Chart<br />

82<br />

Astromancy [General, Magical]<br />

Spells increase or decrease in power based on<br />

certain celestial events.<br />

Prerequisite: Astrology: 5 Ranks, Spellcaster<br />

Benefit: Depending on the frequency <strong>of</strong> the celestial<br />

event, the witch’s powers increase. However, this ability<br />

has a downside; for the opposite incursion, the caster<br />

may suffer a penalty.<br />

Event Effect<br />

Event happens daily<br />

(sun up, sun down)<br />

+1 to DC <strong>of</strong> saving throws<br />

Event occurs monthly +2 to DC <strong>of</strong> saving throws,<br />

(full moon, new<br />

moon)<br />

+1 to each die modifier.<br />

Event occurs roughly +4 to DC <strong>of</strong> saving throws,<br />

annually (solar/lunar +2 to die modifier, spells cast<br />

equinox, lunar eclipse) as quickened (casting times<br />

doubled on opposed time)<br />

Event occurs less than Saving Throw DC +8, cast as<br />

once a year (solar quickened, empowered.<br />

eclipse)<br />

(casting time doubled, cast as<br />

caster level –1d4)<br />

Event occurs AC gains a +2 bonus,<br />

extremely rarely, but Initiative +2, <strong>and</strong> 1 ability<br />

lasts for more than a<br />

day (comet visible,<br />

planet in particular<br />

constellation)<br />

store gains +2 bonus.<br />

<strong>The</strong> opposite times (when the caster will be less<br />

powerful) are listed below.<br />

Aura <strong>of</strong> Undead Disruption [General]<br />

<strong>The</strong> character is surrounded by positive energy,<br />

weakening undead.<br />

Prerequisite: Ability to cast 2 nd level Divine Spells<br />

Benefit: When in a 5’ radius with undead or creatures<br />

harmed by positive energy, the creatures receive a -2 to<br />

it’s AC, attack roll, <strong>and</strong> skill checks.<br />

Event Opposed by Frequency<br />

Daytime Nighttime Very Common<br />

Full moon New Moon Common<br />

Equinox or Solstice Cross Quarter day Uncommon (4 times per year)<br />

Lunar Eclipse Morning After Eclipse Rare<br />

Solar Eclipse Day After Eclipse Very Rare<br />

Comet Week after Comet disappears Very Rare<br />

Planet in Constellation Planet found in opposing Constellation Extremely Rare


Cast Magic Circle [Metamagic]<br />

<strong>The</strong> witch can augment her spell casting via the<br />

creation <strong>of</strong> a magic circle.<br />

Prerequisites: Spellcaster level 5+, Craft (Magic Circle);<br />

5 Ranks or Knowledge (Arcana); 5 Ranks<br />

Benefits: With the Cast Magic Circle feat the<br />

witch can imbue magic circles that will grant special<br />

effects while st<strong>and</strong>ing in the circle, depending on the type<br />

<strong>of</strong> magic circle created.<br />

Creating a magic circle only costs what the item<br />

used to draw with costs. For example a witch could<br />

create a magic circle out <strong>of</strong> salt or simply drawn into the<br />

dirt. Unfortunately, a stray wind or a clumsy party<br />

member could wreck the circle, which would ruin it<br />

completely. More crafty <strong>and</strong> elegant witches will paint<br />

the circles into the ground, or sometimes create them out<br />

<strong>of</strong> tile in their home.<br />

Creating a magic circle costs 200 xp for every 5’<br />

diameter the circle, regardless <strong>of</strong> material. <strong>The</strong> time it<br />

takes to craft a magic circle is <strong>of</strong>ten dependent on what<br />

was used to create it. Placing the final enchantments on<br />

the circle takes 1 minute per foot in its diameter. So if<br />

the witch were to create a 20’ long Thaumaturgic Magic<br />

Circle out <strong>of</strong> tile in her home, it would require an 800 xp<br />

sacrifice, <strong>and</strong> would take 20 minutes to enchant, plus the<br />

time it actually took to craft the magic circle out <strong>of</strong> tile.<br />

<strong>The</strong> type <strong>of</strong> magic circle created are listed in<br />

Chapter 6: Magic, Magic Circles. A magical circle can also be<br />

created to augment any ritual casting.<br />

Celibate Casting [General, Magical]<br />

<strong>The</strong> witch can increase the power <strong>of</strong> her spells<br />

by not expending personal energies <strong>and</strong> exerting them<br />

through magic.<br />

Prerequisite: Con 13+, Tantra 4 ranks, Celibacy, for at<br />

least the past month.<br />

Benefit: As long as she remains completely celibate, she<br />

gains a +2 bonus to the DC <strong>of</strong> saving throws <strong>of</strong> spells<br />

you cast. If you engage in any form <strong>of</strong> a sexual activity,<br />

you receive a -2 penalty for the next two weeks, <strong>and</strong> no<br />

penalty for the two weeks following. After 4 weeks have<br />

passed, the benefit resumes as long as she has remained<br />

celibate. If she breaks her vow <strong>of</strong> celibacy again, the<br />

process starts over.<br />

GM’s Note: This feat is geared toward witches <strong>of</strong> covens<br />

whose ideologies centers around gender, fertility, love, or<br />

other sexual energies. <strong>Witches</strong> <strong>of</strong> Artemis who vow never<br />

to lay with a man are prime users <strong>of</strong> this feat. <strong>The</strong> GM<br />

may wish to disallow it to wizards, bards, sorcerers, or<br />

clerics <strong>of</strong> faiths that has little to do with celibacy, or with<br />

groups that are not capable <strong>of</strong> h<strong>and</strong>ling mature themes.<br />

83<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Charm Resistance [Witch]<br />

<strong>The</strong> witch becomes immune to certain charms<br />

Prerequisite: Spellcaster Level 9th, Wis 13+<br />

Benefit: <strong>The</strong> witch becomes immune to compulsion<br />

magic when cast by creatures <strong>of</strong> lower hit dice than her<br />

level plus her wisdom modifier. <strong>The</strong> witch is not<br />

immune from charm attacks by creatures with higher hit<br />

die, she may add +4 to her save.<br />

Craft Magic C<strong>and</strong>le [Item Creation]<br />

With Craft Magic C<strong>and</strong>le the witch can create a<br />

magic c<strong>and</strong>le with spell-like effects.<br />

Prerequisites: Spellcaster, Knowledge (Witchcraft) 5<br />

Ranks, Craft (C<strong>and</strong>le-making) 4 ranks.<br />

Benefits: <strong>The</strong> witch can create a magical c<strong>and</strong>le. Crafting<br />

a c<strong>and</strong>le takes 1 day for each 1,000 gp in its base price.<br />

Chapter 6: Magic details what sort <strong>of</strong> c<strong>and</strong>les maybe<br />

created <strong>and</strong> which spells are required.<br />

<strong>The</strong> base price <strong>of</strong> this feat is 50 GP multiplied by the<br />

your level multiplied by the spell level. <strong>The</strong> XP cost is<br />

1/25 <strong>of</strong> this base cost (rounded up). <strong>The</strong> material<br />

component cost is half <strong>of</strong> the base cost (special waxes,<br />

dyes <strong>and</strong> styluses for inscribing). <strong>The</strong> witch or any other<br />

person regardless <strong>of</strong> class or alignment may use a magical<br />

c<strong>and</strong>le.<br />

Magic C<strong>and</strong>les can normally only be used once.<br />

However, by multiplying the cost by 1½, you can create a<br />

c<strong>and</strong>le that can be reused once. Nevertheless, a witch<br />

still must pay the extra cost in XP. For example, a Black<br />

C<strong>and</strong>le <strong>of</strong> Negativity Removal that is larger than normal<br />

normally costs 200 GP in raw materials now costs 300 in<br />

raw materials plus now costs 48 XP instead <strong>of</strong> 32.<br />

Note: In games with few magical c<strong>and</strong>les this feat can be<br />

removed in favor <strong>of</strong> c<strong>and</strong>les being made with the Craft<br />

Wondrous Item feat.<br />

Create Magic Cord [Item Creation]<br />

With Create Magic Cord the witch can create a<br />

magic cord with spell-like effects.<br />

Prerequisites: Spellcaster level 2+, Knowledge,<br />

Witchcraft; 2 Ranks, Pr<strong>of</strong>ession (Weaver) or (Spinner), 1<br />

rank.<br />

Benefits: <strong>The</strong> witch creates a magical cord. Chapter 6:<br />

Magic details what sort <strong>of</strong> cords maybe created <strong>and</strong> which<br />

spells are required.<br />

<strong>The</strong> base price <strong>of</strong> this feat is 25 gp multiplied by the your<br />

level multiplied by the spell level. <strong>The</strong> XP cost is 1/25 th<br />

<strong>of</strong> this base cost (rounded up). <strong>The</strong> material component<br />

cost is half <strong>of</strong> the base cost (special hairs, dyes or<br />

materials). <strong>The</strong> witch or any other person regardless <strong>of</strong><br />

class or alignment may use a magical cord.<br />

Note: In games with few magical cords this feat can be<br />

removed in favor <strong>of</strong> cords being made with the Craft<br />

Wondrous Item feat.


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Create Talisman [Item Creation, Witch]<br />

With Create Talisman the witch creates the<br />

weakest <strong>of</strong> all magical items, a talisman.<br />

Prerequisite: Membership <strong>of</strong> a witch tradition. Each<br />

tradition has slightly different means <strong>of</strong> teaching this feat<br />

to their new members.<br />

Benefit: <strong>The</strong> witch may create the simplest <strong>of</strong> all magical<br />

items, a Talisman. A Talisman can hold only one spell<br />

(or cantrip, charm or hex) <strong>of</strong> a maximum <strong>of</strong> 3rd level.<br />

<strong>The</strong> talisman can be made <strong>of</strong> stone, paper, clay or any<br />

object that can be written upon. <strong>The</strong> object must be<br />

used for this purpose only. Talismans can only be used<br />

once. After use the medium that was written on become<br />

unusable for other talismans. Spells that may be used for<br />

talismans are indicated in Table 1-3: Witch Spell Lists.<br />

This is an item creation feat that all witches gain<br />

for free.<br />

<strong>The</strong> base price <strong>of</strong> this feat is 10 gp multiplied by<br />

the your level multiplied by the spell level (not the price<br />

for a similar item in the Core Rulebook II). <strong>The</strong> XP cost is<br />

1/25 <strong>of</strong> this base cost (rounded up). <strong>The</strong> material<br />

component cost is half <strong>of</strong> the base cost. <strong>The</strong> witch or<br />

any other person regardless <strong>of</strong> class or alignment may use<br />

a talisman.<br />

For example: a 1st level witch creates a talisman<br />

<strong>of</strong> Charm Person (1st level), she chooses to inscribe a flat<br />

piece <strong>of</strong> clay with a charm symbol. <strong>The</strong> base cost for this<br />

item is 10 gp, then the XP cost is 10/25 or 0.4 XP<br />

(rounded to 1 XP) <strong>and</strong> the material costs (clay, special<br />

incense, a special stylus) is 5 gp. So the witch will spend<br />

5 gold pieces <strong>and</strong> 0.4 xp (rounded to 1 xp) points to<br />

make this item. Regardless <strong>of</strong> complexity, a Talisman can<br />

be made in one day.<br />

GM’s Note: This item creation feat is designed to give<br />

the witch a more unique feel. If GM’s wish they may<br />

open it up to other spellcasters when they have the ability<br />

to cast 3 rd level spells.<br />

Distil Potion [Item Creation]<br />

<strong>The</strong> witch can distil potions, <strong>and</strong> can also<br />

control the potency <strong>of</strong> the potion.<br />

Prerequisites: Spellcaster 7th level or Venefica 6th level,<br />

Brew Potions<br />

Benefit: This feat is similar to the Brew Potions feat, save<br />

that stronger, more powerful potions, poultices, libations,<br />

or philters may be made. Spells 6 th level <strong>and</strong> lower may<br />

be used in the potion’s construction. <strong>The</strong> witch can<br />

create any potion from any spell that she can cast at<br />

seventh level or lower. Distilling a potion takes 1 day.<br />

When she creates a potion, she sets the caster level. Her<br />

level must be sufficient to cast the spell in question <strong>and</strong><br />

no higher than her own level. <strong>The</strong> base price <strong>of</strong> a potion<br />

is its spell level multiplied by the witch’s level multiplied<br />

by 75 gp. To distil a potion, the witch must spend 1/25<br />

<strong>of</strong> this base price in XP <strong>and</strong> use up raw materials costing<br />

84<br />

half this base price. Any spell components or XP costs<br />

required for the base spell are added to the final costs <strong>of</strong><br />

the potion.<br />

Divine Dominion [Special]<br />

COPYRIGHT 2001, Bradley H. Bemis Jr.<br />

from the <strong>Netbook</strong> <strong>of</strong> Feats<br />

Add one additional domain to your divine<br />

casting repertoire<br />

Prerequisite: 6 or more ranks in Knowledge (religion)<br />

Benefit: Select a third domain from your deities domain<br />

list. All spells within the new domain list are considered<br />

domain spells for you.<br />

Special: You do not gain the domain powers granted,<br />

you only gain the ability to use the domain spells listed as<br />

domain spells for your character. This feat is only usable<br />

by clerics <strong>and</strong> can only be taken once.<br />

Comments: This feat was designed to give a cleric access<br />

to another domain from their deities domain list without<br />

giving them all <strong>of</strong> the extra abilities. All it means is that<br />

they can use the new domains domain list when selecting<br />

domain spell. This might seem underpowered at first, but<br />

when combined with Greater Divine Dominion, this feat<br />

is quite balanced.<br />

Note: This feat is included for completion’s sake. <strong>The</strong><br />

witch cannot gain any added benefit from this feat.<br />

Extra Familiar [General]<br />

COPYRIGHT 2001, Paul W. King<br />

Prerequisites: 4 ranks <strong>of</strong> Knowledge (Arcana). Already<br />

permitted to have a familiar<br />

Benefit: <strong>The</strong> character can obtain more than one<br />

familiar.<br />

Normal: Characters are typically only allowed to have<br />

one familiar<br />

Special: For each successive familiar that a character<br />

binds, there is an XP <strong>and</strong> gp cost involved. <strong>The</strong> second<br />

familiar bound would cost 100 XP <strong>and</strong> 200 gp; the third,<br />

an additional 200 XP <strong>and</strong> 300 gp; the fourth, an<br />

additional 300 XP <strong>and</strong> 400 gp; etc.<br />

Notes: This feat can be taken more than once; however,<br />

if each successive time increases the prerequisite rank in<br />

Knowledge (Arcana) by 2. However, if a character loses<br />

more than 1 familiar within the same year-<strong>and</strong>-a-day,<br />

their penalties increase. Under normal circumstances, if a<br />

character loses a familiar, they need to make a Fort save<br />

against a DC <strong>of</strong> 15. If they fail, they lose 200 XP/caster<br />

level. However, each additional familiar lost increases<br />

the DC by 2 <strong>and</strong> the XP lost by 100/ caster level. For<br />

example, a character loses 3 familiars within the same<br />

year-<strong>and</strong>-a-day. <strong>The</strong> first one is a save vs. 15, <strong>and</strong> if it<br />

fails, 200 XP/caster level. <strong>The</strong> second is a save vs. 17,<br />

<strong>and</strong> if it fails, 300 XP/caster level. <strong>The</strong> third one is a<br />

save vs. 19, <strong>and</strong> if it fails, 400 XP/caster level. <strong>The</strong><br />

character will have to wait a year-<strong>and</strong>-a-day from the


death/dismissal <strong>of</strong> each familiar before they can replace<br />

him or her.<br />

Familiar Spell [Epic]<br />

Prerequisite: Int 25 (if your spellcasting is controlled by<br />

Intelligence) or Cha 25 (if your spellcasting is controlled<br />

by Charisma). Must be 21 st level (Epic) or higher.<br />

Benefit: Choose one spell you know <strong>of</strong> 8th level or<br />

lower. Your<br />

familiar (or<br />

choice <strong>of</strong><br />

familiar if you<br />

have multiple)<br />

can now cast<br />

this spell once<br />

per day as a<br />

spell-like ability<br />

as a caster <strong>of</strong> a<br />

level equal to<br />

your caster level.<br />

You cannot<br />

bestow a spell<br />

upon your<br />

familiar if the<br />

spell normally<br />

has a material<br />

component cost<br />

<strong>of</strong> more than 1<br />

gp, or any XP<br />

cost.<br />

Special: You can gain this feat multiple times. Each time<br />

you take the feat, you can give your familiar a new spelllike<br />

ability, or another daily use <strong>of</strong> the same spell-like<br />

ability.<br />

This feat can only be applied to one spell per<br />

one familiar. For example to give three familiars two<br />

spells each would require taking the feat six different<br />

times.<br />

Fear Resistance [Witch]<br />

<strong>The</strong> witch’s patron has made her more resistant<br />

to fear.<br />

Prerequisite: Spellcaster Level 6+<br />

Benefit: <strong>The</strong> witch is completely immune to all fearbased<br />

attacks from creatures with hit dice less than her<br />

level + her wisdom modifier, <strong>and</strong> she can gain a +4<br />

bonus against fear based attacks from creatures whose hit<br />

dice exceed her own.<br />

Greater Divine Dominion [Special]<br />

COPYRIGHT 2001, Bradley H. Bemis Jr.<br />

from the <strong>Netbook</strong> <strong>of</strong> Feats<br />

Gain the domain powers from a divine<br />

dominion.<br />

Prerequisite: Divine Dominion OR Witch belonging to<br />

a coven.<br />

85<br />

<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

Benefit: You gain the domain powers from the domain<br />

selected using the Divine Domain feat or from your<br />

patron as a witch.<br />

Special: This feat is only usable by clerics <strong>and</strong> can only<br />

be taken once.<br />

Comments: It takes two feats to gain all <strong>of</strong> the powers<br />

<strong>of</strong> having added a third domain to your clerics repertoire.<br />

All in all, it is quite a balanced method when you<br />

consider that it can’t be used for a 4th domain.<br />

Note: <strong>The</strong> witch gains coven spells from her Patrons in<br />

the same manner a Cleric gains domain spells from their<br />

Deity. This feat will give the witch access to the domain<br />

powers detailed with the coven spells.<br />

Harming Touch [Witch]<br />

Using a small amount <strong>of</strong> magic, the witch can<br />

drain hit points from a target.<br />

Prerequisites: Able to cast 4th level divine spells, Wis<br />

13+<br />

Benefit: With a successful touch attack, the witch deals<br />

1d4 points <strong>of</strong> damage to a target (fort save negates), <strong>and</strong><br />

for every 2 points <strong>of</strong> damage inflicted, she gains 1 hit<br />

point. This attack will not affect creatures immune to<br />

critical hits, undead, or constructs. <strong>The</strong> damage is a<br />

supernatural ability, <strong>and</strong> counts as a +1 weapon for<br />

damage reduction purposes. Use <strong>of</strong> this spell is<br />

considered an evil act.<br />

Immunity <strong>of</strong> the Faerie [Witch]<br />

<strong>The</strong> witch becomes strong against weapons that<br />

are not made <strong>of</strong> pure iron.<br />

Prerequisites: Witch Level 5+<br />

Benefit: <strong>The</strong> witch gains damage reduction 1/cold iron.<br />

Special: This feat can be taken more than once. Its<br />

bonuses are cumulative.<br />

Improved Familiar [General]<br />

This feat allows spellcasters to acquire a new<br />

familiar from a nonst<strong>and</strong>ard list, but only when they<br />

could normally acquire a new familiar.<br />

Prerequisites: Ability to acquire a new familiar,<br />

compatible alignment, sufficiently high level (see Chapter<br />

6: Magic, Familiars).<br />

Benefit: When choosing a familiar, the creatures listed<br />

below are also available to the spellcaster. <strong>The</strong> spellcaster<br />

may choose a familiar with an alignment up to one step<br />

away on each <strong>of</strong> the alignment axes (lawful through<br />

chaotic, good through evil).<br />

Improved Metamagic [Epic]<br />

Prerequisites: Four metamagic feats, Spellcraft 30 ranks.<br />

Benefit: <strong>The</strong> spell slot you must use to cast a metamagic<br />

spell is one level lower than normal (to a minimum <strong>of</strong><br />

one level higher than normal).


<strong>Liber</strong> Mysterium: Skills <strong>and</strong> Feats<br />

This feat has no effect on a metamagic feat that requires<br />

a spell slot one level higher than normal or does not<br />

require a higher level slot.<br />

Special: You can gain this feat multiple times. <strong>The</strong><br />

effects stack, though you can’t lower the level <strong>of</strong> any<br />

metamagic spell’s slot to less than one level higher than<br />

normal.<br />

Improved Spell Capacity [Epic]<br />

Prerequisite: Ability to cast spells <strong>of</strong> the normal<br />

maximum spell level in at least one spellcasting class.<br />

Benefit: When you select this feat, you gain one spell<br />

slot per day <strong>of</strong> any level up to one level higher than the<br />

highest level spell you can already cast in a particular<br />

class. <strong>The</strong> character must have the requisite ability score<br />

(10 + spell level) in order to cast a spell stored in such a<br />

slot. If the character has a high enough ability modifier to<br />

gain one or more bonus spells for this spell level, she also<br />

gains those bonus spells for this spell level.<br />

This feat can’t grant spellcasting ability to a class<br />

that doesn’t have spellcasting ability. A character must<br />

use the spell slot in a class <strong>of</strong> which she can already cast<br />

the maximum normal spell level.<br />

Special: You can gain this feat multiple times.<br />

Kiss Spell [Metamagic]<br />

<strong>The</strong> witch can administer spells requiring a<br />

touch attack with greater power through a kiss.<br />

Prerequisite: Able to cast 2nd level Arcane Spells.<br />

Benefit: Only a spell that targets a single living target <strong>and</strong><br />

requires a saving throw can be used as a kiss spell. <strong>The</strong><br />

normal touch attack becomes a kiss. Any spell that is<br />

applied with a kiss raises the DC <strong>of</strong> the saving throw by<br />

6. Doing so renders the spell useless in combat<br />

situations.<br />

Like most metamagic feats a spell must be prepared as a<br />

kiss spell in advance. A kiss spell must be prepared at one<br />

spell slot higher than normal.<br />

A spell delivered through a kiss can also be empowered, as<br />

described in the feat Empower Spell or it can be cast as a<br />

86<br />

Heightened spell <strong>of</strong> 2 levels higher. It can be stacked with<br />

any other appropriate metamagic feat.<br />

Spell Knowledge [Epic]<br />

Spell Knowledge [Epic]<br />

Prerequisites: Ability to cast spells <strong>of</strong> the maximum<br />

normal spell level <strong>of</strong> an arcane spellcasting class.<br />

Benefit: You learn two new arcane spells <strong>of</strong> any level up<br />

to the maximum level you can cast. This feat does not<br />

grant any additional spell slots.<br />

Special: You can gain this feat multiple times.<br />

Sylvan Empathy [General]<br />

<strong>The</strong> witch is able to commune empathetically<br />

with nature.<br />

Prerequisite: Knowledge; Nature: 4 ranks<br />

Benefit: With a successful Knowledge: Nature check<br />

(DC 15), the witch are able to underst<strong>and</strong> basic things<br />

about the local ecosystem. This ability does not grant the<br />

ability to Speak with Plants, as per the spell, but can tell<br />

general things about how the plants are feeling. <strong>The</strong>se<br />

things would include fear (possibly <strong>of</strong> lumbering or an<br />

approaching forest fire), happiness (a new ranger is in the<br />

area) or anger (humans have been needlessly abusing the<br />

forest).<br />

In addition, with this feat you can use your Animal<br />

Empathy skill as if it were Diplomacy to get aggressive<br />

plants to back down.<br />

Unnatural Sleep Resistance [Witch]<br />

<strong>The</strong> witch’s patron has made her more resistant<br />

to unnatural sleep.<br />

Prerequisite: Spellcaster Level 6+<br />

Benefit: <strong>The</strong> witch becomes completely immune to<br />

unnatural sleep, as caused by spells, poisons, or potions<br />

<strong>of</strong> sleep. This is a supernatural ability.


Chapter V: Covencraft<br />

First Witch<br />

“When shall we three meet again?<br />

In thunder, lightning, or in rain?<br />

Second Witch<br />

When the hurly-burly’s done.<br />

When the battle’s lost <strong>and</strong> won.<br />

Third Witch<br />

That will be ere the set <strong>of</strong> sun...<br />

Fair is foul, <strong>and</strong> foul is fair<br />

Hover through the fog <strong>and</strong> filthy air”.<br />

Macbeth,<br />

Act I, Scene I<br />

Most player characters have associations that<br />

they can or do belong to. Wizards have<br />

schools; priests have their churches <strong>and</strong><br />

their faith. Fighters <strong>and</strong> thieves may belong to a guild.<br />

<strong>Witches</strong> have their covens. Besides the role <strong>of</strong> providing<br />

the witch what she needs to be considered a witch,<br />

covens also provide the social background that witches<br />

have. Many join with a coven either when they are<br />

children or very young.<br />

Most witches belong to a coven. Covens<br />

provide the framework for worship, training for specific<br />

abilities, <strong>and</strong> the environment for learning magic.<br />

Covens give the witch with her sense <strong>of</strong> identity. It is<br />

what makes her a witch.<br />

<strong>The</strong> number <strong>of</strong> members will vary by the<br />

Goddess worshipped. A coven can have any number <strong>of</strong><br />

members, but are usually groups <strong>of</strong> 12 witches with 1<br />

leader (13 members) <strong>of</strong> the same tradition. A coven can<br />

consist <strong>of</strong> as little as three witches or as many as 19.<br />

When not adventuring a witch may spend a<br />

great deal <strong>of</strong> time with her coven. Like a priest <strong>and</strong> their<br />

church, the coven is the center <strong>of</strong> the witch’s religious<br />

life. Covens become a second, or sometimes first, family<br />

to the witch. <strong>The</strong> coven <strong>of</strong>ten contains members <strong>of</strong> the<br />

same family. It is no wonder that witches from the same<br />

coven will refer to each other as “sister” or “brother”.<br />

No witch will ever betray her coven, even under<br />

the prospect or reality <strong>of</strong> torture. It is believed that the<br />

first witch to do so was labeled as the first Warlock.<br />

Covens <strong>and</strong> Game Play<br />

First <strong>and</strong> foremost witches should be used as a<br />

vehicle <strong>of</strong> which interest <strong>and</strong> mystery can be added to the<br />

campaign. NPC witches will either act as a PC’s greatest<br />

87<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

asset or worst enemy. Remember that a witch’s motives<br />

are not necessarily those <strong>of</strong> other powerful NPCs. She<br />

could simply use the PCs as one small str<strong>and</strong> in a massive<br />

<strong>and</strong> complex web <strong>of</strong> intrigue. On the other h<strong>and</strong>, the<br />

witch may rely on the PCs for the nasty business <strong>of</strong><br />

monster bashing while she weaves intricate spells to<br />

protect <strong>and</strong> aid her party.<br />

Witch Player Characters should be h<strong>and</strong>led with<br />

great care. As with any other character class too much <strong>of</strong><br />

a good thing is bad. <strong>Witches</strong>, like mages, start out in the<br />

game relatively weak. But also like their mage brothers,<br />

they vastly grow in power. Like priests, witches should<br />

be looked to as sources <strong>of</strong> wisdom <strong>and</strong> insight. If there<br />

are more than one or two witch characters in an<br />

adventuring party it should be assumed that they are both<br />

member <strong>of</strong> the same coven. Covens guard their secrets<br />

<strong>and</strong> spells very carefully; a witch is not likely to work with<br />

another witch <strong>of</strong> a different coven. Even similarly<br />

aligned covens are wary <strong>of</strong> each other.<br />

Unfortunately, due to the mysterious nature <strong>of</strong><br />

witches, many are <strong>of</strong>ten hunted <strong>and</strong> killed. Granted there<br />

are evil witches, aligned with unspeakable things from the<br />

Infernal Planes, there are also good <strong>and</strong> neutral witches.<br />

A witch, if she is known to be a witch, will be under<br />

suspicion from all, save her closest <strong>of</strong> associates <strong>and</strong><br />

friends. Many witches will disguise themselves as clerics<br />

or mages. However, disguise is not a witch’s function,<br />

therefore she may still be caught. In some areas paranoia<br />

<strong>of</strong> witches runs so high that actual clerics, mages or<br />

psions may actually be charged with witchcraft. <strong>The</strong> GM<br />

must design the specifics <strong>of</strong> his campaign worlds <strong>and</strong><br />

laws made to deal with “witches”. Of course not all<br />

witches are content to hide in the shadows or under<br />

guise. Some witches are quite open <strong>and</strong> honest with their<br />

craft. This will all depend on the nature, personality, <strong>and</strong><br />

alignment <strong>of</strong> the witch’s patron.<br />

<strong>Witches</strong> should add spice <strong>and</strong> variety to your<br />

campaign world, both good <strong>and</strong> evil witches. <strong>Witches</strong> are<br />

among the most powerful <strong>and</strong> complex <strong>of</strong> the<br />

spellcasters. Many <strong>of</strong> the details have been left up to the<br />

player’s <strong>and</strong> the GM’s discretion. For instance, she may<br />

wish to design specific daily rituals for his witch, or she<br />

may wish to exp<strong>and</strong> on the witch’s relationship with her<br />

patron. Who exactly are they? Where are they? <strong>The</strong><br />

GM is encouraged to experiment with the witch class, as<br />

long as she avoids the temptation to make her excessively<br />

powerful.<br />

Witch’s Name<br />

When a witch enters a coven she is sometimes<br />

given a coven, witch, or echt name. This is the name that<br />

the witch uses in the coven, in her rituals, <strong>and</strong> it part <strong>of</strong><br />

her personal symbol. A witch PC will never use her own


<strong>Liber</strong> Mysterium: Covencraft<br />

or some else’s coven name in public. This name is used<br />

for magical, coven <strong>and</strong> worship purposes only.<br />

Witch’s Mark<br />

At entry to some covens the witch may receive<br />

a special mark on her body<br />

that identifies her as a witch.<br />

This mark, which can be<br />

almost anything, is usually<br />

small, well hidden, <strong>and</strong><br />

insensitive to pain. <strong>The</strong><br />

mark usually appears as a<br />

small mole or raised area on<br />

the skin. Any witch can<br />

recognize another witch due<br />

to this mark. Unfortunately<br />

for the witch, Witch-<br />

Hunters also have learned<br />

how to recognize the mark.<br />

This mark can never be<br />

removed. Only the witch’s<br />

patron can remove a witch’s<br />

mark. If the witch ever falls<br />

into disfavor with her deity,<br />

this mark will grow to an<br />

unsightly blemish or other<br />

skin deformity.<br />

Duties <strong>of</strong> the Coven<br />

<strong>Witches</strong> are usually<br />

their patron’s direct<br />

representation in the mortal<br />

realms. <strong>The</strong>y further their patron’s name through actions<br />

<strong>and</strong> deeds, not in words as priests might. Needless to say<br />

the witch does not spend a great deal <strong>of</strong> time educating<br />

or preaching to the flock <strong>of</strong> worshipers. Common rites<br />

performed by a witch are birth rites, marriage rites<br />

(known as H<strong>and</strong>fastings), changes <strong>of</strong> the season, <strong>and</strong> death<br />

or funeral rites. A village witch may also provide spells<br />

for a service or payment. Any witch can provide their<br />

potions for sale or use. Most common potions are<br />

healing, for telling fortunes <strong>and</strong> casting love or curse<br />

spells for others.<br />

Officers<br />

<strong>The</strong> highest level witch <strong>of</strong> the coven is usually,<br />

but not always, chosen to be the leader <strong>of</strong> the coven. <strong>The</strong><br />

leader <strong>of</strong> the coven is called the High Priestess (or High<br />

Priest) regardless <strong>of</strong> her actual level. It is her<br />

responsibility to guide the worship proceedings <strong>and</strong> to<br />

instruct the new initiates. <strong>The</strong> High Priestess does not<br />

have to work alone. <strong>The</strong>re are other <strong>of</strong>fices that a witch<br />

may hold within the coven. <strong>The</strong>se <strong>of</strong>fices have no game<br />

benefits, but can add flavor to role-playing the witch.<br />

Some examples <strong>of</strong> <strong>of</strong>ficers <strong>and</strong> their roles are:<br />

Coven Council – elders or leaders <strong>of</strong> the coven.<br />

Usually the council consists <strong>of</strong> three members. <strong>The</strong>y<br />

88<br />

sometimes represent the Maiden, Mother <strong>and</strong> Crone<br />

aspects <strong>of</strong> the Goddess. Other <strong>of</strong>ficers are, Scribe -<br />

secretary (air), Pursewarden - treasurer (earth), Minstrel -<br />

lore keeper (water), Watcher - security <strong>of</strong>ficer (fire),<br />

Guide - youth advisor, Archivist – librarian.<br />

Others maybe<br />

determined as needed, <strong>and</strong> in<br />

small covens one witch may<br />

perform many duties. <strong>The</strong>se<br />

<strong>of</strong>fices maybe voted on, or<br />

volunteered for. Typically<br />

the term lasts one year <strong>and</strong> is<br />

chosen at the next holy<br />

season. Officers may wear a<br />

special color cord or some<br />

other badge <strong>of</strong> <strong>of</strong>fice that<br />

distinguishes them from<br />

other members.<br />

Coven Names <strong>and</strong><br />

Symbols<br />

A coven <strong>of</strong>ten<br />

chooses a name that<br />

describes what they do or<br />

how they have come<br />

together. A symbol is chosen<br />

<strong>and</strong> this becomes the<br />

“signature” <strong>of</strong> the coven. A<br />

witch might make her own<br />

personal symbol based on<br />

the covens.<br />

<strong>The</strong>re could be<br />

hundreds <strong>of</strong> covens with the name “Coven <strong>of</strong> the<br />

Goddess”, but most covens, even if that name would suit<br />

them, feel that a bit more originality is required. A coven<br />

that met for the first time on a rainy night may decide to<br />

call themselves the “Crying Sky Coven,” “Grove <strong>of</strong> the<br />

Living Elm,” or, like the followers <strong>of</strong> the fire goddess<br />

Brigit, “Daughters <strong>of</strong> the Flame”. Other names could<br />

even be whimsical or mythic, such as the “Laughing<br />

Dragon Coven”.<br />

<strong>The</strong> Coven, Lay-<strong>Witches</strong> <strong>and</strong> the Cowan<br />

As the witch exists within the context <strong>of</strong> the<br />

coven, the coven exists in the context <strong>of</strong> the larger<br />

community. <strong>The</strong> witches coven makes a distinction<br />

between lay-witches <strong>and</strong> the cowan. Lay-witches or<br />

Hedge-witches are anyone that shares the belief system<br />

<strong>of</strong> the witch, but does not worship or is a member <strong>of</strong> the<br />

coven. Lay-witches can include priests or clerics <strong>of</strong><br />

similar ideas, druids, various types <strong>of</strong> wizards, sorcerers<br />

<strong>and</strong> normal humans. Hedge-witches are those individuals<br />

that do follow the witch’s belief system, but are not<br />

initiated into any form <strong>of</strong> coven or tradition. Hedgewitches<br />

are detailed in Chapter 3, Mystical Paths <strong>and</strong> are<br />

much the same as Adepts presented in Core Rulebook II.<br />

<strong>The</strong> Cowan are everyone else that does not share the


witch’s belief <strong>and</strong> are very likely an enemy <strong>of</strong> the witch’s<br />

coven. This can also include other types <strong>of</strong> witches.<br />

This is also used to denote any non-witch.<br />

<strong>Witches</strong> do not share their coven secrets with<br />

either lay-witches or cowans. Only witches within the<br />

coven are privy to the coven’s secrets.<br />

Degrees & Circles<br />

Sometimes a witch coven will grant degrees<br />

upon a witch. A Degree is a subjective measure <strong>of</strong> power<br />

<strong>and</strong> is used for social reasons or coven advancement<br />

only. A good rule <strong>of</strong> thumb is that witches <strong>of</strong> 2 nd to 6 th<br />

level belong to the First Degree, witches <strong>of</strong> 7 th to 13 th<br />

level belong to the Second Degree <strong>and</strong> finally witches <strong>of</strong><br />

14 th to 20 th level are called Third Degree witches. Some<br />

covens will call these Circles instead <strong>of</strong> degrees. A witch<br />

might add these to her name as a title, or as a show <strong>of</strong><br />

power. Most witches though find this practice a bit<br />

pretentious. In any case witches <strong>of</strong> 1 st level are always<br />

called Initiates.<br />

Not all witches use Degrees or Circles. Other<br />

witches describe their members in terms <strong>of</strong> the Inner or<br />

Outer Lodge. <strong>The</strong>y refer to any witch <strong>of</strong> 10 th level or<br />

lower (with the exception <strong>of</strong> 1 st Level Initiates) as<br />

members <strong>of</strong> the Outer Lodge. <strong>Witches</strong> <strong>of</strong> 11 th level or<br />

higher are members <strong>of</strong> the Inner Lodge. <strong>The</strong>se are <strong>of</strong>ten<br />

used by witches who have a lot <strong>of</strong> contact with Hermetic<br />

Mages. Solitaries are the least likely to use any type <strong>of</strong><br />

social levels or titles.<br />

Regardless <strong>of</strong> whether or not a witch coven uses<br />

degrees, circles or lodges, a 1 st Level witch is always<br />

known as an “Initiate”<br />

<strong>The</strong> Covenstead<br />

<strong>The</strong> place where the coven physically meets is<br />

known as the Covenstead. Here the altar <strong>and</strong> other<br />

magical tools will be found. A covenstead may be a<br />

permanent building, or place that is used for nothing else.<br />

Or it may be a temporary place.<br />

Permanent<br />

Creating a permanent home for the coven has<br />

many advantages <strong>and</strong> a few disadvantages as well. To<br />

begin with a permanent covenstead can house all <strong>of</strong> the<br />

items required by the witch to perform her duties <strong>of</strong><br />

worship. Consecrated items <strong>and</strong> the coven’s Book <strong>of</strong><br />

Law may be stored here for all <strong>of</strong> the witches’ use. Plus<br />

the coven can place great spells <strong>of</strong> protection here to<br />

guard these items. In addition, well-equipped covens<br />

may even have room for a small library or research area.<br />

A permanent covenstead gains the following<br />

benefits after time. Time is measured from the second<br />

full day that the coven has stood.<br />

89<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

Table 5-1: Covenstead benefits<br />

Time<br />

Covenstead Benefits<br />

has stood<br />

1 month Hallow spell<br />

3 months Protection extends to Ethereal<br />

1 year Protection extends to the Astral<br />

10 years Protection extends to 1,000’ in any<br />

plane that touches the covenstead’s<br />

home plane<br />

Any witch that belongs to a permanent<br />

covenstead runs an additional +1 to Spot checks per time<br />

spotted at the covenstead to being discovered as a witch.<br />

This applies to both witches <strong>and</strong> warlocks.<br />

Temporary<br />

A temporary covenstead lacks many <strong>of</strong> the<br />

features found in the permanent covenstead listed above,<br />

but its members do not suffer an extra penalty to be<br />

discovered. Plus, since it is temporary the chance that<br />

any consecrated item kept there will be defiled or stolen<br />

is far less.<br />

Other Types<br />

Some covens may meet permanently in one<br />

spot, but that may not be the only function <strong>of</strong> that<br />

physical locale. Examples include a room in a house that<br />

is used for other things than coven business or a “sky<br />

thatched temple” which is outside. <strong>The</strong>se places gain the<br />

benefits <strong>and</strong> drawbacks <strong>of</strong> a permanent covenstead only<br />

when at least 3 witches are present. Otherwise it treated<br />

as a temporary one.<br />

Tools <strong>of</strong> the Craft<br />

<strong>Witches</strong> rarely accomplish their goals on will<br />

alone. Most, if not all, witches depend on tools, both<br />

mundane <strong>and</strong> magical. Certain tools are used in<br />

Witchcraft for ritual purposes, such as to invoke their<br />

patrons, banish negative influences <strong>and</strong> cast circles. While<br />

not all <strong>of</strong> these tools are necessary to practice witchcraft,<br />

the witch will have at least one item that she has chosen<br />

as a spell focus. This item is helpful in increasing<br />

concentration <strong>and</strong> directing energy (See Chapter 6: Magic).<br />

Most tools correspond to certain elements <strong>of</strong> nature,<br />

such as Earth, Air, Fire <strong>and</strong> Water, <strong>and</strong> are particularly<br />

helpful when performing rituals centering on that<br />

particular element. Some <strong>of</strong> the tools may be difficult to<br />

find, but the right one eventually comes to the witch.<br />

Other tools are periphery in nature. Allowing<br />

the witch to complete other duties <strong>of</strong> her craft.


<strong>Liber</strong> Mysterium: Covencraft<br />

Ritual Tools<br />

In order to properly carry out the greatest <strong>and</strong> most important<br />

Operations <strong>of</strong> the Art, various Instruments are necessary, as a<br />

Knife with a white hilt, another with a black hilt, a short Lance,<br />

wherewith to trace Circles, Characters, <strong>and</strong> other things.<br />

<strong>The</strong> Knife with the white hilt should be made in the day <strong>and</strong> hour<br />

<strong>of</strong> Mercury, when Mars is in the Sign <strong>of</strong> the Ram or <strong>of</strong> the<br />

Scorpion. It should be dipped in the blood <strong>of</strong> a gosling <strong>and</strong> in the<br />

juice <strong>of</strong> the pimpernel, the Moon being at her full or increasing in<br />

light. Dip therein also the white hilt, upon the which thou shalt<br />

have engraved the Characters shown. Afterwards perfume it with<br />

the perfumes <strong>of</strong> the Art.<br />

With this Knife thou mayest perform all the necessary Operations <strong>of</strong><br />

the Art, except the Circles. But if it seemeth unto thee too<br />

troublesome to make a similar Knife, have one made in the same<br />

fashion; <strong>and</strong> thou shalt place it thrice in the fire until it becometh<br />

red-hot, <strong>and</strong> each time thou shalt immerse it in the aforesaid blood<br />

<strong>and</strong> juice, fasten thereunto the white hilt having engraved thereon the<br />

aforesaid characters, <strong>and</strong> upon the hilt thou shalt write with the pen<br />

<strong>of</strong> Art, commencing from the point <strong>and</strong> going towards the hilt, these<br />

Names Agla, On. Afterwards thou shalt perfume <strong>and</strong> sprinkle it,<br />

<strong>and</strong> shalt wrap it in a piece <strong>of</strong> silken cloth.<br />

But as for the Knife with the black hilt for making the Circle,<br />

wherewith to strike terror <strong>and</strong> fear into the Spirits, it should be<br />

made in the same manner, except that it should be done in the day<br />

<strong>and</strong> hour <strong>of</strong> Saturn, <strong>and</strong> dipped in the blood <strong>of</strong> a black cat <strong>and</strong> in<br />

the juice <strong>of</strong> hemlock, the Characters <strong>and</strong> Names shown in Figure<br />

62 being written thereon, from the point towards the hilt. Which<br />

being completed, thou shalt wrap it in a black silk cloth.<br />

Chapter VIII,<br />

<strong>The</strong> Key <strong>of</strong> Solomon the King<br />

(Clavicula Salomonis)<br />

Tools are simply a way to direct <strong>and</strong> focus<br />

energy for magical workings. <strong>The</strong>y have no power except<br />

for what the witch gives them. Tools should be<br />

consecrated, or cleansed, before use in a circle, to clear<br />

them <strong>of</strong> any negative energy.<br />

<strong>Witches</strong> are expected to treat their ritual tools<br />

with the utmost care. <strong>The</strong>se items do not provide the<br />

witch with power, but only allow them to focus the<br />

energies <strong>of</strong> their patron.<br />

A witch can craft her ritual tools with an<br />

appropriate Craft skill. Most <strong>of</strong> the items are very simple<br />

(Broom, Staff) <strong>and</strong> have a DC <strong>of</strong> 10. Others require<br />

more skill <strong>and</strong> materials (metal w<strong>and</strong>, cauldron) <strong>and</strong> have<br />

a DC <strong>of</strong> 15. Special items like an engraved Athame,<br />

Bolline or a Chalice require a DC <strong>of</strong> 20. Some items will<br />

need to be made as masterwork items if they are to be<br />

enspelled. Some items may be purchased instead, such as<br />

a cauldron or broom. W<strong>and</strong>s, staffs <strong>and</strong> athames need to<br />

be made by the witch to be properly used.<br />

Heirloom items can also be used, in particular<br />

tools from a family tradition.<br />

90<br />

Athame<br />

<strong>The</strong> athame (pronounced ah-thah-may) is a<br />

magical knife that is commonly used in witchcraft. It is<br />

never used for cutting or combat purposes, or for any<br />

purposes outside the coven or spell-work. <strong>The</strong> athame is<br />

used in ritual to direct energy <strong>and</strong> is an instrument <strong>of</strong><br />

power <strong>and</strong> manipulation. <strong>The</strong> blade is <strong>of</strong>ten dull <strong>and</strong><br />

double-edged <strong>and</strong> the h<strong>and</strong>le is black or some other dark<br />

color to absorb power. <strong>The</strong>y are very fine quality <strong>and</strong><br />

normally have to be specially made. Normal or magical<br />

knives, daggers or swords created for combat cannot be<br />

used.<br />

Each witch will own her own athame for<br />

ceremonial purposes. <strong>The</strong> knife will have the witch’s<br />

personal symbol <strong>of</strong> power <strong>and</strong> that <strong>of</strong> the coven<br />

somewhere on the h<strong>and</strong>le.<br />

A witch becomes very attached to her athame.<br />

Since athames are used in all <strong>of</strong> the witch’s mundane <strong>and</strong><br />

magical rituals it begins to absorb a bit <strong>of</strong> magical energy.<br />

<strong>The</strong> witch can always locate her<br />

athame as if it had a permanent<br />

Locate Object spell cast on it. A<br />

witch without her athame may<br />

not be able to cast some spells.<br />

Of course the witch may not<br />

want to cast any spells without<br />

her athame. Also due to its<br />

magical focusing power, the<br />

athame cannot rust <strong>and</strong> makes<br />

saves as if it were a +1 dagger <strong>of</strong><br />

fine quality.<br />

<strong>The</strong> athame is the tool<br />

<strong>of</strong> the East <strong>and</strong> is associated<br />

with the element <strong>of</strong> Air. In some<br />

traditions it is the tool <strong>of</strong> Fire.<br />

<strong>The</strong> athame is also phallic in<br />

nature <strong>and</strong> is therefore a<br />

masculine tool <strong>and</strong> linked to the<br />

God.<br />

Some witches have<br />

taken to using a Bolline, or a<br />

white knife for practical<br />

purposes. It is sharp <strong>and</strong> is used<br />

as a normal knife or dagger. It is<br />

also used in rituals, but it is keep<br />

separate from the Athame.<br />

Losing one’s Bolline is an<br />

inconvenience, but not<br />

worrisome to the witch.<br />

Broom<br />

<strong>The</strong> broom, or Besom, <strong>of</strong>ten is used to purify<br />

space before a circle is cast. It is related to the element <strong>of</strong><br />

Water <strong>and</strong> is used in many water spells involving<br />

cleansing. It also historically has been used to protect the<br />

home by laying it across the door.


To make a magic broom, it is suggested that<br />

you use an ash staff, birch twigs <strong>and</strong> a willow binding.<br />

Ash is protective, birch cleansing <strong>and</strong> willow sacred to<br />

the Goddess. <strong>The</strong> coven would use woods or elements<br />

sacred to their Goddess.<br />

<strong>The</strong> broom is associated with Water <strong>and</strong> is<br />

sacred to both the God <strong>and</strong> Goddess. Unlike the<br />

athame, the broom can be used for mundane purposes.<br />

Cauldron<br />

Nothing better conjures up the stereotypical<br />

image <strong>of</strong> a witch than a cauldron. <strong>The</strong> cauldron is a<br />

symbol <strong>of</strong> the Goddess <strong>and</strong> corresponds to the element<br />

<strong>of</strong> Water. It is used in ritual as a container in which<br />

magical transformations can occur <strong>and</strong> is <strong>of</strong>ten a focal<br />

point <strong>of</strong> a ritual. During spring rites, it can be filled with<br />

water <strong>and</strong> fresh flower petals <strong>and</strong> in winter, fires can be<br />

lighted within the cauldron to symbolize the rebirth <strong>of</strong><br />

the Sun. It can also be filled with water <strong>and</strong> used for<br />

scrying into the future. Cauldrons <strong>of</strong>ten are three-legged<br />

<strong>and</strong> made <strong>of</strong> iron. <strong>The</strong>y come in all sizes ranging from a<br />

few inches in diameter to several feet across.<br />

<strong>The</strong> cauldron is the tool <strong>of</strong> the West <strong>and</strong> is<br />

associated with Water. <strong>The</strong> cauldron is feminine in nature<br />

<strong>and</strong> represents the Goddess, fertility <strong>and</strong> femininity.<br />

Unlike some <strong>of</strong> ritualistic items, the cauldron<br />

can be used for mundane matters as well.<br />

Censer<br />

<strong>The</strong> censer, or incense burner, represents the<br />

element <strong>of</strong> Earth. It can be a big, swinging metal<br />

contraption like those used in churches or a small<br />

wooden stick incense holder, whichever coven requires.<br />

<strong>The</strong> use both the stick holders <strong>and</strong> the metal ones for<br />

powdered incense are fairly common.<br />

If the witch can’t find a suitable censer, a bowl<br />

filled with s<strong>and</strong> or salt works fine. <strong>The</strong> s<strong>and</strong> or salt<br />

absorbs the heat from the charcoal, or incense sticks or<br />

cones can be pushed into it.<br />

Many witches find that incense greatly increases their<br />

concentration <strong>and</strong> is especially useful in meditations or<br />

scrying.<br />

<strong>The</strong> censer is a tool <strong>of</strong> the element Air.<br />

Chalice<br />

<strong>The</strong> altar chalice symbolizes fertility <strong>and</strong> is<br />

related to the element <strong>of</strong> Water.<br />

<strong>The</strong>y are generally used to hold the ritual wine<br />

that is imbibed at the end <strong>of</strong> a rite, but it can also be used<br />

for holding water for scrying or other ritual purposes.<br />

<strong>The</strong> chalice can be made out <strong>of</strong> any substance, from<br />

silver or brass to wood or soapstone. When not in use<br />

the chalice should be stored away for safe keeping or<br />

displayed on the altar.<br />

Some legends state that a normal human can<br />

gain magical power by drinking holy water, blood, or<br />

91<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

nearly anything from a witch chalice. <strong>The</strong>se are generally<br />

rumors.<br />

Pentacle<br />

Of all the symbols <strong>and</strong> tools used witchcraft,<br />

this is probably the most misunderstood. <strong>The</strong> pentacle is<br />

usually a flat piece <strong>of</strong> metal or wood inscribed with a<br />

pentagram, a five-pointed star. When making a metal<br />

pentacle, gold or brass is <strong>of</strong>ten preferred.<br />

<strong>The</strong> pentacle came from ceremonial magic <strong>and</strong><br />

has been used in ritual <strong>and</strong> magic for thous<strong>and</strong>s <strong>of</strong> years.<br />

It is used to represent feminine energy <strong>and</strong> to consecrate<br />

objects such as amulets <strong>and</strong> charms. <strong>The</strong> pentacle is also<br />

a traditional symbol <strong>of</strong> protection <strong>and</strong> is one <strong>of</strong> the<br />

<strong>of</strong>ficial symbols <strong>of</strong> many witch traditions.<br />

<strong>The</strong> pentacle is the tool <strong>of</strong> the North <strong>and</strong> is<br />

associated with Earth.<br />

<strong>The</strong> pentacle is feminine in nature <strong>and</strong><br />

represents the Goddess. <strong>The</strong> pentacle, as used by good<br />

witches, has a single point <strong>of</strong> the star pointing up, which<br />

is not to be confused with the Diabolic version which is<br />

inverted (two points up).<br />

W<strong>and</strong><br />

<strong>The</strong> w<strong>and</strong>, an instrument <strong>of</strong> invocation,<br />

corresponds to the element <strong>of</strong> Air. It is sometimes used<br />

to direct energy, to scratch magical symbols in the<br />

ground or to stir the contents <strong>of</strong> a cauldron.<br />

Woods such as willow, elder, oak, hazel <strong>and</strong> apple are<br />

traditionally used for the w<strong>and</strong>, but any fairly straight<br />

piece <strong>of</strong> wood can work. Many witches carve special<br />

symbols into the wood to personalize the w<strong>and</strong>. It is not<br />

uncommon to see some truly beautiful w<strong>and</strong>s made out<br />

<strong>of</strong> crystal with gems <strong>and</strong> stones set into them.<br />

<strong>The</strong>se w<strong>and</strong>s are normally mundane with only a trace<br />

amount <strong>of</strong> a magical aura. As the witch progresses in<br />

power she opt to enchant her w<strong>and</strong> in some manner.<br />

Any w<strong>and</strong> found on or with a witch has a 5% chance per<br />

character level <strong>of</strong> the witch <strong>of</strong> being enchanted to some<br />

degree (either a magic item or via the craft W<strong>and</strong> feat).<br />

For thous<strong>and</strong>s <strong>of</strong> years the w<strong>and</strong> has been used<br />

in both magic <strong>and</strong> rituals. <strong>The</strong> w<strong>and</strong> is used mostly to<br />

invoke the God <strong>and</strong> Goddess, direct energy, <strong>and</strong> to<br />

charge other objects. It is used to draw symbols on the<br />

ground <strong>and</strong> even to stir the cauldron.<br />

<strong>The</strong> w<strong>and</strong> is the tool <strong>of</strong> the South <strong>and</strong> is<br />

associated with Fire. In some traditions it is the tool <strong>of</strong><br />

Air.<br />

<strong>The</strong> w<strong>and</strong> is phallic in nature, is a masculine<br />

tool <strong>and</strong> is sacred to the Gods.<br />

Other Tools<br />

<strong>The</strong>se are some <strong>of</strong> the other tools that are used<br />

by witches. For a few <strong>of</strong> these tools it is believed by some<br />

that they are a direct result <strong>of</strong> the persecution <strong>of</strong> witches<br />

over the centuries. Take the sword, for example. A sword<br />

is long, cumbersome, <strong>and</strong> very visible. During the darkest


<strong>Liber</strong> Mysterium: Covencraft<br />

years <strong>of</strong> witch-hunts, for a villager, especially a woman, to<br />

possess a sword was very suspicious. Some believe that<br />

to blend in, to assimilate if you will, the sword became<br />

the dark-h<strong>and</strong>led knife (the athame). It was not unusual<br />

for all walks <strong>of</strong> life to possess daggers. <strong>The</strong> same applies<br />

to the staff. <strong>The</strong> staff is several feet high <strong>and</strong> again, very<br />

visible. Some believe the w<strong>and</strong> is a direct result <strong>of</strong><br />

“shrinking” the staff to a stick, something that could be<br />

found in every home in one form or another.<br />

Bell<br />

<strong>The</strong> bell is used for summoning spirits <strong>and</strong> for<br />

starting vibrations. Bells can either be rung by the witch<br />

or by the spirits she summons. It is believed that spirits<br />

<strong>and</strong> fairies will ring bells when they enter a room. Bells<br />

are rung to ward <strong>of</strong> bad spirits or to signify the beginning<br />

or end <strong>of</strong> a ritual.<br />

<strong>The</strong> bell is a feminine symbol <strong>and</strong> is <strong>of</strong>ten used for<br />

summoning the Goddess.<br />

Laybrys<br />

This is a small one h<strong>and</strong>ed, double bladed axe.<br />

Most <strong>of</strong>ten used by dwarven witches it serves the same<br />

purpose <strong>of</strong> the Athame. While the Laybrys is in fact<br />

sharp, it is not used for cutting mundane items <strong>and</strong> never<br />

as a weapon.<br />

Mortar <strong>and</strong> Pestle<br />

Favored by herbalist, Venefica <strong>and</strong> any witch<br />

that works with potions. <strong>The</strong> mortar is the cup <strong>and</strong> a<br />

symbol <strong>of</strong> the Goddess. <strong>The</strong> pestle is used to grind the<br />

ingredient into powder <strong>and</strong> is the symbol <strong>of</strong> the God.<br />

<strong>Witches</strong> that use these as their spell focus, grind the<br />

material components in the mortar <strong>and</strong> focus the spell<br />

with the pestle like a w<strong>and</strong>.<br />

<strong>The</strong> pestle maybe used to draw symbols on the<br />

ground, or anything that a w<strong>and</strong> may do.<br />

<strong>The</strong>se tools can be used for mundane purposes,<br />

but most <strong>of</strong>ten the witch has another set for cooking.<br />

Staff<br />

<strong>The</strong> Staff directly relates to the w<strong>and</strong> <strong>and</strong> has<br />

the same attributes <strong>and</strong> uses. <strong>Witches</strong> use staves very<br />

frequently. Staves are generally considered to be the<br />

tools <strong>of</strong> mages <strong>and</strong> wizards.<br />

Stone<br />

<strong>The</strong> Stone is used in much the same way as the<br />

pentacle <strong>and</strong> relates to it in many ways. It is a tool <strong>of</strong> the<br />

North <strong>and</strong> represents the Earth. For those <strong>of</strong> the Faerie<br />

Tradition, the Stone has a very rich history. Again, the<br />

Stone is another tool that is <strong>of</strong>ten thought to be a trade<br />

<strong>of</strong>f for many witches. Where a pentacle can be an<br />

inflammatory symbol, much misunderstood, just about<br />

everyone has rocks lying around in some form or<br />

another.<br />

92<br />

Sword<br />

<strong>The</strong> Sword directly relates to the athame <strong>and</strong><br />

has the same attributes <strong>and</strong> uses. <strong>The</strong> sword is still used<br />

by many witches in ritual <strong>and</strong> magic. Like the athame, the<br />

sword must be dull <strong>and</strong> never used for combat purposes.<br />

Witch’s Tome<br />

Of all the tools mentioned, nothing is more<br />

important to a witch than her personal Librium or tome.<br />

<strong>The</strong>y are <strong>of</strong>ten referred to in mystical names such as <strong>The</strong><br />

Book <strong>of</strong> Shadows or My Hidden World. <strong>The</strong>y are also<br />

written in the coven’s own set <strong>of</strong> symbols <strong>and</strong> language.<br />

This book is much more than a mere spell-book,<br />

although it serves that function as well. A witch’s tome<br />

is very personal. Within its sacred pages are written her<br />

spells <strong>and</strong> ceremonies. Rituals are recorded for later<br />

study <strong>and</strong> memorization. A witch may also include her<br />

personal thoughts, her feelings, even things that will not<br />

share with her coven. To obtain a witch’s tome is<br />

certainly a powerful weapon against the witch. To be<br />

invited to read its contents is the utmost gesture <strong>of</strong> trust.<br />

Initiates copy from the coven’s Book by h<strong>and</strong> as part <strong>of</strong><br />

their entrance to the coven. A solitary may also keep a<br />

Book.<br />

Any witch without her tome cannot memorize<br />

new spells or perform any <strong>of</strong> her <strong>of</strong>ficial or ceremonial<br />

duties. She can continue to cast <strong>and</strong> re-memorize spells<br />

she already has learned. A witch cannot advance in<br />

levels or gain experience points past a new level until her<br />

tome is recovered.<br />

Any other character that has possession <strong>of</strong> the<br />

witch’s tome has found a powerful weapon against the<br />

witch. Of course such a character may find themselves<br />

in great peril as well. Many tomes are cursed or<br />

somehow magically trapped to prevent such interference.<br />

Curses, Symbols, <strong>and</strong> Wards may be employed to keep the<br />

tome safe. Familiars or other guardians may be<br />

physically present. A witch’s familiar can track down a<br />

stolen witch’s tome even if the tome ethereally or astrally<br />

projected. Once the would-be thief has the tome reading<br />

it may be a different manner. Many tomes are disguised<br />

with special script, both mundane <strong>and</strong> magical.<br />

Since the witch is intimately familiar with her<br />

tome any spell that the witch can use to locate it always<br />

has a 100% chance <strong>of</strong> success (DC 0). And heavens help<br />

the thief who has angered the witch in such a personal<br />

manner.<br />

Contents<br />

Every tome will be different <strong>and</strong> unique as the<br />

witch who owns it. <strong>The</strong>re are some common elements<br />

that would normally be included in every tome. <strong>The</strong><br />

tome will also include prayers <strong>and</strong> devotionals, as well as<br />

instructions for proper meditation.


Power Ritual<br />

Sometimes called the Focusing Ceremony, this<br />

is the ritual that the witch uses to summon her powers<br />

<strong>and</strong> commune with her Goddess. It will be very similar<br />

to rituals <strong>of</strong> every other witch in her coven, but differ<br />

greatly from coven to coven. <strong>The</strong> ritual can include<br />

things as drawing a power circle or other diagram. Ritual<br />

litanies may be spoken. Sacrifices may be required at this<br />

point. Symbolism will be the heaviest here. If the<br />

patron deity is an agricultural Goddess, then grain may<br />

be <strong>of</strong>fered or flowers for a god <strong>of</strong> spring. <strong>The</strong> Power<br />

Ritual must be performed before the witch can ask for<br />

spells, powers or guidance.<br />

<strong>The</strong> power ritual prepares the witch for divine<br />

knowledge <strong>and</strong> prepares the altar or holy place for the<br />

Goddess’ presence. Friendly, or evil, spirits may be<br />

invited if the Goddess so inclines.<br />

This is also known as “Calling down the<br />

Moon,” “Casting circles,” <strong>and</strong> “calling quarters”.<br />

This ritual is performed every time the witch<br />

begins to learn her spells for the day.<br />

Ceremonials<br />

Ceremonials are the witch’s rituals for certain<br />

events that are periodically based. Rituals for the New<br />

Moon, or the birth <strong>of</strong> a child are the most common.<br />

<strong>The</strong>se are the witch’s forms <strong>of</strong> organized worship<br />

outside the coven. Often these rituals performed with<br />

the coven, but they may also be performed alone. It is<br />

expected that witch will perform these ceremonials when<br />

they are expected, however the witch will not penalized if<br />

she misses one. If she continues to miss ceremonials<br />

then her god may begin to deny her powers, <strong>and</strong><br />

eventually her spells. Moon related ceremonials are the<br />

most common.<br />

Monthly Moon Ceremonials<br />

New Moon Ceremony: New Moon workings<br />

can be done from the day <strong>of</strong> the new moon to three <strong>and</strong><br />

a half days after. <strong>The</strong> new moon is for starting new<br />

ventures, new beginnings. Also love <strong>and</strong> romance, health<br />

or adventuring.<br />

Many witches will begin new adventures at the new<br />

moon.<br />

Waxing Moon Ceremony: From seven to<br />

fourteen days after the new moon. <strong>The</strong> waxing moon is<br />

for constructive magic, such as love, wealth, success,<br />

courage, friendship, luck or health.<br />

Full Moon Ceremony: From fourteen to<br />

seventeen <strong>and</strong> a half days after the new moon. Prime<br />

time for rituals for prophecy, protection, <strong>and</strong> divination.<br />

Any work that needs extra power, such as help finding a<br />

new job or healing for serious conditions, can be done<br />

now. Also, the full moon is a time for love, knowledge,<br />

legal undertakings, money <strong>and</strong> dreams.<br />

Waning Moon Ceremony: From three <strong>and</strong> a<br />

half to ten <strong>and</strong> a half days after the full moon. <strong>The</strong><br />

93<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

waning moon is used for banishing magic, for ridding <strong>of</strong><br />

addictions, illness or negativity.<br />

Dark Moon Ceremony: From ten <strong>and</strong> a half<br />

to fourteen days after the full moon. <strong>The</strong> dark moon is a<br />

time for dealing with attackers, for exploring the darkest<br />

recesses <strong>and</strong> underst<strong>and</strong>ing anger <strong>and</strong> passion. Also<br />

bringing justice to bear.<br />

Sidebar: Yearly Moon Ceremonials<br />

<strong>Witches</strong> track their lives <strong>and</strong> cycles by the<br />

waxing <strong>and</strong> waning <strong>of</strong> the full moon. <strong>The</strong>se are the full<br />

moons <strong>of</strong> the year <strong>and</strong> the months they normally occur<br />

in. Each moon has a celebration attached to it<br />

appropriate for the season.<br />

Wolf Moon – January.<br />

Horning Moon – February<br />

Storm Moon – March. <strong>The</strong> beginning <strong>of</strong> spring storms.<br />

Seed Moon – April. When planting begins.<br />

Hare Moon – May. First appearance <strong>of</strong> new rabbits in the<br />

fields.<br />

Meade Moon – June. When meade for honeymoons is<br />

made.<br />

Fallow Moon – July.<br />

Barley Moon – August. When barley is ready for harvest.<br />

Wine Moon – September. When grapes are ready for<br />

harvest for wine making.<br />

Blood Moon – October. Samhain.<br />

Snow Moon – November. First snow fall.<br />

Oak Moon – Decemeber. Celebrations <strong>of</strong> the Oak King<br />

(Yule).<br />

Elder Moon – <strong>The</strong> Blue moon or 13 th moon <strong>of</strong> the year.<br />

Closing Rituals<br />

Like the Power rituals that began the witch’s<br />

holy time, closing rituals are required to signify the end.<br />

<strong>The</strong>y are used to dismiss any spirits that have come to<br />

ceremony <strong>and</strong> to close out the business <strong>of</strong> worship. It is<br />

only after the closing ritual does witch gain the<br />

knowledge or the power she was seeking. If magical<br />

diagrams were used then they are erased. If magical or<br />

holy c<strong>and</strong>les were used then the witch puts them out.<br />

<strong>The</strong> Book <strong>of</strong> Law<br />

Just as the Witch has her own personal tome to<br />

reflect her worship <strong>and</strong> relationship with the coven, the<br />

coven has its own tome, <strong>The</strong> Book <strong>of</strong> Law. <strong>The</strong> coven’s<br />

tome will be very similar in nature to the witch’s personal<br />

tome. It is likely to be placed in very sacred place for the<br />

coven <strong>and</strong> it usually left in the charge <strong>of</strong> the high<br />

Priestess or the highest-ranking coven member. It also<br />

includes all <strong>of</strong> the coven’s ceremonies <strong>and</strong> rituals. It also,<br />

regardless <strong>of</strong> the coven’s alignment, includes the laws,<br />

ethos <strong>and</strong> organization <strong>of</strong> the coven. It may also include<br />

stories <strong>of</strong> the deity. It is treated much like that <strong>of</strong> any<br />

other cannon <strong>of</strong> a religious order. <strong>The</strong> coven’s Book <strong>of</strong>


<strong>Liber</strong> Mysterium: Covencraft<br />

Law will also radiate a faint magical aura. Stealing one<br />

from a coven should be considered a suicidal act.<br />

<strong>The</strong> GM is <strong>of</strong> course encouraged to create any<br />

other number or nature <strong>of</strong> rituals <strong>and</strong> ceremonies to suit<br />

the campaign world. Players should also be encouraged<br />

to record the rituals required <strong>of</strong> their witch character.<br />

Although they are referred to as tomes, the <strong>of</strong>ficial<br />

cannon <strong>and</strong> the witch’s personal writing could be in<br />

nearly any form, as long as it a written medium.<br />

GM’s Note: Even though some classical witches did not<br />

keep a tome <strong>and</strong> some historical traditions forbade the<br />

writing <strong>of</strong> holy material, we will ignore that here for<br />

game play. Game witches need to keep a written tome<br />

for their personal use <strong>and</strong> the coven needs to keep one<br />

for coven business. This <strong>of</strong> course assumes that the<br />

witch has the necessary intelligence to read <strong>and</strong> write.<br />

Sabbats <strong>and</strong> Holy Days<br />

Sabbats are the <strong>of</strong>ficial holy days, or “high”<br />

days, for witches. <strong>The</strong>y are very similar to any holy days<br />

practiced by any other classes, in particular druids, <strong>and</strong><br />

some clerics.<br />

A witch’s Sabbat will depend on the coven or<br />

cult she belongs to, but these guidelines may be followed.<br />

By celebrating the natural cycle <strong>of</strong> the year through ritual,<br />

witches can attune themselves to nature <strong>and</strong> the Divine<br />

that is inherent in all things. <strong>The</strong>re was a series <strong>of</strong> firefestivals,<br />

occurring at 12-week intervals, <strong>and</strong> spaced<br />

between the seasonal festivals <strong>of</strong> solstices <strong>and</strong> equinoxes<br />

(thus, a festival every six weeks.) <strong>The</strong>se fire-festivals<br />

would last three days, beginning at sunset on the first<br />

day, <strong>and</strong> would be the best time for sacrifices <strong>and</strong><br />

divination.<br />

Samhain/<strong>Witches</strong>’ New Year<br />

Other names: Hallowmas, Samhuinn, Halloween,<br />

Shadowfest, Martinmas, All Hallows Eve, Day <strong>of</strong> the<br />

Dead<br />

Dates celebrated: October 31, November 2, November<br />

4, or when the sun is 15 degrees Scorpio<br />

Traditional Foods: Apples, Pears, Pomegranates, All<br />

Grains, Pumpkin-pie, Hazelnuts, Cakes for the dead,<br />

Corn, Cranberry muffins <strong>and</strong> breads, Ale, Cider, Herbal<br />

teas (especially Mugwort) <strong>and</strong> Meat unless the Witch is a<br />

vegetarian<br />

Herbs/Flowers: Calendula, Chrysanthemum,<br />

Wormwood, Hazel, Thistle<br />

Incense: Mint, Heliotrope, Nutmeg, Sage or Floral<br />

Woods <strong>and</strong> Herbs Burned: Apple, Heliotrope, Mint,<br />

Nutmeg, Sage<br />

Sacred Gemstone: Aquamarine<br />

Primary Focus <strong>of</strong> the Ritual: Transformation,<br />

regeneration, honoring the dead, divination, honoring<br />

the harvest, preparing for winter.<br />

94<br />

Popular Mythos:<br />

Cerridwen’s Cauldron <strong>of</strong> Transformation;<br />

Feeding the Morrigan; Sniggling the Cailleach;<br />

Festival <strong>of</strong> the Dark Goddess; <strong>The</strong> Dumb<br />

Supper; Dancing with the Dead<br />

Feast <strong>of</strong> the Dead <strong>and</strong> the <strong>Witches</strong>’ New Year,<br />

Samhain, the third <strong>and</strong> final harvest festival, celebrates<br />

death <strong>and</strong> the passing <strong>of</strong> the soul into the next world.<br />

Death comes before Life in the Witch’s life cycle,<br />

because before new growth can occur, there must be<br />

room for it. On this day the veil between this world <strong>and</strong><br />

the next is thinnest, so it is a time to remember <strong>and</strong><br />

honor all those who died during the year. This is the<br />

time when souls that are leaving this physical plane can<br />

pass out <strong>and</strong> souls that are reincarnating can re-enter this<br />

plane. Many <strong>Witches</strong> prepare a Feast for the Dead on<br />

Samhain night, where they leave <strong>of</strong>ferings <strong>of</strong> food <strong>and</strong><br />

drink for those who have gone before.<br />

Samhain [pronounced “SOW-en”] is Celtic for<br />

“Summer’s End.” For now, nights lengthen, winter<br />

begins, <strong>and</strong> <strong>Witches</strong> work with the positive aspects <strong>of</strong> the<br />

dark tides as the Sun God <strong>and</strong> Earth Mother fall into<br />

slumber. Darkness increases as the Goddess reigns as<br />

the Crone, part <strong>of</strong> the triple-goddess that also includes<br />

the Maiden <strong>and</strong> Mother. <strong>The</strong> God, the Dark Lord,<br />

passes into the underworld to become the seed <strong>of</strong> his<br />

own rebirth [which will occur again at Yule].<br />

In the British Isles, great bonfires blazed for the<br />

Celtic festival <strong>of</strong> Samhain. <strong>The</strong> young people would<br />

disguise themselves with hideous masks <strong>and</strong> walk<br />

through the village carrying lanterns made from carved<br />

turnips, to ward <strong>of</strong>f evil spirits. Jack-O-Lanterns were<br />

carved with hideous faces <strong>and</strong> left on doorsteps <strong>and</strong> in<br />

windows to keep evil from entering houses.<br />

In the increasing star <strong>and</strong> moonlight <strong>of</strong> longer<br />

nights, many witches hone their divinatory <strong>and</strong> psychic<br />

skills as the aid <strong>of</strong> spirits <strong>and</strong> guides from the other<br />

world can easily be enlisted at this time. As mentioned<br />

before, Samhain is one <strong>of</strong> the two nights a year when the<br />

veil that separates this world from the next is at its<br />

thinnest. Magic done this night are generally divinations,<br />

asking advice <strong>of</strong> the dead, invocations honoring the dead,<br />

<strong>and</strong> protection spells.<br />

Altars are generally dressed in blacks, oranges,<br />

burnt reds, <strong>and</strong> rich yellows. Jack-O-lanterns, gourds,<br />

cider, <strong>and</strong> fall foliage can be used as altar decorations.<br />

Yule/Winter Solstice<br />

Other names: <strong>The</strong> Winter Solstice, Yuletide, Alban<br />

Arthuan, Arthan, Modranicht [Mother Night]<br />

Dates celebrated: December 20, 21, 22 or when the sun<br />

is at 1 degree Capricorn.<br />

Traditional Foods: Fruits such as Pears, Apples <strong>and</strong><br />

Oranges are served as well as Ginger tea, Cider <strong>and</strong> Pork.


[<strong>The</strong>se items can be prepared <strong>and</strong> served in many<br />

different ways.]<br />

Herbs/Flowers: Holly, Mistletoe, Ivy, Cedar, Bay,<br />

Juniper, Rosemary, Pine<br />

Incense: Lilac, Bayberry, Cedar, Pine, Rosemary<br />

Woods <strong>and</strong> Herbs Burned: Rosemary, Rosemary, Pine,<br />

Cedar, Oak, Ash<br />

Sacred Gemstone: Topaz<br />

Primary Focus <strong>of</strong> the Ritual: Rebirth <strong>and</strong> renewal,<br />

“saining” or “blessings” in ritual form, burning <strong>of</strong> the<br />

Yule log<br />

Popular Mythos:<br />

Battle <strong>of</strong> the Oak <strong>and</strong> Holly King [Oak King<br />

wins], Divine King, the Stag <strong>and</strong> the Wolf;<br />

Festival <strong>of</strong> the Dark God [as seen in the<br />

German Belsnickle]<br />

Return <strong>of</strong> Father Winter, aka Santa Claus.<br />

This Sabbat represents the rebirth <strong>and</strong> second<br />

chances, <strong>and</strong> celebrates inception. Here, on the longest<br />

night <strong>of</strong> the year, the Goddess again gives birth to the<br />

Sun God <strong>and</strong> hope is reborn. Yule is a time <strong>of</strong><br />

awakening to new goals <strong>and</strong> leaving old regrets behind.<br />

Pagan families bring a live tree into the home so the<br />

wood spirits will have a place to keep warm during the<br />

cold winter months. Bells are hung in the limbs so you<br />

could tell when a spirit was present. Food <strong>and</strong> treats are<br />

hung on the branches for the spirits to eat <strong>and</strong> a fivepointed<br />

star, the pentagram, symbol <strong>of</strong> the five elements,<br />

is placed atop the tree. <strong>The</strong> colors <strong>of</strong> the season, red<br />

<strong>and</strong> green, also are <strong>of</strong> Pagan origin, as is the custom <strong>of</strong><br />

exchanging gifts. A solar festival, Yule is celebrated by<br />

fire <strong>and</strong> the use <strong>of</strong> a Yule log, usually made <strong>of</strong> oak. A<br />

piece <strong>of</strong> the log is saved <strong>and</strong> kept throughout the year to<br />

protect the home. That piece is used to light the next<br />

year’s log.<br />

Yule means “wheel,” for now the Wheel <strong>of</strong> the<br />

Year has reached a turning point, with the longest night<br />

<strong>of</strong> the year. This is the seed point <strong>of</strong> the solar year, midwinter,<br />

time <strong>of</strong> greatest darkness when we seek within<br />

ourselves to comprehend our true nature.<br />

As mentioned before, in virtually all witch<br />

traditions, this is the night <strong>of</strong> the Sun God’s rebirth <strong>and</strong><br />

from this day forward, the days begin to lengthen, light is<br />

waxing. <strong>The</strong> ancient Pagans lit fires or c<strong>and</strong>les to<br />

welcome the Sun’s returning light <strong>and</strong> the onset <strong>of</strong><br />

nature <strong>and</strong> the earth beginning to awaken. Yule is the<br />

remnant <strong>of</strong> early rituals celebrated to hurry the end <strong>of</strong><br />

winter <strong>and</strong> bring the bounty <strong>of</strong> spring, when food was<br />

once again readily available. Pagans celebrate Yule as a<br />

reminder that the ultimate product <strong>of</strong> death is rebirth.<br />

Altars will be decorated in reds <strong>and</strong> greens, as<br />

stated above, but the true “altars” <strong>of</strong> the season will be<br />

the witch’s home, decked out for the festivities <strong>of</strong> the<br />

Yuletide season itself. Being the Festival <strong>of</strong> Lights, red,<br />

green, <strong>and</strong> white c<strong>and</strong>les are appropriate, <strong>and</strong> lots <strong>of</strong><br />

them; they can be dressed in evergreens or pines, <strong>and</strong><br />

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mistletoe is certainly something to have hung<br />

everywhere, as it brings luck <strong>and</strong> kisses.<br />

Imbolc/C<strong>and</strong>lemas<br />

Other names: Oimealg, Imbolg, Imbolgc Brigantia,<br />

Lupercus, Disting, Lupercalia<br />

Dates celebrated: February 2, or when the sun is at 15<br />

degrees Aquarius<br />

Traditional Foods: All foods from the Dairy food<br />

group, including cheese or sour cream, curries <strong>and</strong> dishes<br />

made with peppers, onions, shallots, garlic <strong>and</strong> chives,<br />

foods symbolic <strong>of</strong> the Sun are also appropriate, such as<br />

raisins<br />

Herbs/Flowers: Violet, Primrose, Snowdrop, Rowan;<br />

all <strong>of</strong> the first flowers <strong>of</strong> the year<br />

Incense: Lilac<br />

Sacred Gemstone: Amethyst<br />

Primary Focus <strong>of</strong> the Ritual: New growth, end <strong>of</strong><br />

winter, rituals <strong>of</strong> purification, <strong>of</strong>ferings to deity, c<strong>and</strong>le<br />

rituals<br />

Popular Mythos:<br />

Pouring milk on the ground, associated with the<br />

goddess Brigit; laying the Cailleach to rest;<br />

Lupercus [wolf god in Italian witchcraft];<br />

Lighting fires or c<strong>and</strong>les in every room in<br />

honor <strong>of</strong> the Sun’s rebirth<br />

<strong>The</strong> Return <strong>of</strong> Light or Imbolc, translated as<br />

“in milk,” involves celebrations <strong>of</strong> inception, banishing<br />

the winter, <strong>and</strong> welcoming the spring. At the time <strong>of</strong><br />

Imbolc, the newborn Sun God is seen as a small child<br />

nursing from his Mother. At this phase <strong>of</strong> the cycle,<br />

winter is swept away <strong>and</strong> new beginnings are nurtured.<br />

Some witch covens favor this time <strong>of</strong> year for initiations<br />

into the Craft. It is traditional at Imbolc to light every<br />

lamp in the house for a few minutes in honor <strong>of</strong> the<br />

Sun’s rebirth. <strong>The</strong> ewes begin lactating around this time<br />

<strong>of</strong> year, <strong>and</strong> it is a sign that winter is coming to an end.<br />

Perhaps divinations were cast to determine when spring<br />

would come.<br />

This holiday is usually celebrated beginning at<br />

sundown on February 1 <strong>and</strong> continuing through the day<br />

<strong>of</strong> February 2. Another name for this holiday is<br />

Oimealg, meaning “milk <strong>of</strong> ewes” since it is also the<br />

traditional lambing season in the old world. This holiday<br />

is especially sacred to the Celtic Fire Goddess, Brigit,<br />

patron <strong>of</strong> smithcraft, healing, midwifery, <strong>and</strong> poetry. A<br />

coven’s High Priestess may wear a crown <strong>of</strong> lights<br />

[c<strong>and</strong>les] to symbolize the return <strong>of</strong> the Goddess to her<br />

Maiden aspect, just as the Sun God has reached puberty.<br />

Magic done on Imbolc are generally healing<br />

magic, purifications <strong>of</strong> tools, love magic, <strong>and</strong> <strong>of</strong>ferings to<br />

chosen deities.<br />

Altars may be dressed in white with a green<br />

swath <strong>of</strong> fabric, <strong>and</strong> red c<strong>and</strong>les in brass c<strong>and</strong>leholders.<br />

Also, a book <strong>of</strong> poetry, a small anvil or metal-working


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hammer, <strong>and</strong> dried herbs may be placed on the altar to<br />

honor Brigit. Any symbols <strong>of</strong> illnesses or injuries<br />

sustained during the year may be placed on the altar as<br />

thanks or as symbols <strong>of</strong> help needed.<br />

Children conceived on Beltane are born on<br />

Imbolc.<br />

Ostara/Spring Equinox<br />

Other names: Ostre, Mean Earraigh, Pasch, Caisg,<br />

Pesse, Alban Eiler , Vernal Equinox.<br />

Dates celebrated: March 20, 21, 22, or when the sun<br />

reaches 1 degree Aries<br />

Traditional Foods: Leafy green vegetables, Dairy foods,<br />

Nuts such as Pumpkin, Sunflower <strong>and</strong> Pine. Flower<br />

Dishes <strong>and</strong> Sprouts<br />

Herbs/Flowers: Daffodil, Jonquils, Woodruff, Violet,<br />

Gorse, Olive, Peony, Iris, Narcissus <strong>and</strong> all spring<br />

flowers<br />

Incense: Jasmine, Rose, Strawberry, Floral <strong>of</strong> any type<br />

Sacred Gemstone: Jasper<br />

Primary Focus <strong>of</strong> the Ritual: Fertility, sunrise<br />

ceremonies, <strong>of</strong>ferings to the goddess <strong>of</strong> spring<br />

Popular Mythos: Return <strong>of</strong> the goddess from the<br />

underworld [Persephone]<br />

<strong>The</strong> Spring Equinox is the point <strong>of</strong> equilibrium;<br />

the balance is suspended just before spring bursts forth<br />

from winter. Ostara represents birth <strong>and</strong> growth.<br />

Holiday festivals use brightly colored eggs as symbols <strong>of</strong><br />

life <strong>and</strong> the cosmic universe. Traditionally, Ostara is a<br />

time for collecting wildflowers, walking in nature’s beauty<br />

<strong>and</strong> cultivating herb gardens. This is the time to free the<br />

witch from anything in the past that is holding her back,<br />

a time to bring balance back into the witch’s life.<br />

As Spring reaches its midpoint, night <strong>and</strong> day<br />

st<strong>and</strong> in perfect balance, with light on the increase. <strong>The</strong><br />

young Sun God now celebrates a hierogamy [sacred<br />

marriage] with the young Maiden Goddess, who<br />

conceives. In nine months, she will again become the<br />

Great Mother. It is a time <strong>of</strong> great fertility, new growth,<br />

<strong>and</strong> newborn animals. <strong>The</strong> next full moon [a time <strong>of</strong><br />

increased births] is called the Ostara <strong>and</strong> is sacred to<br />

Eostre the Saxon Lunar Goddess <strong>of</strong> fertility [from<br />

whence we get the word estrogen] whose two symbols<br />

were the egg <strong>and</strong> the rabbit.<br />

Magics done at this time are generally those <strong>of</strong><br />

healing <strong>and</strong> fertility, <strong>and</strong> love magics. Personal change<br />

<strong>and</strong> growth magics are also done as well.<br />

Altars may be dressed in pastel yellows, pinks,<br />

greens, blues, <strong>and</strong>, <strong>of</strong> course, silver for the Goddess.<br />

Dyed eggs are usually found dressing the altars, as are<br />

statues or representations <strong>of</strong> faeries <strong>and</strong> rabbits, the<br />

Green Man, feathers, stones, flowers <strong>and</strong> greenery,<br />

ribbons. If the witch uses an outdoor altar, small bird<br />

baths, animal feeders, <strong>and</strong> chimes are also a welcome<br />

sight. Ostara is a celebration <strong>of</strong> growth <strong>and</strong> <strong>of</strong> life; what<br />

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the witch wishes to decorate her altar with must<br />

symbolize that first <strong>and</strong> foremost.<br />

Beltane/Mayday<br />

Other names: Beltainne, Mean Earraigh, Bealteinne,<br />

Beltaine, Roodmas, Calin Mai, Valpurga, Festival <strong>of</strong> Tana<br />

Dates celebrated: April 30 or May 1, or when the sun is<br />

at 15 degrees Taurus<br />

Traditional Foods: Dairy Products, Oatmeal<br />

Cookies/Cakes, or Marigold Custard<br />

Herbs/Flowers: Lily <strong>of</strong> the Valley, Hawthorn,<br />

Honeysuckle, St. John’s Wort, Woodruff<br />

Incense: Bayberry, Frankincense, Lilac, Rose<br />

Sacred Gemstone: Agate<br />

Primary Focus <strong>of</strong> the Ritual: Appearance <strong>of</strong> the<br />

matured Horned God, fertility, protection <strong>of</strong> animals <strong>and</strong><br />

gardens, leaping the fire for a fortunate summer, love<br />

magic<br />

Popular Mythos: Maypole dancing<br />

<strong>The</strong> Fires <strong>of</strong> Bel, bright <strong>and</strong> lucky fires <strong>of</strong><br />

Beltane! Buoyant <strong>and</strong> colorful Spring has arrived, <strong>and</strong><br />

the people give thanks. This is a day <strong>of</strong> fertility <strong>and</strong> life,<br />

<strong>of</strong> birth <strong>and</strong> growth, <strong>of</strong>ten the choice day for unsealed<br />

h<strong>and</strong>fastings. Beltane is the time <strong>of</strong> the sacred marriage,<br />

that which honors the fertility <strong>of</strong> the Earth: the divine<br />

union <strong>of</strong> the Lord <strong>and</strong> Lady. Festivities include weaving<br />

a web <strong>of</strong> life around the Maypole <strong>and</strong> leaping the Beltane<br />

fire for luck. This is a time <strong>of</strong> self-discovery, love, union<br />

<strong>and</strong> developing your potential for personal growth.<br />

“Beltane” means “the fire <strong>of</strong> Bel,” “lucky fire,”<br />

<strong>and</strong> “bright fire.” As summer begins, weather becomes<br />

warmer, the plant world blossoms, <strong>and</strong> an exuberant<br />

mood prevails. <strong>The</strong> sun is fully released from his<br />

bondage <strong>of</strong> winter, <strong>and</strong> he’s ready to rule over summer<br />

<strong>and</strong> life once again. <strong>The</strong> counterpart to Samhain, it, too,<br />

is a time when the veil between the worlds is again at its<br />

thinnest. While Samhain is a festival <strong>of</strong> death, Beltane is<br />

a festival <strong>of</strong> life; this is a time <strong>of</strong> magic, protection,<br />

fortune, <strong>and</strong> purification.<br />

Celebrating Beltane includes frolicking through<br />

the countryside, Maypole dancing, athletic tournaments,<br />

feasting, music, drinking—enjoying life. Flowers are<br />

crucial at Beltane; they symbolize the victory <strong>of</strong> Summer<br />

over Winter, <strong>and</strong> the blossoming <strong>of</strong> sensuality in all <strong>of</strong><br />

nature. Water is another important component <strong>of</strong><br />

Beltane celebrations; water is life. <strong>The</strong> dew <strong>and</strong> wild<br />

water (flowing streams <strong>and</strong> springs) are collected <strong>and</strong><br />

used to bathe in for beauty, or to drink <strong>of</strong> for health, on<br />

Beltane Morning.<br />

Magics done on Beltane center around virility<br />

<strong>and</strong> fertility, prosperity, <strong>and</strong> love. Incorporating sacred<br />

or tantric sex would be an asset to spellcasting during<br />

Beltane.<br />

Flower wreaths <strong>and</strong> garl<strong>and</strong>s are typical<br />

decorations for this Sabbat, along with ribbons <strong>and</strong>


streamers. <strong>The</strong> main color for Beltane is green, but<br />

white, red, yellow, blue, purple, <strong>and</strong> pink can also be<br />

incorporated for altar decoration. Beltane is vibrant, <strong>and</strong><br />

should be reflected in altar dressings. This is the time to<br />

do prosperity spells, <strong>and</strong> love magic.<br />

Children conceived on Beltane are born on<br />

Imbolc.<br />

Midsummer/Summer Solstice<br />

Other names: Alban Heruin, Litha, Mean Samhraidh<br />

Dates celebrated: June 20, 21, 22, or when the sun is at<br />

1 degree Cancer<br />

Traditional Foods: Garden fresh fruits <strong>and</strong> vegetables<br />

Herbs/Flowers: Mugwort, Vervain, Chamomile, Rose,<br />

Honeysuckle, Lily, Lavender, Ivy, Yarrow, Fern, Elder,<br />

Wild Thyme, Daisy, Carnation, <strong>and</strong> Sunflowers,<br />

especially.<br />

Incense: Jasmine, Lotus, Rose, Wisteria<br />

Woods <strong>and</strong> Herbs Burned: Oak<br />

Sacred Gemstone: Emerald<br />

Primary Focus <strong>of</strong> the Ritual: Love, marriage,<br />

divination, prosperity<br />

Popular Mythos:<br />

Primary festival <strong>of</strong> the Horned God; Battle <strong>of</strong><br />

Oak <strong>and</strong> Holly King [Holly King wins];<br />

Sc<strong>and</strong>inavian Baldur [god <strong>of</strong> light]; the descent<br />

<strong>of</strong> the God or Goddess<br />

Midsummer, or the Summer Solstice, the<br />

longest day <strong>of</strong> the year, is a time <strong>of</strong> triumph for the light.<br />

This holiday represents the Sun King in all his glory. In<br />

many celebrations, this is when the Oak King, who<br />

represents the waxing year, is triumphed over by the<br />

Holly King, who represents the waning year. <strong>The</strong> two<br />

are one: the Oak King is the growing youth while the<br />

Holly King is the mature man. Midsummer Night’s Eve<br />

is supposed to be a good time to commune with field <strong>and</strong><br />

forest sprites <strong>and</strong> faeries, <strong>and</strong> divination is enhanced by<br />

this.<br />

On this longest day <strong>of</strong> the year, light <strong>and</strong> life are<br />

abundant. At midsummer, the Sun God has reached the<br />

moment <strong>of</strong> his greatest strength. Seated on his<br />

greenwood throne, he is also lord <strong>of</strong> the forests, <strong>and</strong> his<br />

face is seen in church architecture peering from countless<br />

foliate masks.<br />

Midsummer magics are those <strong>of</strong> healing,<br />

prosperity, fertility, <strong>and</strong> love.<br />

Altar dressings <strong>and</strong> decorations are herbs,<br />

flowers, <strong>and</strong> summertime fruits Herbs are listed above,<br />

<strong>and</strong> fruits such as strawberries, apples, <strong>and</strong> watermelon<br />

are appropriate for eating. Flowers are listed as well, but<br />

it’s important to have sunflowers on the altar, as they’re a<br />

big representation <strong>of</strong> the unity <strong>of</strong> Earth Mother <strong>and</strong> Sun<br />

Father. Altar cloths should be yellow, the goddess<br />

c<strong>and</strong>le should be green, <strong>and</strong> the god c<strong>and</strong>le should be<br />

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red. If there’s alcohol to be had, for this ceremony,<br />

mead should be used instead <strong>of</strong> wine.<br />

Lammas/Lughnasadh<br />

Other names: Lammastide, Latha Lunasdal,<br />

Cornucopia, Thingtide, Lughomass<br />

Dates celebrated: August 1 or 2<br />

Traditional Foods: Apples, Grains, Breads <strong>and</strong> Berries<br />

Herbs/Flowers: All Grains, Grapes, Heather,<br />

Blackberries, Sloe, Crab Apples, Pears<br />

Incense: Aloes, Rose, S<strong>and</strong>alwood<br />

Sacred Gemstone: Carnelian<br />

Primary Focus <strong>of</strong> the Ritual: Bread harvest, first<br />

harvest, grain harvest, games <strong>of</strong> sport, blessing <strong>and</strong><br />

saining rites, payment <strong>of</strong> debts, weather magic<br />

Popular Mythos:<br />

Marriage <strong>of</strong> Lugh to the Goddess [goddess<br />

varies], sacrifice <strong>of</strong> fruits to the soil [depending on your<br />

area], season <strong>of</strong> h<strong>and</strong>fasting<br />

Lammas, also called Lughnasadh, is the first <strong>of</strong><br />

the three harvest festivals; it is the essential harvest<br />

festival, to give thanks to Mother Earth [manifested as<br />

Tailte, mother <strong>of</strong> Lugh, for the most part] for Her<br />

bounty. This is the celebration <strong>of</strong> the first fruits <strong>of</strong> the<br />

harvest. <strong>The</strong> Sun King, now Dark Lord, gives his energy<br />

to the crops to ensure life while the Goddess prepares to<br />

give way to her aspect as the Crone. <strong>The</strong> Sun God enters<br />

his old age, but is not yet dead. <strong>The</strong> God symbolically<br />

loses some <strong>of</strong> his strength as the Sun rises farther in the<br />

South each day <strong>and</strong> the nights grow longer.<br />

Lughnasadh, another name for this Sabbat,<br />

broken into two words, means “Oath” [Lugh]<br />

“Gathering” [nasadh]. Hence, many unsealed<br />

h<strong>and</strong>fastings [those lasting a year <strong>and</strong> a day] are held on<br />

this day, as it is the season for prosperity. <strong>The</strong> cycle <strong>of</strong><br />

life is celebrated; in death, there is life, <strong>and</strong> vice-versa.<br />

Lammas is the time to teach what you have learned, to<br />

reap what you have sown, since this day originally<br />

coincided with the first reaping <strong>of</strong> the harvest. It was<br />

known as the time when the plants <strong>of</strong> spring wither <strong>and</strong><br />

drop their fruits or seeds for our use as well as to ensure<br />

future crops.<br />

Magic done at Lammas generally consists <strong>of</strong><br />

weather magic, prosperity spells for the coming year,<br />

protection spells, <strong>and</strong> invocations <strong>of</strong> thanksgiving to<br />

deities.<br />

Altars decorated for Lammas/Lughnasadh will<br />

have fruits <strong>and</strong> vegetables harvested during this time.<br />

Fresh-baked bread is good for this as well. Wheat<br />

weaving, such as the making <strong>of</strong> corn dollies from the first<br />

sheaf <strong>of</strong> corn harvested, is traditional. Harvested herbs<br />

are also good for the altar, <strong>and</strong> good for prosperity<br />

charms. Kindle a Lammas fire in your cauldron with<br />

sacred wood <strong>and</strong> dried herbs. Colors for altar dressings<br />

would be golden yellow, orange, green, <strong>and</strong> light brown.


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Mabon/Autumnal Equinox<br />

Other names: Harvest Home, Alban Elued, Mean<br />

Fornhair, Winter Finding<br />

Dates celebrated: September 20, 21, or 22, or when the<br />

sun is at 1 degree Libra<br />

Traditional Foods: Corn, Fruits <strong>and</strong> Vegetables ready<br />

for harvest this time <strong>of</strong> year [i.e., corn bread, baked beans<br />

<strong>and</strong> squash]<br />

Herbs/Flowers: Morning Glories, Asters, Hazel, Corn,<br />

Aspen, Acorns, Oak Sprigs, Wheat Stalks, Cypress<br />

Cones, Pine Cones <strong>and</strong> all Harvest Gleanings<br />

Incense: Benzoin, Myrrh, Sage<br />

Sacred Gemstone: Chrysolite<br />

Primary Focus <strong>of</strong> the Ritual: Second Harvest, <strong>of</strong>fering<br />

<strong>of</strong> vegetable <strong>and</strong> fruit harvest, corn festival<br />

Popular Mythos: Death <strong>of</strong> the Harvest Lord; King <strong>and</strong><br />

Queen <strong>of</strong> the Harvest<br />

At Mabon, the days <strong>and</strong> nights are equal. In<br />

fact, “equinox” means “equal night.” This is a time <strong>of</strong><br />

balance, but light gives way to increased darkness. It is<br />

the second <strong>of</strong> the harvest festivals, <strong>and</strong> the Goddess<br />

mourns her fallen consort, but the emphasis is on the<br />

message <strong>of</strong> rebirth that can be found in the harvest seeds.<br />

This is the day the Sun God, the God <strong>of</strong> Light is killed by<br />

his rival <strong>and</strong> dark twin the God <strong>of</strong> Darkness. From this<br />

mid-autumn day forward, darkness will be greater than<br />

light as night becomes longer than day. <strong>The</strong> God<br />

prepares to leave his physical body <strong>and</strong> begin the great<br />

adventure into the unseen toward renewal <strong>and</strong> rebirth <strong>of</strong><br />

the Goddess. At this time, nature <strong>and</strong> the earth decline,<br />

drawing back their bounty readying for winter <strong>and</strong> its<br />

time <strong>of</strong> rest. <strong>The</strong> Goddess acknowledges the weakening<br />

Sun, although, a fire burns within her womb. She feels<br />

the presence <strong>of</strong> the God even as he wanes.<br />

Mabon marks the completion <strong>of</strong> the traditional<br />

harvests began at Lughnasadh for this is the final grain<br />

harvest. It is a good time to walk the forests, gathering<br />

dried plants for use as altar decorations or herbal magic.<br />

Cornbread <strong>and</strong> cider are good additions to festivities,<br />

which generally center around thanksgiving for the<br />

abundance <strong>of</strong> the harvest, <strong>and</strong> rituals to ensure next<br />

year’s prosperity as well. Harvest suppers are also<br />

traditional, with stews, meat pies, hams, roasts, potato<br />

cakes, cheeses, custards, cakes, fresh fruit <strong>and</strong> pies.<br />

Typical beverages <strong>of</strong> the celebrations are ale, cider, <strong>and</strong><br />

poteen. Fruits eaten at this time are apples, cranberries,<br />

fen-berries, grapes, pears, <strong>and</strong> peaches. Vegetables<br />

indigenous <strong>of</strong> Mabon are corn, beans, <strong>and</strong> squash.<br />

Magic done during Mabon are generally to<br />

center the witch, protection, to honor the dance that<br />

partners life with death. Magics done during Mabon are<br />

done to inflict a personal change upon the witch.<br />

Garl<strong>and</strong>s <strong>of</strong> fall leaves make good altar<br />

decorations. Also, corn dollies made from the last sheaf<br />

98<br />

<strong>of</strong> corn harvested <strong>and</strong> kept until spring for prosperity,<br />

are good for a Mabon altar. Other decorations to look at<br />

are wheat sheaths bundled together with gold cords, corn<br />

stalks, cornucopias with seasonal fruits <strong>and</strong> nuts, gourds,<br />

pumpkins, acorns, <strong>and</strong> pinecones. Fall foliage colors will<br />

decorate an altar nicely, with the altar cloth being vibrant<br />

orange or dark brown.<br />

<strong>Witches</strong> without a Coven<br />

Under certain circumstances there will be a<br />

witch or warlock that exists without a coven. <strong>The</strong>se<br />

witches can be grouped into two basic categories,<br />

solitaries <strong>and</strong> renegades. In either case, witches without<br />

covens do not have access to Coven spells.<br />

Solitaries<br />

Sometimes a single witch will not be able to<br />

connect with a coven or one may not exist in her area.<br />

<strong>The</strong>se singular witches are known as solitaries. Often<br />

they perform the same kind <strong>of</strong> rituals <strong>and</strong> ceremonies <strong>of</strong><br />

their covened sisters, just by themselves. Solitaries<br />

receive their instructions <strong>of</strong> how to worship <strong>and</strong> gain<br />

spells, as do their sisters, from a patron deity.<br />

When encountering the solitary, other witches<br />

may either feel sadness for their sister’s solitude, if same<br />

alignment or contempt or disgust, if different. A good or<br />

neutral aligned coven will never attempt to convert a<br />

solitary to their fold. <strong>The</strong>y may, however, invite the<br />

solitary to see their worship. Evil covens may attempt to<br />

convert the solitary, regardless <strong>of</strong> her alignment, to join.<br />

Evil powers <strong>of</strong>ten tempt to convert solitaries. Because<br />

they are so preyed on by other covens <strong>and</strong> evil gods,<br />

solitaries will reluctantly trust others. Consequently<br />

those unaware <strong>of</strong> the witch’s status as a solitary will be<br />

more likely to believe that the witch is evil or at least up<br />

to no good.<br />

Renegades<br />

If solitaries are alone by necessity, then<br />

renegades are alone by choice. Any witch removed from<br />

her coven <strong>and</strong> continues to practice as a witch is<br />

considered a renegade. Mostly, renegades have been<br />

accused or convicted <strong>of</strong> some crime against the coven.<br />

<strong>The</strong>y may still have some <strong>of</strong> their previous magic, but<br />

most <strong>of</strong>ten their Patron has also stripped them <strong>of</strong> their<br />

powers. Sometimes these witches have left their coven<br />

<strong>and</strong> have become members <strong>of</strong> another coven, or started<br />

their own. While they may still be advancing as a witch,<br />

their former coven-sisters may consider them as<br />

renegades <strong>and</strong> no longer witches.<br />

A good example is the various cults <strong>of</strong> the God<br />

Set. <strong>The</strong>re is the Temple <strong>of</strong> Set, the Church <strong>of</strong> Set <strong>and</strong><br />

the Brotherhood <strong>of</strong> Set. Which one was the first is<br />

unknown to most sages. Everyone else may not see any<br />

differences between these groups, but each sect sees the


others’ members as renegades <strong>and</strong> treat them<br />

accordingly. How the God Set views them is unknown.<br />

Notes on Creating a Coven<br />

When trying to make a coven the questions that<br />

should be asked are, What patron does the coven<br />

represent? What purpose does the coven have? And, can<br />

this purpose be carried out by that patron’s normal<br />

clergy? Remember that not every deity will have a witch<br />

coven or even need one, but every deity will have a<br />

clergy <strong>of</strong> some sort. <strong>Witches</strong> take a lot <strong>of</strong> the deity’s time<br />

<strong>and</strong> work (not to mention the Game Master’s!), <strong>and</strong> a<br />

deity will not create a coven unless She absolutely needs<br />

it.<br />

When <strong>Witches</strong> are to be added to the campaign<br />

the GM needs first decide which patrons will have<br />

witches <strong>and</strong> which will not. <strong>The</strong> GM must decide the<br />

nature <strong>of</strong> the coven, its members, its laws <strong>and</strong> rules, its<br />

spells <strong>and</strong> its worship.<br />

Examples <strong>of</strong> Covens<br />

Wherever there are witches, there are covens.<br />

Every witch must belong to a coven <strong>and</strong> each coven is<br />

unique. Covens build the rules <strong>of</strong> conduct for the<br />

witches <strong>and</strong> provide them a place to learn their new<br />

abilities. <strong>The</strong> Goddesses instruct the covens <strong>and</strong> the<br />

coven members on magic <strong>and</strong> how they are to serve.<br />

Ardaynes or Ordains are the Laws <strong>of</strong> Witchcraft. <strong>The</strong>se<br />

are a set <strong>of</strong> rules governing both individual <strong>and</strong> coven<br />

conduct. Several old versions exist <strong>and</strong> their origin is<br />

unknown.<br />

<strong>The</strong> Goddess or God <strong>of</strong> the witch is always the<br />

primary power in the witch’s life. <strong>The</strong> witch will revere<br />

her patron over any other goddesses or gods the witch<br />

might also acknowledge. Certain differences apply to the<br />

various Goddesses <strong>of</strong> the witches. Presented here are<br />

various Goddesses <strong>and</strong> their respective covens.<br />

“Now, then, must you face those whom you seek”<br />

From the Initiation Rite<br />

<strong>The</strong> Cult <strong>of</strong> the Decaying Earth<br />

<strong>The</strong> cult <strong>of</strong> the decaying earth is viewed as<br />

madmen. <strong>The</strong>y seek to bring the destruction <strong>of</strong> all<br />

things. Only recently have they sprung up, their cult is a<br />

young one. <strong>The</strong>ir youth makes them no less potent.<br />

Most members come to the Cult <strong>of</strong> the Decaying earth<br />

after enduring many hardships, <strong>and</strong> act out <strong>of</strong> sheer<br />

frustration.<br />

Members: <strong>The</strong> Cult <strong>of</strong> the Decaying Earth is generally<br />

open to all comers. Its sole requirement for entry is a<br />

thirst for destruction. At any given time, there are likely<br />

to be 4d6 Malefic <strong>Witches</strong>, 2d6 Venefica, <strong>and</strong> 2d6<br />

Tempestarii (usually fire). <strong>The</strong> leader <strong>of</strong> the Cult is<br />

99<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

referred to as the “Gr<strong>and</strong> Destroyer,” <strong>and</strong> is usually a<br />

powerful Malefic witch or warlock. Most Decaying<br />

Earth cultists have no qualms about dealing with<br />

demons, so many <strong>of</strong> them take the Warlock prestige<br />

class. Also, blackguards or evil witch knights are<br />

common within their ranks.<br />

Traditions Supported: <strong>The</strong> Cult <strong>of</strong> the Decaying Earth<br />

is made up mostly <strong>of</strong> Malefic witches, with half as many<br />

Venefica <strong>and</strong> Tempestarii.<br />

General Alignment: A Cultist must be Chaotic Evil or<br />

Chaotic Neutral.<br />

Sabbats <strong>and</strong> Rituals: Cultists especially revere the<br />

winter months, as it marks the end <strong>of</strong> the year, <strong>and</strong> is<br />

particularly destructive. <strong>The</strong>ir biggest ritual is performed<br />

on the first New Moon <strong>of</strong> Winter, where the cult meets<br />

to discuss their efforts for the coming winter.<br />

Common Traits: Most Cultists are wild <strong>and</strong> destructive,<br />

but also are quick thinkers <strong>and</strong> deceptively clever, despite<br />

their seeming inherent insanity.<br />

Principles: Destruction is inevitable. Our duty as<br />

thinking people has been to destroy our world, <strong>and</strong> that<br />

destruction must be welcomed, for existence is nothing<br />

but struggle <strong>and</strong> pain.<br />

Common Patron Domains (for Clerics): Chaos, Pain,<br />

Fear, Destruction, Evil, Decayed Earth<br />

Decayed Earth Domain<br />

Granted Power (not received without Greater Divine<br />

Dominion feat): Any spell with an energy type (Frost,<br />

Fire, Sonic, Electricity, or Acid), you may substitute with<br />

Acid Energy. All other effects <strong>of</strong> the spell still apply.<br />

Lvl Name Description<br />

1 Doom One subject suffers -2 on<br />

attacks, damage, saves, <strong>and</strong><br />

checks<br />

2 Ghoul Touch Paralyzes one subject, who<br />

exudes stench (-2 penalty)<br />

nearby<br />

3 Arctic Grasp* Touch deals 1d6 cold damage<br />

per level, ½ movement<br />

4 Contagion Infects subject with chosen<br />

disease<br />

5 Cone <strong>of</strong> Cold* 1d6 cold damage/level<br />

6 Acid Fog Fog deals acid damage<br />

7 Fire Storm* Deals 1d6 fire damage/level<br />

8 Earthquake Intense tremor shakes<br />

9 Incendiary<br />

Cloud*<br />

5 ft/level radius<br />

Cloud deals 4d6 fire damage<br />

/ round<br />

* <strong>The</strong>se spells automatically deal acid damage instead <strong>of</strong><br />

their normal type.


<strong>Liber</strong> Mysterium: Covencraft<br />

<strong>The</strong> Brotherhood <strong>of</strong> Set<br />

Granted Power (not received without Greater Divine<br />

Of all the gods who could be considered<br />

“mad,” none come as close as the Egyptian god Set, also<br />

known as Seth or Suketh. His cult, the Brotherhood <strong>of</strong><br />

Set, is in fact a very old organization <strong>of</strong> warlocks, wizards<br />

Dominion feat): You can comm<strong>and</strong> Snake creatures as<br />

per the spell Comm<strong>and</strong>. Snakelike creatures with an<br />

intelligence score <strong>of</strong> 4 or greater may not be comm<strong>and</strong>ed<br />

in this way.<br />

<strong>and</strong> witches. No female witches are ever permitted to<br />

join. <strong>The</strong> warlocks, as expected, enjoy the rank <strong>of</strong> Lvl Name Description<br />

comm<strong>and</strong>ers <strong>of</strong> the cult. Even the lowest warlock can 1 Protection +2 AC <strong>and</strong> saves, counter<br />

have any number <strong>of</strong> mercenaries at his beck <strong>and</strong> call.<br />

from Good mind control, hedge out<br />

Because <strong>of</strong> their similarities, both in times <strong>of</strong><br />

elementals <strong>and</strong> outsiders<br />

Sabbats <strong>and</strong> reverence <strong>of</strong> the snake symbol, many people 2 Summon Summons Fiendish Viper,<br />

mistakenly believe that the Mara is a female faction <strong>of</strong> the Monster II Tiny<br />

Brotherhood <strong>of</strong> Set. Nothing could be further from the 3 Poison Touch deals 1d10 Con<br />

truth <strong>and</strong> a great enmity exists between Brotherhood <strong>and</strong><br />

damage, repeats in 1 Min<br />

the Mara.<br />

4 Summon Summons Fiendish Viper,<br />

Members: <strong>The</strong> Brotherhood has no set members for its Monster IV Medium or 1d4+1 Fiendish<br />

covens, which are <strong>of</strong>ten called cults. <strong>The</strong>re will be<br />

Vipers, Tiny<br />

typically 2d4 Malefic, 1d6 Venefica, 1d6 Fire or Air 5 Summon Summons Fiendish Viper,<br />

Tempestarii, <strong>and</strong> 1d4 that are multiclassed Malefic/ Monster V Large, or 1d3 Medium, or<br />

<strong>Warlocks</strong>. <strong>The</strong> leader is known as the Gr<strong>and</strong> Warlock.<br />

1d4+1 Tiny<br />

Unlike other witch covens, the membership <strong>of</strong> the 6 Summon Summons Fiendish Viper,<br />

Brotherhood <strong>of</strong> set is also open to non-witches. <strong>The</strong>se Monster VI Huge, or 1d3 Large, or<br />

“outer lodge” members will be fighters, thieves or<br />

1d4+1 Medium<br />

multiclassed Assassins. A “middle lodge” <strong>of</strong> evil wizards<br />

<strong>and</strong> clerics also exists to aid the witches <strong>and</strong> warlocks <strong>of</strong><br />

the “inner lodge”.<br />

As apparent by the name, this cult is open only<br />

to men. No woman may join.<br />

Traditions Supported: This coven if primarily made up<br />

<strong>of</strong> Malefic witches. <strong>The</strong>re are some Venefica <strong>and</strong><br />

Tempestarii as well.<br />

7<br />

8<br />

9<br />

Reincarnate<br />

Summon<br />

Monster VIII<br />

Earthquake<br />

Brings Subject back in a<br />

r<strong>and</strong>om body<br />

Summons 1d4+1 Fiendish<br />

Viper, Huge<br />

Intense tremor shakes 5. ft/<br />

level radius<br />

General Alignment: Members maybe <strong>of</strong> any Evil<br />

alignment.<br />

Patron: <strong>The</strong> patron is the Egyptian God Set. <strong>The</strong>re is no<br />

Goddess, since Set’s own wife, <strong>and</strong> Isis’ sister, Nephthys<br />

left him.<br />

Sabbats <strong>and</strong> Rituals: Devotees <strong>of</strong> the Brotherhood <strong>of</strong><br />

Set make human sacrifices on the night <strong>of</strong> the new<br />

moon. If humans are unavailable then large numbers <strong>of</strong><br />

cats will be sacrificed instead. <strong>The</strong> members then dine on<br />

the roast corpses.<br />

Common Traits: <strong>The</strong> typical Brother is a savage thug,<br />

quite willing to murder to further his own goals. <strong>The</strong><br />

atypical ones, however, are the most evil. <strong>The</strong> warlocks at<br />

the top <strong>of</strong> Set’s pyramid <strong>of</strong> followers are devious <strong>and</strong> evil<br />

to extreme. While lower members are content with<br />

snuffing out a life or two, the warlocks are only content<br />

with destroying whole cities. <strong>The</strong> Venefica/<strong>Warlocks</strong><br />

brew dangerous poisons <strong>of</strong> snake venom. <strong>The</strong><br />

Tempestarii/<strong>Warlocks</strong> likewise brew up terrible dessert<br />

storms.<br />

Principles: “Set is destruction. Set is Power <strong>and</strong> Power is<br />

the key to the future”.<br />

Common Patron Domains (for Clerics): Chaos,<br />

Death, Destruction, Evil, Set’s Blood, Strength, War<br />

<strong>The</strong> Daughters <strong>of</strong> the Flame<br />

<strong>The</strong> witches <strong>of</strong> Irel<strong>and</strong>, Scotl<strong>and</strong> <strong>and</strong> Wales all<br />

share a common Goddess in their wide <strong>and</strong> diverse<br />

pantheons. Brigit, also known as Brighid, Brigantia,<br />

Bridget, Brigid, Bride, <strong>and</strong> Brig<strong>and</strong>u, is the Celtic<br />

Goddess <strong>of</strong> Flame, Fire <strong>and</strong> Hearth, but also <strong>of</strong> Healing,<br />

Midwifery <strong>and</strong> Wisdom. She is honored by many witches,<br />

mostly <strong>of</strong> the Classical <strong>and</strong> Craft <strong>of</strong> the Wise Traditions,<br />

but none honor her higher than <strong>The</strong> Daughters <strong>of</strong> the<br />

Flame.<br />

<strong>The</strong> <strong>Witches</strong> <strong>of</strong> Brigit are charged with<br />

spreading Her bounty across the l<strong>and</strong>, <strong>and</strong> so are <strong>of</strong>ten<br />

seen carrying two clay jars. <strong>The</strong> first contains water from<br />

a sacred river or stream, which the Daughters can pour<br />

into other streams to cleanse them. <strong>The</strong> second jar<br />

contains dung from Her pastoral l<strong>and</strong>s which, when<br />

distributed, brings Her blessings upon fields <strong>and</strong> villages.<br />

Formal records <strong>of</strong> the Daughter’s foundations do not<br />

exist since the earliest days forbade the use <strong>of</strong> writing<br />

down holy or magical transcripts. History was passed<br />

from mother to daughter. It is known that they were<br />

contemporaries <strong>of</strong> the Druids <strong>and</strong> may have Ban Drui (a<br />

sect <strong>of</strong> female druids) themselves.<br />

Set’s Blood Domain<br />

100


<strong>The</strong> earliest known members were the Ban Drui<br />

sorceress Bodhmal <strong>and</strong> the witch Liath the Lurcha, which<br />

dates back to the 3 century CE.<br />

<strong>The</strong>y have survived time, the Vikings, the<br />

Chistianization <strong>of</strong> their homel<strong>and</strong>s, <strong>and</strong> the Burning<br />

Times. <strong>The</strong>y may not be the oldest order, but they are<br />

persistent.<br />

<strong>The</strong>re are two schools <strong>of</strong> thought within the<br />

Daughters <strong>of</strong> the Flame organization. <strong>The</strong> first, the Eala,<br />

are known for their traditionalist ways <strong>and</strong> desire to<br />

remain a pastoral order <strong>and</strong> not get involved in the affairs<br />

<strong>of</strong> the world. <strong>The</strong> second, the Brenna, want to take a<br />

more active role in removing the threats to the<br />

Daughters, both mundane <strong>and</strong> supernatural.<br />

Members: This coven numbers 19 witches, with one<br />

leader, the High Priestess. Members <strong>of</strong> this coven can<br />

only be women <strong>and</strong> no man may enter into the scared<br />

areas <strong>of</strong> worship. A witch must have a high wisdom score<br />

(15 or better) to enter the coven. No preference is given<br />

on how the witch appears, but those with bright red hair<br />

are known as the “blessed <strong>of</strong> Brigit”.<br />

Traditions Supported: <strong>The</strong> vast majority <strong>of</strong> these<br />

witches are Celtic Classical witches. <strong>The</strong>re will be a few<br />

Craft <strong>of</strong> the Wise <strong>and</strong> even a few Fire or Water<br />

Tempestarii. Lorelei are always welcome, but few have<br />

joined. Once in a great while a Faerie witch has belonged<br />

to the Daughters <strong>of</strong> the Flame.<br />

General Alignment: <strong>The</strong> Daughters are overwhelmingly<br />

Lawful Good, with a scattered few <strong>of</strong> Neutral Goods <strong>and</strong><br />

even fewer Chaotic Goods.<br />

Patrons: <strong>The</strong> patron <strong>of</strong> course is Brigit, the Bright One<br />

or the Bright Arrow.<br />

Sabbats <strong>and</strong> Rituals: <strong>Witches</strong> <strong>of</strong> Brigit are required to<br />

keep a perpetual flame burning at their shrines. <strong>The</strong><br />

witches <strong>of</strong> the coven each take turns tending the flame in<br />

20-day cycles. On the 20th day Brigit herself magically<br />

tends the flame.<br />

A huge festival is given at time <strong>of</strong> Imbolic, also known as<br />

“Lady’s Day”. It is a celebration <strong>of</strong> the forthcoming<br />

return <strong>of</strong> Spring.<br />

Common Traits: <strong>The</strong> Daughters prefer the simple quite<br />

life <strong>of</strong> country living as opposed to the life <strong>of</strong> an<br />

adventurer or city dweller. <strong>The</strong> wish nothing more than<br />

to be left alone to tend to their sacred flame, but they will<br />

not turn away those in need <strong>of</strong> help. Every daughter<br />

takes skills in healing <strong>and</strong> midwifery. Legends tell that<br />

Brigit was midwife to the Goddess Rhiannon <strong>and</strong> thus<br />

the Bright One’s name is always invoked during times <strong>of</strong><br />

labor. If a Daughter hears such an invocation, she will<br />

not hesitate to aid. Daughters <strong>of</strong> the Flame can also<br />

perform h<strong>and</strong>fastings (marriages) <strong>and</strong> naming ceremonies<br />

for newborns.<br />

Despite their affinity for families <strong>and</strong> children, the<br />

Daughters rarely if ever marry themselves.<br />

Principles: “Brigit is a force <strong>of</strong> Life. To honor Her is to<br />

Honor life. Live simply <strong>and</strong> aid those in need. Tend to<br />

the Flame, for the Flame is Life”.<br />

101<br />

<strong>Liber</strong> Mysterium: Covencraft<br />

Ardaynes: Aid those in need, especially mothers <strong>and</strong><br />

children. Protect all forms <strong>of</strong> life. Do not kill unless<br />

absolutely necessary. <strong>The</strong>n do so quickly, <strong>of</strong>fer no<br />

quarter, <strong>and</strong> beg no quarter. Tend to the Flame. Destroy<br />

all undead, as they are affront to Life <strong>and</strong> therefore the<br />

Goddess.<br />

Common Patron Domains (for Clerics): Fire, Brigit’s<br />

Flame, Good, Healing, Protection, Sun.<br />

Brigit’s Flame Domain<br />

Granted Power: You may either rebuke or comm<strong>and</strong><br />

fire creature as an evil cleric rebukes undead <strong>and</strong> turn or<br />

destroy water creatures, or you can turn or destroy<br />

undead creatures as a good cleric turns or destroys<br />

undead. You must choose which ability is gained when<br />

you first are granted this power. Use this ability 3 times<br />

per day + your charisma modifier.<br />

Lvl Name Description<br />

1 Sanctuary Opponents can’t attack you,<br />

2 Protection<br />

from<br />

Elements<br />

<strong>and</strong> you can’t attack<br />

Absorb 12 damage/level from<br />

one kind <strong>of</strong> energy<br />

3 Shield Other You take half <strong>of</strong> subjects<br />

damage<br />

4 Fire Shield Creatures attacking you take<br />

fire damage, you’re protected<br />

from heat or cold<br />

5 Dispel Evil +4 bonus against attacks by<br />

evil creatures<br />

6 Flame Strike Smite foes with divine fire<br />

(1d8/level)<br />

7 Sunbeam Beam blinds <strong>and</strong> deals 3d6<br />

damage<br />

8 Holy Word Kills, paralyzes, weakens or<br />

9 Elemental<br />

Swarm<br />

dazed non-good subjects<br />

Summons 2d4 large, 1d4 huge<br />

fire elementals<br />

<strong>The</strong> Mara<br />

Of all the known covens, few are as deadly as<br />

the Mara. <strong>The</strong> Mara are invaders <strong>of</strong> dreams <strong>and</strong> some<br />

believe the cause <strong>of</strong> nightmares. While beautiful, they all<br />

have dark, wicked hearts. <strong>The</strong> claim to have existed since<br />

the dawn <strong>of</strong> mankind. While there are many who doubt<br />

their claims, they are a very old coven.<br />

Members: This coven always numbers 13, with one, the<br />

Gr<strong>and</strong> Mara herself as the leader. <strong>The</strong> requirements for<br />

joining the coven are simple; one must be a beautiful but<br />

wholly evil witch. Preference is given to initiates who<br />

have dark colored hair.<br />

Traditions Supported: <strong>The</strong> Mara tend to have more<br />

Malefic than any other type <strong>of</strong> witch. A fair number <strong>of</strong><br />

evil Tantric <strong>and</strong> Venefica witches are also welcomed. <strong>The</strong><br />

rest, especially Classical <strong>and</strong> Tempestarii are also


<strong>Liber</strong> Mysterium: Covencraft<br />

welcome on a limited basis. No Faerie or Craft witch has<br />

ever joined. This coven also supports a fair number <strong>of</strong><br />

Incantatrixes <strong>and</strong> Psychic <strong>Witches</strong>.<br />

General Alignment: <strong>The</strong> Mara are mostly chaotic evil.<br />

Mara under the care <strong>of</strong> Hecate tend to be more lawful<br />

evil.<br />

Patrons: <strong>The</strong> main patron <strong>of</strong> the Mara is the Goddess<br />

Lilith. She called the Queen <strong>of</strong> Night by her witches.<br />

Some smaller covens honor Hecate instead.<br />

Sabbats <strong>and</strong> Rituals: Mara always congregate during the<br />

new moon, which they call the “Darkening”. Special<br />

times <strong>of</strong> celebration are solar eclipses which they claim<br />

shows their superiority over anyone if they can block out<br />

the sun.<br />

Common Traits: Many <strong>of</strong> these witches adopt nocturnal<br />

lifestyles that they claim emulates their Goddess. Many<br />

witches <strong>of</strong> this coven also have an affinity for the undead<br />

<strong>and</strong> are not amiss consorting with vampires, who they<br />

call the “Children <strong>of</strong> Lilith”. Black robes are common,<br />

but sabbats are usually performed while sky-clad. Many<br />

Mara will take knowledge skills such as Astronomy,<br />

Demonology <strong>and</strong> Undead. Every Mara takes the<br />

Seduction skill.<br />

Mara are also fascinated with the imagery <strong>of</strong><br />

snakes <strong>and</strong> many will have snake or serpent tattoos.<br />

Principles: “Lilith was first born. She was not cast out <strong>of</strong><br />

Paradise, but left on Her own will. We honor Her by<br />

emulating Her. We consort with demons, undead <strong>and</strong><br />

gods, but all fall before us as they did to Her. Humanity<br />

has forsaken their Dark Mother, we will remind them”.<br />

Ardaynes: Mara attempt to cause chaos where they see<br />

fit. <strong>The</strong>y must lure the pure <strong>and</strong> the pious down paths <strong>of</strong><br />

self-destruction. To kill a Paladin strikes a minor blow to<br />

Good; to seduce <strong>and</strong> defile one is larger victory for Evil.<br />

Use whatever means, tools <strong>and</strong> talents you have to obtain<br />

your goal.<br />

Common Patron Domains (for Clerics): Chaos,<br />

Death, Destruction, Evil, Lilith’s Will, Trickery<br />

Lillith’s Will Domain<br />

Granted Power (not received without Greater Divine<br />

Dominion feat): You can turn Good Outsiders as a<br />

good cleric turns undead. Use these abilities a total<br />

number <strong>of</strong> times per day equal to 3 + you charisma<br />

modifier.<br />

Lvl Name Description<br />

1 Protection<br />

from Good<br />

+2 AC <strong>and</strong> saves, counter<br />

mind control, hedge out<br />

elementals <strong>and</strong> outsiders<br />

2 Shatter Sonic vibration damages<br />

3 Cloak <strong>of</strong><br />

objects or crystalline creatures<br />

Caster takes shadow form,<br />

Shadows near invisible <strong>and</strong> intangible<br />

4 Unholy Blight Damages <strong>and</strong> sickens good<br />

creatures<br />

5 Contagion Infects subject with chosen<br />

102<br />

disease<br />

6 Harm Subject loses all but 1d4 hp.<br />

7 Destruction Kills subject <strong>and</strong> destroys<br />

remains<br />

8 Earthquake Intense tremor shakes 5 ft/<br />

9 Summon<br />

Monster IX<br />

level radius<br />

Calls outsider to fight for you<br />

(cast as evil spell only)<br />

<strong>The</strong> Temple <strong>of</strong> Astartë, Queen <strong>of</strong> Heaven<br />

Astartë (Ah-star TAY) is the goddess <strong>of</strong> love,<br />

fertility as well as war <strong>and</strong> lasciviousness (lust) to the<br />

ancient peoples <strong>of</strong> Canaan <strong>and</strong> Phoenicia; she was<br />

worshipped as far West as Carthage, Sicily, Sardinia <strong>and</strong><br />

Cyprus. All Her witches work to insure the fertility <strong>and</strong><br />

the safety <strong>of</strong> the l<strong>and</strong>. Not mere pacifist, the coven <strong>of</strong><br />

Astartë will also take up arms as befitting the Goddess <strong>of</strong><br />

War.<br />

Astartë is particularly close the Goddess Lilith.<br />

Both have similar qualities, have witches as their primary<br />

worshipers <strong>and</strong> both have been cast out <strong>of</strong> Heaven.<br />

While Lilith still roamed the earth she was a h<strong>and</strong>maiden<br />

to Astrate. Both Goddesses’ covens are on good terms<br />

with each other despite the radical alignment differences.<br />

Total Members: 6 + 1d8 Tantric, 1d4 Classical, 1d3<br />

Craft <strong>of</strong> the Wise, some Amazon <strong>and</strong> Lorelei.<br />

General Alignment: Astartë is predominantly Lawful.<br />

Her witches tend towards Lawful Neutral with some<br />

Lawful Good, Lawful Evils <strong>and</strong> True Neutrals. This is<br />

one <strong>of</strong> the few times when Tantric <strong>and</strong> Lorelei witches<br />

will be lawful.<br />

Sabbats <strong>and</strong> Rituals: Insuring the fertility <strong>of</strong> the l<strong>and</strong> by<br />

pouring holy water on to crops or on to the soil. Clergy<br />

also train in various martial arts activities.<br />

Resurrection festivals are held at the full moon<br />

following the vernal equinox. This celebrates the return<br />

<strong>of</strong> spring <strong>and</strong> a reminder <strong>of</strong> Damuz’s return from the<br />

dead. Worshippers burn incense <strong>and</strong> pour libations to<br />

her.<br />

Requirements for Membership: None special. Must<br />

revere Astartë. Given Her fertility aspect, most <strong>of</strong> her<br />

witches are female.<br />

Common Traits: As with most pagan Goddesses, the<br />

witches <strong>of</strong> Astartë perform all rituals while skyclad (i.e.<br />

naked). On rare occasions they will don long robes.<br />

Ardaynes <strong>and</strong> Principles: Ensure the fertility <strong>of</strong> the<br />

l<strong>and</strong>. Revere the Goddess. Protect those that also revere<br />

the l<strong>and</strong> <strong>and</strong> the Goddess.<br />

Common Patron Domains (for Clerics): Fertility, Law,<br />

Love, War<br />

Fertility Domain<br />

Granted Power (not received without the greater divine<br />

dominion feat): +2 bonus to Pr<strong>of</strong>ession: Midwifery checks.<br />

Gains the ability to Detect Animals or Plants, as per the<br />

spell, also able to detect if a female is fertile or pregnant.<br />

Cast as if a druid <strong>of</strong> the same level.


Lvl Name Description<br />

1 Bless Growth Improves growth <strong>of</strong> plants,<br />

adult creature, or mother<br />

2 Beguile/Lust As charm person, except<br />

target is romantically inclined<br />

towards you<br />

3 Youthful <strong>The</strong> target gains the vigor <strong>of</strong><br />

Vigor youth<br />

4 Bounty Increases the chances that a<br />

fetus/embryo/seedling will be<br />

born<br />

5 Make Fertile Make something previously<br />

6 Control<br />

Outcome <strong>of</strong><br />

Birth<br />

7 Magickal<br />

Conception<br />

infertile capable <strong>of</strong> creating life<br />

the can caster choose<br />

outcome (gender, amount,) <strong>of</strong><br />

birth<br />

Makes a woman pregnant via<br />

magic<br />

8 Crossbreed Allow two incompatible races<br />

to have an <strong>of</strong>fspring<br />

9 Magickal A new life is created without<br />

Creation a father or mother<br />

<strong>The</strong> <strong>Witches</strong> <strong>of</strong> the Howling Moon<br />

<strong>The</strong> witches <strong>of</strong> the howling consists mostly <strong>of</strong><br />

Lorelei, though there is usually a single Craft <strong>of</strong> the Wise<br />

witch within’ their ranks at any given time. <strong>The</strong>re is even<br />

a couple Faerie witches within’ their ranks. <strong>The</strong>ir home<br />

base is in a secret cabin located deep within the Northern<br />

Mountains.<br />

<strong>The</strong>y are devoted mostly to the principles <strong>of</strong> the Lorelei,<br />

plus with the added philosophy by moonlight.<br />

Total Members: 6 + 1d8 Lorelei, 1d4 Faerie <strong>Witches</strong>,<br />

1d3 Craft <strong>of</strong> the Wise<br />

General Alignment: No restrictions to Alignment.<br />

Requirements for Membership: Members <strong>of</strong> this<br />

coven are usually sought out by the current traveling<br />

members <strong>and</strong> brought back to their base during their<br />

annual Faunae Festival, where they are granted<br />

membership.<br />

Sabbats <strong>and</strong> Rituals: Each full moon the <strong>Witches</strong> <strong>of</strong><br />

the Howling Moon must sing a special song. <strong>The</strong> song<br />

resembles the wolves cry to the moon. Also, the first full<br />

moon <strong>of</strong> winter is the Faunae Festival, where the<br />

members <strong>of</strong> the coven meet, new members are recruited,<br />

<strong>and</strong> a nightlong celebration occurs.<br />

Common Traits: Most <strong>Witches</strong> <strong>of</strong> the Hollowing Moon<br />

take the Astromancy feat at first level, providing a bonus<br />

to her spells on the full moon. Knowledge: Astronomy<br />

also is not uncommon. An NPC Witch <strong>of</strong> the Howling<br />

Moon has a 30% chance to be a lycanthrope <strong>of</strong> some<br />

kind.<br />

Ardaynes <strong>and</strong> Principles: “Centuries have passed, <strong>and</strong><br />

the goddess has given us as intelligent creatures the gift<br />

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<strong>of</strong> song, <strong>and</strong> this must be respected at all times. Once<br />

every full moon, she calls out to all <strong>of</strong> her creatures, <strong>and</strong><br />

it is important that we call back, for the goddess wants to<br />

hear the songs she has granted us the ability to create”.<br />

Venerate the moon <strong>and</strong> the darkness that surrounds it.<br />

Common Patron Domains (for Clerics): Animal,<br />

Luck, Travel, Howling Moon<br />

Howling Moon Domain<br />

Granted Power (not received without the greater divine<br />

dominion feat): Once per day, you can rebuke<br />

lycanthropes as an evil cleric rebukes undead. Use this<br />

ability a number <strong>of</strong> times per day equal to 3 + your<br />

charisma modifier.<br />

Lvl Name Description<br />

1 Sleep Put 2d4 HD <strong>of</strong> creatures into<br />

comatose slumber<br />

2 Animal Gain the power <strong>of</strong> an Animal<br />

Infusion<br />

3 Greater Magic<br />

Fang<br />

One natural weapon <strong>of</strong><br />

subject creature gets +1<br />

bonus to attack <strong>and</strong> damage<br />

per three caster levels (max<br />

+5)<br />

4 Lesser Geas Comm<strong>and</strong>s subject <strong>of</strong> 7HD<br />

or less<br />

5 Song <strong>of</strong> Victims must make will<br />

Discord saving throws or attack allies.<br />

6 Curse <strong>of</strong> Transmutes one humanoid<br />

Lycanthropy into an afflicted lycanthrope<br />

7 Martyr’s Cry Dying scream bestows curse on<br />

all who hear the cry<br />

8 Animal Shapes One ally/level polymorphs<br />

into chosen animal<br />

9 Wail <strong>of</strong> the Kills one creature/level<br />

Banshee<br />

Oath: “I, (name), hereby solemnly swear to follow the path <strong>of</strong> the<br />

moonsong. At all times, I shall sing the song <strong>of</strong> the goddess, <strong>and</strong> I<br />

shall call out each moon when all <strong>of</strong> her creatures call out to her.<br />

<strong>The</strong> White Lotus<br />

<strong>The</strong> <strong>Witches</strong> <strong>of</strong> the White Lotus are a longst<strong>and</strong>ing<br />

coven <strong>of</strong> witches who commonly work toward<br />

the unification <strong>of</strong> nature <strong>and</strong> civilization, acknowledging<br />

that a balance must exist between the two. While most<br />

<strong>of</strong> these <strong>Witches</strong> live on their own in nature, they tend to<br />

be extremely friendly <strong>and</strong> helpful to most travelers who<br />

happen upon their homes.<br />

Members: <strong>The</strong> members <strong>of</strong> the White Lotus come from<br />

all walks <strong>of</strong> life. Usually, a witch receives her calling <strong>and</strong><br />

will seek out the nearest member <strong>of</strong> the White Lotus. All<br />

members <strong>of</strong> the White Lotus are good aligned.<br />

Traditions Supported: Faerie <strong>Witches</strong> <strong>and</strong> Venefica are<br />

the most common type <strong>of</strong> witch within the White Lotus.<br />

Also, earth <strong>and</strong> water Tempestarii are not uncommon, a


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few rare Craft <strong>of</strong> the Wise followers will exist too.<br />

Rarely, a tantric witch will find her way into the coven.<br />

At any given time, there will be 2d6 Faerie <strong>Witches</strong>, 2d6<br />

Venefica, 1d6 Earth <strong>and</strong> Water Tempestarii, 1d4 Craft <strong>of</strong><br />

the Wise, <strong>and</strong> 1d3-1 Tantric <strong>Witches</strong>.<br />

General Alignment: (<strong>of</strong> the members) Members <strong>of</strong> the<br />

White Lotus lean toward Neutral Good, <strong>and</strong> has no<br />

particular preference toward chaos <strong>and</strong> law.<br />

Sabbats <strong>and</strong> Rituals: <strong>The</strong> White Lotus meet at the first<br />

Full Moon after winter, <strong>and</strong> the last new moon <strong>of</strong><br />

Autumn. <strong>The</strong> location generally stays the same each year,<br />

usually at the eldest member’s home.<br />

Common Traits: <strong>The</strong> White Lotus are commonly very<br />

kind souls, always eager to help. <strong>The</strong>y usually dress in<br />

deep greens <strong>and</strong> browns, but no <strong>of</strong>ficial garb is required.<br />

Principles: <strong>The</strong> White Lotus strive for a deep respect for<br />

both nature <strong>and</strong> civilization, <strong>and</strong> always seek to protect<br />

both. <strong>The</strong>y tend to favor protective spells, but it’s<br />

definitely not uncommon for the White Lotus to use<br />

<strong>of</strong>fensive spells when the time comes.<br />

Common Patron Domains (for Clerics): Animal,<br />

Good, Healing, Protection, Plant, Sun, White Lotus<br />

White Lotus Domain<br />

Benefit (Not received without feat Greater Divine<br />

Dominion): <strong>The</strong> witch gains the feat Sylvan Empathy, <strong>and</strong> a<br />

+2 bonus to her Wilderness Lore skill.<br />

Lvl Name Description<br />

1 Synthesis Gain 1d4 hit points for each<br />

round in direct Sun Light<br />

2 Entangle Plants entangle everyone in 40<br />

ft radius circle<br />

3 Searing Light Ray deals 1d8/two levels,<br />

more against undead<br />

4 Anti-Plant Keeps animated plants at bay<br />

Shell<br />

5 Tree Stride Step from one tree to another<br />

far away<br />

6 Itchweed Deliver consumed poisons<br />

through touch<br />

7 Sunbeam Beam blinds <strong>and</strong> deals 3d6<br />

damage<br />

8 Regenerate Subject’s severed limbs grow<br />

9 Prismatic<br />

Sphere<br />

back<br />

<strong>The</strong> Witch’s Patrons<br />

As prismatic wall, but<br />

surrounds on all sides<br />

<strong>Witches</strong> <strong>of</strong> different covens honor different<br />

patrons. Often these patrons are the God <strong>and</strong> Goddess,<br />

but in some cases only the Goddess may be honored, or<br />

the God in one <strong>of</strong> their many guises. It is the patron that<br />

is main influence in the witch’s life. It is the patron the<br />

witch serves <strong>and</strong> it is through the patron that the witch<br />

104<br />

gains her power. <strong>The</strong> witch knows that she is only the<br />

vessel <strong>of</strong> the patron’s power, but she is also the physical<br />

manifestation <strong>of</strong> the patrons in this realm. This way, the<br />

patrons do not need to directly act in the world, <strong>The</strong>y<br />

can use their witches for this.<br />

<strong>The</strong> Goddess<br />

<strong>Witches</strong> see all Goddesses as an aspect <strong>of</strong> the<br />

divine, one Goddess is not more powerful than another.<br />

To the witch the Goddess is the same whether she called<br />

Artemis, Hecate, Kali or Ishtar. <strong>The</strong> name or method <strong>of</strong><br />

worshipping the Goddess is not as important as the role<br />

the witch fills for the Goddess. Because <strong>of</strong> this belief the<br />

witch may be <strong>of</strong> any alignment, she can even differ in<br />

alignment from her Goddess. So it is not unbelievable<br />

that a Chaotic Good witch could worship Kali, a Chaotic<br />

Evil Goddess. This witch might be worshipping the<br />

creative power <strong>of</strong> Kali, or her aspects as an earth mother,<br />

or even the vengeful slayer <strong>of</strong> demons. A witch will not<br />

see this as a contradiction.<br />

<strong>The</strong> Goddess is also seen as the overriding<br />

female principle, a divine child, mother <strong>and</strong> crone.<br />

<strong>The</strong> God<br />

<strong>The</strong> Horned God or the Black Man is the<br />

Goddess’ male counterpart. He, however, is not<br />

worshipped directly but His name is used in the rituals<br />

<strong>and</strong> He is equally as important. <strong>The</strong> Horned God is not<br />

a devil or a demon, but something much older. He<br />

corresponds to Cernunnos, the Leader <strong>of</strong> the Wild Hunt<br />

for druids. He is also known as Osiris, Apollo, Shiva or<br />

Damuz.<br />

He is the lord <strong>of</strong> life, death <strong>and</strong> the underworld.<br />

Being the God <strong>of</strong> the Sun to the Goddess <strong>of</strong> the Moon<br />

as he alternates with her in ruling over life <strong>and</strong> death.<br />

With her he cooperates in continuing the cycle <strong>of</strong> life,<br />

death <strong>and</strong> rebirth, or reincarnation. His own life is said<br />

to be circular. <strong>The</strong> Horned God is born at the winter<br />

solstice, marries with the Goddess at Beltane (May 1),<br />

<strong>and</strong> dies at Samhain. His death represents a sacrifice to<br />

life.<br />

Name <strong>of</strong> the Goddess<br />

<strong>The</strong> Goddess is known by many names, but<br />

each is but an aspect <strong>of</strong> the true goddess. What follows<br />

is a listing <strong>of</strong> Goddesses from Earth’s mythologies. In<br />

each case a possible or likely alignment is included as well<br />

as areas <strong>of</strong> domains for clerics <strong>and</strong> witch coven spells.<br />

Descriptions <strong>of</strong> that Goddess’ coven might also be<br />

included.<br />

Artemis<br />

<strong>Witches</strong> who worship the Artemis aspect <strong>of</strong> the<br />

Goddess are on good terms with druids. <strong>The</strong>se witches<br />

are common in amazon societies. As a witch <strong>of</strong> Artemis<br />

a woman pledges never to copulate with a man. <strong>The</strong>se


witches are both chaste <strong>and</strong> celibate. <strong>The</strong>se witches may<br />

also choose to take the bow <strong>and</strong> arrow as their weapon.<br />

She is part <strong>of</strong> a trinity <strong>of</strong> Artemis (maiden),<br />

Hestia (mother), <strong>and</strong> Hecate (crone).<br />

Alignment: N or CG<br />

Areas <strong>of</strong> Influence:Hunting, Moon, Women<br />

Astartë<br />

“With these in troop Came Astoreth, whom the Phoenicians called<br />

Astartë, queen <strong>of</strong> heaven, with crescent horns”.<br />

Milton: Paradise Lost, i. 437--9.<br />

“Mooned Ashtaroth, Heaven’s queen <strong>and</strong> mother both”.<br />

Milton: <strong>The</strong> Hymn.<br />

Astartë (Ah-star TAY) is the goddess <strong>of</strong> love,<br />

fertility as well as war <strong>and</strong> lasciviousness (lust) to the<br />

ancient peoples <strong>of</strong> Canaan <strong>and</strong> Phoenicia, she was<br />

worshipped as far West as Carthage, Sicily, Sardinia <strong>and</strong><br />

Cyprus. Her name <strong>and</strong> cult were derived from<br />

Babylonia, where as Ishtar, she represented the evening<br />

<strong>and</strong> morning stars <strong>and</strong> was accordingly <strong>and</strong>rogynous in<br />

origin. Under Semitic influence, however, she became<br />

solely female, although retaining a trace <strong>of</strong> her original<br />

character by st<strong>and</strong>ing on equal footing with the male<br />

divinities. She represents the productive power <strong>of</strong> nature.<br />

She is also a moon goddess. Her symbol is the crescent<br />

moon with “horns” turned up.<br />

She is related to the devil Astoroth, some say<br />

that she is now this devil, others say that that Astoroth is<br />

her son/consort. Astoroth has also been associated with<br />

the Canaanite god <strong>of</strong> Thamudzi/Damuz.<br />

Alignment: N or LN<br />

Areas <strong>of</strong> Influence:Fertility, Magic<br />

Athena<br />

<strong>The</strong> Goddess <strong>of</strong> War <strong>and</strong> Wisdom sprang fully<br />

grown <strong>and</strong> armored from Zeus’, her father, head. She<br />

represents wisdom in matters <strong>of</strong> life <strong>and</strong> war.<br />

Her worshippers are normally generals fighting<br />

just causes. <strong>The</strong> witches <strong>of</strong> this sect are usually on good<br />

terms with those <strong>of</strong> Artemis. This witch is favored in the<br />

Craft <strong>of</strong> the Wise tradition because <strong>of</strong> Athena’s<br />

renowned wisdom. <strong>The</strong>y may choose the spear as their<br />

weapon.<br />

Alignment: LG<br />

Areas <strong>of</strong> Influence: War, Wisdom, Women<br />

Bast<br />

Bast is an ancient Goddess <strong>and</strong> the mistress <strong>of</strong><br />

all cats. Nearly every Find Familiar spell known invokes<br />

her name. <strong>Witches</strong> <strong>of</strong> Bast, few as they are, live a cat-like<br />

life style. <strong>The</strong>y prefer the comforts <strong>and</strong> leisure life that<br />

105<br />

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cats enjoy. <strong>The</strong>n spend long afternoons lying in the sun<br />

<strong>and</strong> enjoying the sensuous side <strong>of</strong> life. Regardless, do not<br />

confuse leisure with laziness. <strong>Witches</strong> <strong>of</strong> Bast are<br />

dedicated fighters <strong>of</strong> evil, in particular the workings <strong>of</strong><br />

the minions <strong>of</strong> Set. <strong>Witches</strong> <strong>of</strong> Bast may choose weapon<br />

mastry in one edged weapon at the loss <strong>of</strong> one feat.<br />

<strong>The</strong>y also gain a +1 to hit <strong>and</strong> damage when fighting<br />

snakes.<br />

Her consort is Aelurus, who appears as a<br />

tanned human male with a cat’s or lion’s head.<br />

Alignment: NG or N<br />

Areas <strong>of</strong> Influence: Cats, Good, Hunting<br />

Brigit Brigit, also known as Brigantia, Bridget, or<br />

Brigid, is the Celtic Goddess <strong>of</strong> the rivers <strong>and</strong> rural life.<br />

She is also the Goddess <strong>of</strong> Healing, Midwifery <strong>and</strong><br />

Wisdom. She was raised on the milk creature <strong>of</strong> the<br />

otherworld, a white, red-eared cow. Brigit is one <strong>of</strong> the<br />

great Triple Goddesses <strong>of</strong> the Celtic people. She<br />

appeared as Brigit to the Irish, Brigantia in Northern<br />

Engl<strong>and</strong>, Bride in Scotl<strong>and</strong>, <strong>and</strong> Brig<strong>and</strong>u in Brittany.<br />

Many legends are told about Brigit. Some say that there<br />

are three Brigits: one sister in charge <strong>of</strong> poetry <strong>and</strong><br />

inspiration who invented the Ogham alphabet, one in<br />

charge <strong>of</strong> healing <strong>and</strong> midwifery, <strong>and</strong> the third in charge<br />

<strong>of</strong> the hearth fire, smithies <strong>and</strong> other crafts. This actually<br />

indicates the separate aspects <strong>of</strong> her Threefold nature<br />

<strong>and</strong> is a neat division <strong>of</strong> labor for a hard-working<br />

Goddess. Indeed, various interpretations <strong>of</strong> her name<br />

exist including, “Bright Arrow,” “<strong>The</strong> Bright One,” “the<br />

Powerful One” <strong>and</strong> “<strong>The</strong> High One,” depending upon<br />

the region <strong>and</strong> the dialect.<br />

Her coven is known as the Daughters <strong>of</strong> the<br />

Flame. <strong>The</strong>se lawful good witches keep a holy flame<br />

burning at all times.<br />

Part <strong>of</strong> a trinity <strong>of</strong> Brigit (maiden) <strong>and</strong> Danu<br />

(mother), Morigann is the crone.<br />

Alignment: NG or LG<br />

Areas <strong>of</strong> Influence: Fire, Healing, Wisdom<br />

Cardea Often called the Roman Hecate, Cardea is the<br />

goddess <strong>of</strong> doors <strong>and</strong> the knowledge behind those doors.<br />

Cardea is a capricious Goddess, <strong>of</strong>ten requiring her<br />

witches to memorize a section <strong>of</strong> poetry or building a<br />

center <strong>of</strong> learning in exchange for Her gifts <strong>of</strong><br />

knowledge. Cardea is open to all who wish to seek her<br />

out, but she makes no guarantees that her knowledge will<br />

be helpful to the seeker.<br />

Alignment: CN or CG<br />

Areas <strong>of</strong> Influence: Knowledge, Paths, Wisdom<br />

Cerridwen<br />

Celtic Goddess <strong>of</strong> wisdom, intelligence, magic,<br />

divination <strong>and</strong> enchantment. She is the Goddess <strong>of</strong> the


<strong>Liber</strong> Mysterium: Covencraft<br />

cauldron. Popular among the Celtic Classical <strong>and</strong> Craft <strong>of</strong><br />

the Wise Traditions.<br />

Cerridwen’s cauldron has the power to return<br />

the dead to life.<br />

Alignment: N<br />

Areas <strong>of</strong> Influence: Intelligence, Magic, Wisdom<br />

Danu<br />

<strong>The</strong> Celtic Mother-goddess known as Danu to<br />

the Irish <strong>and</strong> Don to the Welsh (<strong>and</strong> simlar to the Greek<br />

Demeter below). <strong>The</strong> race <strong>of</strong> the Tuatha deDannan<br />

means “<strong>The</strong> Children <strong>of</strong> Danu”. She is also the mother <strong>of</strong><br />

many Irish Celtic gods Diancecht, Lir, Lugh, Oghma <strong>and</strong><br />

others. Dagda is alternately mentioned as her son or<br />

father. She is fierce protector <strong>of</strong> home <strong>and</strong> hearth.<br />

She is part <strong>of</strong> a trinity <strong>of</strong> Brigit (maiden), Danu<br />

(mother), <strong>and</strong> Morigann (crone).<br />

Alignment: N<br />

Areas <strong>of</strong> Influence: Earth, Feritlity, Nature<br />

Demeter<br />

Also known as Kore. <strong>The</strong> great Greek Earth<br />

Goddess. She is the Goddess <strong>of</strong> grain <strong>and</strong> <strong>of</strong> the harvest.<br />

Her witch cults are among the oldest known.<br />

Goes down to the underworld to retrive her<br />

daughter. During this time winter covers the l<strong>and</strong>.<br />

Origin <strong>of</strong> most <strong>of</strong> the “Descent <strong>of</strong> the Goddess” legends.<br />

Alignment: NG<br />

Areas <strong>of</strong> Influence: Earth, Fertility, Nature<br />

Diana Diana is the Roman Goddess <strong>of</strong> fertility, the<br />

hunt <strong>and</strong> forests. She is the roman equivalent <strong>of</strong> the<br />

Greek Goddess <strong>of</strong> Artemis. But unlike Artemis, the<br />

witches <strong>of</strong> Diana are not required to be chaste or<br />

celibate. In the celebration <strong>of</strong> Beletane the witch<br />

copulates with a druid priest in order to bring fertility<br />

back to the earth. Some have even become Tantric<br />

witches. Obviously these witches are on very good terms<br />

with Druids. <strong>The</strong>ir religious practices are very similar to<br />

Druids <strong>and</strong> to that Artemis.<br />

<strong>The</strong> covens <strong>of</strong> Diana are <strong>of</strong>ten very old <strong>and</strong><br />

very popular. <strong>The</strong> Amazon tradition is <strong>of</strong>ten known as<br />

the Cult <strong>of</strong> Diana because <strong>of</strong> their feverent devotion to<br />

the Goddess.<br />

Alignment: N or CG<br />

Areas <strong>of</strong> Influence: Hunting, Moon, Women<br />

Eir<br />

Eir is the Sc<strong>and</strong>inavian Goddess <strong>of</strong> Healing,<br />

<strong>and</strong> h<strong>and</strong>maiden <strong>of</strong> Frigg. No one is Her equal when it<br />

comes to healing. Her worshippers are all healers, either<br />

clerical or as herbal healers. Her clerics <strong>and</strong> witches must<br />

never pick up a weapon in anger or vengeance.<br />

She is depicted as been a slight woman with<br />

redish-blonde hair <strong>and</strong> blue eyes. Her arms are muscular.<br />

106<br />

She commonly wears blue <strong>and</strong> red. Fires always light her<br />

temples <strong>and</strong> covens, which are known as centers <strong>of</strong><br />

healing <strong>and</strong> succor. She is known for her patience.<br />

All her worshipers must take the healing <strong>and</strong><br />

pr<strong>of</strong>ession (herbalist) skills.<br />

Alignment: NG<br />

Areas <strong>of</strong> Influence: Healing, Peace<br />

Gaea<br />

Gaea (Gaia) is an Earth Goddess <strong>of</strong> Greek<br />

origin. It is she who is ultimately responsible for all life.<br />

It is claimed that she emerged from darkness <strong>and</strong> mated<br />

with Uranus (the Sky god) <strong>and</strong> bore the twelve titans.<br />

Alignment: N<br />

Areas <strong>of</strong> Influence: Earth, Fertility, Nature<br />

Hathor<br />

Egyptian fertility Goddess. She is the celestial<br />

cow who created the earth <strong>and</strong> the sun. As a cow<br />

goddess she ruled love, joy, merriment, music <strong>and</strong> dance.<br />

She nourished the living with her milk , suckling Pharaoh<br />

<strong>and</strong> all others. She is also known as the Goddess <strong>of</strong><br />

love, music, song, <strong>and</strong> pleasure. In this aspect She has<br />

many followers among Lorelei <strong>and</strong> Tantric witches. She<br />

was one <strong>of</strong> the Egyptian gods that help guide the dead to<br />

the other side.<br />

She is a Goddess that represents life, thus all<br />

her witches must be forces <strong>of</strong> life. While some celebrate<br />

life, like the Lorelei <strong>and</strong> Tantric witches, others actively<br />

pursue careers to destroy those that threaten or mock<br />

life, such as the followers <strong>of</strong> Set or undead.<br />

Alignment: CG<br />

Areas <strong>of</strong> Influence: Creation, Fertility, Life, Magic<br />

Hecate Hecate is, in Greek mythology, the Goddess <strong>of</strong><br />

darkness, <strong>and</strong> the daughter <strong>of</strong> the Titans Perses <strong>and</strong><br />

Asteria. Unlike Artemis, who represented the moonlight<br />

<strong>and</strong> splendor <strong>of</strong> the night, Hecate represented its<br />

darkness <strong>and</strong> its terrors. On moonless nights she was<br />

believed to roam the earth with a pack <strong>of</strong> ghostly,<br />

howling dogs. She was the Goddess <strong>of</strong> sorcery <strong>and</strong><br />

witchcraft <strong>and</strong> was especially worshiped by magicians<br />

<strong>and</strong> witches, who sacrificed black lambs <strong>and</strong> black dogs<br />

to her. As Goddess <strong>of</strong> the crossroads, Hecate <strong>and</strong> her<br />

pack <strong>of</strong> dogs were believed to haunt these remote spots,<br />

which seemed evil <strong>and</strong> ghostly places to travelers. In art<br />

Hecate is <strong>of</strong>ten represented with either three bodies or<br />

three heads <strong>and</strong> with serpents entwined about her neck.<br />

Of all the deities who have covens, Hecate’s<br />

covens are the most widespread <strong>and</strong> well known. Once a<br />

fairly benign Goddess in early Greek times, Hecate<br />

became the dread Greek-Roman Goddess <strong>of</strong> ghosts, a<br />

close confidante <strong>of</strong> Persephone <strong>and</strong> a patron <strong>of</strong> witches.<br />

<strong>The</strong> brutally wronged Hecuba <strong>of</strong> Troy was reincarnated<br />

as one <strong>of</strong> Hecate’s black dogs, which accompanied her<br />

on her night walks. When Hades kidnaped Persephone in


the later Greek myth, farseeing Hecate was the only one<br />

who witnessed it. Hecate was worshipped at three-way<br />

crossroads at night even by ordinary Greek families <strong>and</strong><br />

could ward <strong>of</strong>f ghosts if properly propitiated. But<br />

Romans also believed She had more sinister worshippers;<br />

the witches <strong>and</strong> sorceresses who could coerce even the<br />

gods to do their will.<br />

Alignment: LE or LN<br />

Areas <strong>of</strong> Influence: Ghosts, Magic, Moon, <strong>The</strong><br />

Crossroads<br />

Hel One side <strong>of</strong> Hel’s face was that <strong>of</strong> a beautiful<br />

woman. <strong>The</strong> other half was that <strong>of</strong> a rotting corpse,<br />

green <strong>and</strong> black, or <strong>of</strong> a skull. She ruled the realm <strong>of</strong><br />

Niflheim, a huge black canyon in icy mountains, where<br />

those who did not die gloriously in battle went when<br />

their span <strong>of</strong> life was up. Niflheim was not burning but<br />

icy cold, filled with sleet, icy slush, cold mud <strong>and</strong> snow.<br />

Garm, the horrible hound whose breast was splattered<br />

with the blood <strong>of</strong> the dead, guarded the entrance. Her<br />

hall was called Damp-With-Sleet. Her plate was Hunger,<br />

Her knife Famine; Her two servants were both called<br />

Slow-Moving. Her bed was Sick-Bed, the stone at the<br />

entrance to her hall Drop-to-Destruction. So the Vikings<br />

described Her <strong>and</strong> Her home. Though the Vikings<br />

regarded her with horror, the common people<br />

worshipped her.<br />

Alignment: NE<br />

Areas <strong>of</strong> Influence: Death, Destruction, Evil<br />

Hestia Hestia is one <strong>of</strong> the Grecian hearth goddesses.<br />

<strong>The</strong> Romans later called her Vesta. Hestia was said to<br />

preside over all sacrifices. One <strong>of</strong> the prohibitions was<br />

that should her fire ever go it, it could not be rekindled<br />

by an ordinary fire but only by the sun’s rays or by the<br />

friction <strong>of</strong> two pieces <strong>of</strong> wood. As Vesta, the leaders <strong>of</strong><br />

her cult were the Vestal Virgins (these were six girls from<br />

ages six to ten) who entered her college <strong>and</strong> stayed there<br />

for thirty years. Those breaking their vow <strong>of</strong> chastity<br />

were whipped to death or entombed. Her witches will be<br />

the older women who have completed their temple<br />

service.<br />

She is part <strong>of</strong> a trinity <strong>of</strong> Artemis (maiden),<br />

Hestia (mother), <strong>and</strong> Hecate (crone).<br />

Alignment: LG<br />

Areas <strong>of</strong> Influence: Hearth, Healing, Home<br />

Holda Holda, or Frau Holt, is the Goddess <strong>of</strong><br />

Teutonic witches <strong>and</strong> Hags. She is seen as both a caring<br />

mother <strong>and</strong> a frightening hag—a witch that calms<br />

children’s fears or eats them. <strong>The</strong>se polar opposites are<br />

common in many <strong>of</strong> the guises <strong>of</strong> the Goddess. Classic<br />

witches typically honor her “good” side <strong>and</strong> Hags her<br />

“evil” one. Holda is <strong>of</strong>ten depicted as riding a broom or<br />

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a giant flying goose. She can appear as a kindly old<br />

mother, a small child wearing all white or a viscous haglike<br />

monster. She is the goddess <strong>of</strong> spinning, vegetation<br />

<strong>and</strong> children. She is also a fertility goddess <strong>and</strong> her<br />

consort is known as the Wood Man.<br />

<strong>The</strong> Oskorei, or the Furious Horde, a legion <strong>of</strong><br />

fallen heroes <strong>and</strong> others, who have died before their<br />

time, similar to the Wild Hunt <strong>of</strong> the Celts or the<br />

Valkeries <strong>of</strong> the Norse, follow her on her nightly rides.<br />

It is also believed that Frau Holt is the model<br />

for the children’s storybook character “Mother Goose”.<br />

Alignment: CG or CE<br />

Areas <strong>of</strong> Influence: Night, Mysteries, <strong>Witches</strong> <strong>and</strong> Hags<br />

Ishtar Ishtar <strong>of</strong> the Babylonians, <strong>and</strong> alternately<br />

Inanna <strong>of</strong> the Sumerians, represent the duality approach<br />

to the female deity, both are to be considered Nature<br />

deities; that is, human nature. Both are the chief<br />

goddesses <strong>of</strong> their pathos, both are the goddesses <strong>of</strong><br />

love, <strong>and</strong> therefore sexuality. Also both are the<br />

goddesses <strong>of</strong> War, <strong>and</strong> therefore violence. <strong>The</strong>ir witches<br />

tend to have mercurial, almost chaotic personalities.<br />

Covens tend to be very ancient <strong>and</strong> set in their ways.<br />

Rituals will usually be consisted <strong>of</strong> old, lengthy litanies<br />

<strong>and</strong> sacrifices. Ishtar’s witches are also as likely to pick<br />

up a weapon, as they are to use magic.<br />

Alignment: CN<br />

Areas <strong>of</strong> Influence: Love, Nature, War<br />

Isis<br />

Covens <strong>of</strong> Isis are old <strong>and</strong> represent ancient powers <strong>of</strong><br />

the universe. <strong>The</strong>se witches are in tune with the<br />

fundamental powers <strong>and</strong> forces <strong>of</strong> the universe. Isis’<br />

name is called in rights <strong>of</strong> fertility. She is also the patron<br />

Goddess <strong>of</strong> Magic. <strong>The</strong>re is much rivalry between<br />

Hecate <strong>and</strong> Isis in this category. All <strong>of</strong> Isis’ covens are<br />

the paramount <strong>of</strong> good. Isis is also a feminine ideal.<br />

With Osiris, Isis <strong>and</strong> Horus (the divine child) made up a<br />

Holy Trinity. She is the Goddess <strong>of</strong> marriage,<br />

motherhood, fertility, magic, healing, reincarnation <strong>and</strong><br />

divination, to name but a few. Isis is the patroness <strong>of</strong><br />

priestesses. One myth has Isis poisoning the Sun God<br />

Ra, <strong>of</strong>fering to save him only if he would reveal his secret<br />

name. At last, at the brink <strong>of</strong> destruction, Ra gives Isis<br />

his heart, with the secret name it held, <strong>and</strong> his two eyes<br />

(the Sun <strong>and</strong> the Moon). Isis quells the poison <strong>and</strong> ends<br />

up with Ra’s supreme power. In time the great Eye was<br />

passed along to her son Horus. Proclus mentions a<br />

statue <strong>of</strong> her which bore the inscription “I am that which<br />

is, has been <strong>and</strong> shall be. My veil no one has lifted”.<br />

Hence, to lift the veil <strong>of</strong> Isis is to pierce the heart <strong>of</strong> a<br />

great mystery.<br />

Alignment: NG or LG<br />

Areas <strong>of</strong> Influence: Healing, Magic, Women


<strong>Liber</strong> Mysterium: Covencraft<br />

Kali<br />

Kali is the supreme Dark Goddesses. It has<br />

been claimed that Her name is derived from the Hindu<br />

word for Time, yet also means, “black”. She is also called<br />

Durga.<br />

Her very appearance is meant to terrify. She is<br />

black <strong>and</strong> emaciated, with fangs <strong>and</strong> claws. She wears a<br />

girdle <strong>of</strong> severed arms, a necklace <strong>of</strong> skulls or severed<br />

heads, earrings <strong>of</strong> children’s corpses, cobras as bracelets<br />

or garl<strong>and</strong>s. Her mouth is smeared with blood.<br />

Often She is shown st<strong>and</strong>ing or dancing on the<br />

corpse <strong>of</strong> the god Shiva; here, She feasts on his<br />

intestines.<br />

Yet even Kali is<br />

not always dark. She also is<br />

a loving mother, <strong>and</strong><br />

especially in that aspect is<br />

worshipped by millions <strong>of</strong><br />

Hindus <strong>and</strong> her witches.<br />

Her witches also<br />

see Kali as an Earth-Fertility<br />

Goddess, is thus worshiped<br />

by many Tantric witches.<br />

<strong>The</strong>re are many parallels<br />

between the witch’s view <strong>of</strong><br />

Kali <strong>and</strong> that <strong>of</strong> Ishtar.<br />

Kali’s regular priests<br />

(Thuggee) see her as the<br />

destroyer <strong>and</strong> a Goddess <strong>of</strong><br />

death. Her witches,<br />

however, view Kali as the<br />

Force <strong>of</strong> Nature, a mother<br />

who can give life <strong>and</strong> take it<br />

away. <strong>Witches</strong> <strong>of</strong> Kali<br />

generally have several<br />

Thuggee males in their<br />

covens as their strong arms.<br />

Slaves are kept <strong>and</strong> human<br />

sacrifice is common. Kali’s<br />

holiest nights are on the<br />

new moon <strong>and</strong> Wednesdays.<br />

Alignment: CE<br />

Areas <strong>of</strong> Influence: Death,<br />

Destruction, Fertility<br />

Lilith<br />

Lilith is many things, first woman, wife, mother<br />

<strong>of</strong> demons, consort to men, demons, devils <strong>and</strong> gods,<br />

witch, demon <strong>and</strong> Goddess.<br />

Lilith was the first wife <strong>of</strong> Adam, the first man.<br />

Adam <strong>and</strong> Lilith never found peace together, for when<br />

he wished to lie with her, she took <strong>of</strong>fence at the<br />

recumbent position he dem<strong>and</strong>ed. “Why must I lie<br />

beneath you?” she asked. “I also was made from dust,<br />

<strong>and</strong> am therefore your equal”. She became proud <strong>and</strong><br />

refused to lie beneath him during intercourse. This<br />

108<br />

violated the comm<strong>and</strong> to be fruitful <strong>and</strong> multiply, since<br />

she was not being impregnated. Some traditions hold that<br />

she was impregnated <strong>and</strong> bore demons from him. Others<br />

claim She had two daughters with Adam. Naamah <strong>and</strong><br />

Tubal are referred to as Cain’s sisters. Naamah is the<br />

mother <strong>of</strong> many devils. He pushed the issue <strong>of</strong> her<br />

submission, <strong>and</strong> she uttered the Holy Name <strong>of</strong> God <strong>and</strong><br />

flew away.<br />

It is said that soon after Lilith left Adam he<br />

stood in prayer before his creator <strong>and</strong> said: “God <strong>of</strong> the<br />

World, the woman that you gave me has run away from<br />

me”. God tried to force her to return to Adam <strong>and</strong> sent<br />

therefore the death-angel Azrafil to her in the desert at<br />

the Red Sea, where she dwelled<br />

with the djinns, giving birth to<br />

countless demons. <strong>The</strong>n God<br />

dispatched the three angels,<br />

Sanvai, Sansanvai, <strong>and</strong><br />

Semangel<strong>of</strong> to bring her back.<br />

<strong>The</strong>y caught up with her in the<br />

desert near the Red Sea, a<br />

region abounding in lascivious<br />

demons, to which she bore<br />

Lilim at the rate <strong>of</strong> more than<br />

one hundred a day. “Return to<br />

Adam without delay,” the<br />

angels said, “or we will drown<br />

you!” Lilith asked: “How can I<br />

return to Adam <strong>and</strong> be his<br />

woman, after my stay beside<br />

the Red Sea?” “It would be<br />

death to refuse!” they<br />

answered. “How can I die,”<br />

Lilith asked again, “when God<br />

has ordered me to take charge<br />

<strong>of</strong> all newborn children: boys<br />

up to the eighth day <strong>of</strong> life,<br />

that <strong>of</strong> circumcision; girls up to<br />

the twentieth day?<br />

Nevertheless,” she said, “I<br />

swear to you in the name <strong>of</strong><br />

God who is living <strong>and</strong> exists,<br />

that if ever I see your three<br />

names or likenesses displayed<br />

in an amulet above a newborn<br />

child, I promise to spare it”.<br />

To this day they agreed; however, God punished Lilith by<br />

making one hundred <strong>of</strong> her demon children perish daily,<br />

<strong>and</strong> if Lilith could not destroy a human infant, because <strong>of</strong><br />

the angelic amulet, she would spitefully turn against her<br />

own. As late as the 18 th century, mothers <strong>and</strong> children<br />

across many cultures took advantage <strong>of</strong> the protection<br />

<strong>of</strong>fered by these amulets. Charms <strong>and</strong> rituals<br />

accompanied the use <strong>of</strong> the amulets, protecting mothers<br />

<strong>and</strong> infants from the retribution <strong>of</strong> Lilith. Baby girls were<br />

considered vulnerable in their first three weeks <strong>of</strong> life.<br />

Boys, on the other h<strong>and</strong>, were believed to be vulnerable


for longer periods <strong>of</strong> time. Any boy under the age <strong>of</strong><br />

eight was possible prey.<br />

Alignment: CE<br />

Areas <strong>of</strong> Influence: Evil, Moon, Women<br />

Lovitar Of the Finnish, “the people who ran from the<br />

woods,” few Goddesses are as evil <strong>and</strong> sadistic as<br />

Lovitar, Maiden <strong>of</strong> Pain. <strong>Witches</strong> <strong>of</strong> Lovitar dispense<br />

pain to all <strong>of</strong> their enemies. Typical garb is white <strong>and</strong> all<br />

kinds <strong>of</strong> daggers are allowed as weapons. Her coven<br />

spells deal primarily with pain <strong>and</strong> cold.<br />

Alignment: NE<br />

Areas <strong>of</strong> Influence: Cold, Evil, Pain<br />

Mabd <strong>The</strong> Queen <strong>of</strong> the Sidhe. Mabd is the<br />

prototypical elven Goddess <strong>of</strong> Celtic lore. Her high time<br />

is the Summer Solstice. She is also known as Mab, Meave<br />

<strong>and</strong> to the Briton Celts, Titania. She is a mercurial<br />

Goddess that reflects the nature <strong>of</strong> the forest; life giving<br />

to some, deadly to others.<br />

<strong>Witches</strong> <strong>of</strong> the Faerie Tradition honor Mabd<br />

<strong>and</strong> many <strong>of</strong> the Classical Traditions also pay her<br />

alligence.<br />

Alignment: CG or CN<br />

Areas <strong>of</strong> Influence: Elves (Sidhe), Mysteries<br />

Morigann<br />

<strong>The</strong> Raven, the Celtic goddess <strong>of</strong> war. Known<br />

as <strong>The</strong> Morigann, Morigan, Macha <strong>and</strong> Morigu. She is<br />

the Goddess <strong>of</strong> war, battle <strong>and</strong> death, but not evil.<br />

Part <strong>of</strong> a trinity <strong>of</strong> Brigit (maiden) <strong>and</strong> Danu<br />

(mother), Morigann is the crone.<br />

Alignment: CN or CE<br />

Areas <strong>of</strong> Influence: Chaos, War<br />

Rhiannon<br />

This Welsh Goddess is well known for her<br />

appearance in the Mabinagion. In penance for a crime<br />

that she did not commit, she sat for seven years outside<br />

Pwyll’s palace <strong>and</strong> <strong>of</strong>fered to carry any visitor on her<br />

back like a horse. <strong>The</strong> singing <strong>of</strong> her three magic birds<br />

could be heard over the sea, could wake the dead <strong>and</strong><br />

could lull the living to sleep. She was also identified with<br />

Epona (a horse cult). <strong>The</strong> Roman Calvary favored<br />

Epona <strong>and</strong> her shrines were covered with roses.<br />

Alignment: CG<br />

Areas <strong>of</strong> Influence: Horses, Fertility, Women<br />

Tiamat<br />

Tiamat is the great creation Goddess <strong>of</strong> water<br />

<strong>and</strong> chaos to the Sumerians. She gave birth to all <strong>of</strong> the<br />

Sumerian (Babylonian) gods <strong>and</strong> ruled them all, until the<br />

god Marduk defeated her. He used Her body to create<br />

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the sky <strong>and</strong> earth. She was described as a great dragon or<br />

a being <strong>of</strong> chaos. Like so many other destructive<br />

Goddesses, Tiamat is a Goddess <strong>of</strong> creation. It is<br />

believed by the Sumerians that she created the world. In<br />

Babylonian myths, Tiamat is a huge, bloated female<br />

dragon that personifies the saltwater ocean, the water <strong>of</strong><br />

Chaos. She is also the primordial mother <strong>of</strong> all that<br />

exists, including the gods themselves.<br />

<strong>The</strong> Cult <strong>of</strong> Tiamat is extremely far reaching.<br />

<strong>The</strong> primary duties <strong>of</strong> her witches are to venerate Tiamat<br />

<strong>and</strong> destruction in any way they can <strong>and</strong> to spread the<br />

word <strong>of</strong> the cult. Often “spreading the word” implies<br />

r<strong>and</strong>om acts <strong>of</strong> violence <strong>and</strong> attributing them to Tiamat<br />

herself. It is her capacity as the dark Goddess <strong>of</strong> chaos<br />

<strong>and</strong> creation that attracts so many witches to her cult.<br />

Her witches tend to belong to the Malific or<br />

dark Tantric Traditions.<br />

Alignment: CE<br />

Areas <strong>of</strong> Influence: Chaos, Creation, Dragons, Water<br />

Tlazolteol<br />

Aztec witches who worship Tlazolteol, the<br />

Goddess <strong>of</strong> vice, are <strong>of</strong>ten tantric or malefic witches.<br />

<strong>The</strong>y spend a great amount <strong>of</strong> time on their appearance<br />

<strong>and</strong> try to look as desirable as possible. Once they have<br />

someone alone they will attempt to corrupt or kill them.<br />

Most prefer to corrupt others. Bards speak <strong>of</strong> a<br />

particularly successful witch <strong>of</strong> Tlazolteol who had been<br />

in the bedrooms <strong>of</strong> many <strong>of</strong> a particular country’s<br />

politicians. Single h<strong>and</strong>edly she had nearly toppled the<br />

government through jealousy <strong>and</strong> deceit.<br />

Tlazoteol is also seen as a necessary evil. She<br />

takes in filth <strong>and</strong> sin so it may be disposed <strong>of</strong>. It is this<br />

aspect that she is most <strong>of</strong>ten worshipped <strong>and</strong> served by<br />

her witches. Confessing ones sins to her or to her<br />

witches, one would be purified <strong>of</strong> those sins. Mothers in<br />

childbirth <strong>of</strong>ten called on her aid. Her witches, learned in<br />

all manners sexual, are also skilled midwives <strong>and</strong><br />

nursemaids, after all birth is a natural consequence <strong>of</strong><br />

sex. Her witches are believed to be adulterous <strong>and</strong><br />

women born under her sign (<strong>The</strong> Ocelot) were believed<br />

to become her witches.<br />

She is seen as lustful maiden, mother or<br />

priestess <strong>and</strong> crone, devourer <strong>of</strong> youth, depending on her<br />

mood. She is always depicted nude in all <strong>of</strong> her aspects,<br />

as the Mother she is seen having just given birth. She<br />

wears a gold <strong>and</strong> turquoise necklace <strong>and</strong> her temples are<br />

<strong>and</strong>orned with gold bells. Of note she is also sometimes<br />

depicted as wearing a conical “witch’s” hat.<br />

Alignment: CE or CN<br />

Areas <strong>of</strong> Influence: Chaos, Feritilty, Trickery, Vice<br />

Name <strong>of</strong> the God<br />

It is no secret that much <strong>of</strong> witchcraft is<br />

“Goddess focused”, there is though a God as well.<br />

Though he might get a secondary placement in some


<strong>Liber</strong> Mysterium: Covencraft<br />

Traditions <strong>and</strong> ignored altogether in others, He is to<br />

most witches equally important.<br />

Listed here are various Gods. Included in each<br />

listing are a description <strong>of</strong> that God, likely alignments<br />

<strong>and</strong> Domains as well as the Goddess they are consort to.<br />

Apollo<br />

God <strong>of</strong> light, prophecy, music <strong>and</strong> the sun. He<br />

is twin brother to Artemis. <strong>Witches</strong> that honor him are<br />

given the gift <strong>of</strong> prophecy.<br />

Alignment: CG<br />

Areas <strong>of</strong> Influence: Good, Light, Music, Sun<br />

Consort to: Artemis<br />

Cernunnos<br />

Horned God <strong>of</strong> the Celts, master <strong>of</strong> the Hunt<br />

<strong>and</strong> Summer, Cernunnos is prototypical <strong>of</strong> the witch<br />

Gods. He is known as the Summer Lord <strong>and</strong> the Horned<br />

One.<br />

He is also a fertility God, in this case male<br />

fertility. His horn crested head symbolizes masculine<br />

power<br />

Alignment: N<br />

Areas <strong>of</strong> Influence: Fertility, Harvest, Hunting, Summer<br />

Consort to: Danu<br />

Dagda<br />

Earth <strong>and</strong> father God to the ancient Celts. He<br />

stirs the cauldron <strong>of</strong> creation. He mates with the<br />

Morrigan once per year, but shares his cauldron with<br />

Cerridwen.<br />

Alignment: LN<br />

Areas <strong>of</strong> Influence: Earth, Life <strong>and</strong> Death<br />

Consort to: Cerridwen or the Morrigan<br />

Dionysius<br />

<strong>The</strong> God <strong>of</strong> wine in both it’s meanings. He is<br />

the God <strong>of</strong> abundance <strong>and</strong> religious ecstasy. He is also<br />

the God <strong>of</strong> drunken revelries, debauchery <strong>and</strong> madness.<br />

Nymphs <strong>and</strong> satyrs always accompany his followers,<br />

called the Maenads or Mad Ones.<br />

Osiris<br />

<strong>The</strong> Egyptian God <strong>of</strong> Life, Death <strong>and</strong> Rebirth.<br />

He began as a God <strong>of</strong> the harvest, in particular corn. He<br />

is Brother to Set <strong>and</strong> Isis <strong>and</strong> husb<strong>and</strong> to Isis. Set killed<br />

Osiris <strong>and</strong> cast away his dismembered body. Isis reunited<br />

his body parts <strong>and</strong> brought him back to life. He then<br />

became lord <strong>of</strong> the dead. He is also the God <strong>of</strong> the Nile<br />

<strong>and</strong> Law.<br />

Alignment: LG<br />

Areas <strong>of</strong> Influence: Godd, Earth, Knowledge, Life <strong>and</strong><br />

Death<br />

Consort to: Isis<br />

110<br />

Other Patrons<br />

<strong>Witches</strong> are not limited in the patrons they may<br />

seek. While most witches will have some form <strong>of</strong> the<br />

Goddess <strong>and</strong> God (or just Goddess) as their patron,<br />

others can choose other paths. Powerful spirits, local<br />

gods or even demonic patrons are not unknown.<br />

Spirits Voodoo witches work with the Loa, or spirits.<br />

Animistic witces or shamans may invoke the spirits <strong>of</strong><br />

nature, animals or plants. Family witches <strong>of</strong>ten call upon<br />

the spirits <strong>of</strong> departed family members <strong>and</strong> ancestors to<br />

aid them in times <strong>of</strong> great need.<br />

Spirits may come in a variety <strong>of</strong> shapes sizes<br />

<strong>and</strong> power. Some, like the voodoo Loa can be as<br />

powerful as gods in their own right. Family <strong>and</strong> ancestral<br />

spirits might be comparatively week, except under certain<br />

circumstances. Nature spirits have power proportional to<br />

the aspect <strong>of</strong> nature they represent.<br />

As with the Goddesses <strong>and</strong> Gods, GM are<br />

encouraged to use whatever spirits make sense for their<br />

world.<br />

Demons, Devils, <strong>and</strong> Fiends<br />

While not gods, the foul things that reside in<br />

the infernal planes are powerful <strong>and</strong> immortal, <strong>and</strong> they<br />

wish to control this realm as well as their own. To this<br />

end, demons, devils <strong>and</strong> other fiends try to attract the<br />

young <strong>and</strong> entice them to become their followers. <strong>The</strong><br />

fiends look for consorts <strong>and</strong> worshipers among the<br />

humans. Some humans seek out the beings from the<br />

Lower Planes for power over their brethren.<br />

Devils are most likely to have worshippers<br />

among the short-lived mortal races; the belief being their<br />

lives are short <strong>and</strong> they have to gain power quickly.<br />

Demons tend to attract non-human or even some<br />

humanoid types. Not due to any perceptions <strong>of</strong> power,<br />

demons tend to be more alien in terms that the<br />

humanoid races can underst<strong>and</strong>.<br />

While there are those that do worship <strong>and</strong> serve<br />

these creatures that are witches, most are just common<br />

people who wish to rise up from their lot in life <strong>and</strong> see<br />

the power <strong>of</strong> evil as a shortcut. To make matters more<br />

confusing, warlocks actively seek demonic patrons for<br />

their powers <strong>and</strong> some diabolic <strong>and</strong> demonic cultists call<br />

themselves “witches” even when they have nothing to do<br />

with witchcraft. To add to the witch’s misery when a<br />

new religion moves into an area they <strong>of</strong>ten demonize the<br />

indigenous <strong>and</strong> pagan beliefs. So a Goddess worshiped<br />

by witches for thous<strong>and</strong>s <strong>of</strong> years might suddenly<br />

become a demon or devil in the eyes <strong>of</strong> the new religion,<br />

as was the case with the Goddess Astartë <strong>and</strong> the devil<br />

Astaroth.


Chapter VI: Magic<br />

“Magic is the Highest, most Absolute, <strong>and</strong> most Divine Knowledge<br />

<strong>of</strong> Natural Philosophy, advanced in its works <strong>and</strong> wonderful<br />

operations by a right underst<strong>and</strong>ing <strong>of</strong> the inward <strong>and</strong> occult virtue<br />

<strong>of</strong> things; so that true Agents being applied to proper Patients,<br />

strange <strong>and</strong> admirable effects will thereby be produced. Whence<br />

magicians are pr<strong>of</strong>ound <strong>and</strong> diligent searchers into Nature; they,<br />

because <strong>of</strong> their skill, know how to anticipate an effect, the which to<br />

the vulgar shall seem to be a miracle”.<br />

MAGICK is for ALL!<br />

<strong>The</strong> Goetia <strong>of</strong> the Lemegeton<br />

<strong>of</strong> King Solomon<br />

(<strong>The</strong> Lesser Key <strong>of</strong> Solomon).<br />

Aleister Crowley<br />

Magick in <strong>The</strong>ory <strong>and</strong> Practice<br />

M<br />

agic is the lifeblood <strong>of</strong> all witches.<br />

Manipulating the forces <strong>of</strong> arcane <strong>and</strong><br />

divine magic is what sets the witch apart<br />

from other mortals, even other spellcasters.<br />

To a witch, magic is everywhere <strong>and</strong> in everything. To<br />

many witches, magic is <strong>of</strong>ten the same word as life. In<br />

the witch’s mind magic is not simply a way <strong>of</strong> attaining<br />

practical ends, it may also involve at least a partial<br />

symbolic recognition <strong>of</strong> her spiritual worldview <strong>and</strong> <strong>of</strong><br />

her Goddess <strong>and</strong> beliefs. In this respect magic <strong>of</strong>ten<br />

merges with religion, <strong>and</strong> indeed the line between the<br />

two is frequently blurred. While a priest <strong>and</strong> wizard view<br />

magic <strong>and</strong> religion as distinct, the witch sees no such<br />

differences.. Without magic, a witch is no different than<br />

the cowan or mundane people around her.<br />

<strong>The</strong> theoretical foundation for most magical<br />

practices is a belief in correspondences, or hidden<br />

relationships among entities within the universe<br />

especially between human beings <strong>and</strong> the external world.<br />

According to this view, the application <strong>of</strong> the right<br />

colors, objects, sounds, or gestures in a given context can<br />

bring about the desired result. <strong>The</strong> theory <strong>of</strong><br />

correspondences affirms the power <strong>of</strong> thought to confer<br />

reality on products <strong>of</strong> the imagination, particularly when<br />

these thoughts are expressed through significant<br />

symbols.<br />

A distinction can also be drawn between white<br />

<strong>and</strong> black magic: White magic is employed for benign<br />

ends or for personal discovery, <strong>and</strong> black magic is used<br />

to harm others. <strong>The</strong> majority <strong>of</strong> the magic the witch<br />

employs then can best be described as gray.<br />

Many witches believe that they can cast any<br />

type <strong>of</strong> magic regardless <strong>of</strong> alignment. Magic itself is<br />

111<br />

<strong>Liber</strong> Mysterium: Magic<br />

neither good nor evil, any more than the wind <strong>and</strong> rain<br />

are good or evil. However witches also believe in the<br />

“Rule <strong>of</strong> Three” that what ever they send out into the<br />

world will come back to them threefold. <strong>The</strong>refore,<br />

good witches tend not to cast what is commonly called<br />

“Black magic”. Evil witches are very likely to use White<br />

or Gray magic when it benefits them.<br />

Magical <strong>The</strong>ory <strong>and</strong> Thought<br />

<strong>Witches</strong> view magic a bit differently than other<br />

spellcasters. Most see a division between Arcane<br />

(wizard) <strong>and</strong> Divine (priestly) magic. While these<br />

divisions are academic to most everyone else, to the<br />

spellcasters they define how they see reality. To the<br />

witch Arcane <strong>and</strong> Divine are only facets <strong>of</strong> the totality <strong>of</strong><br />

magic.<br />

As described above, magic is the lifeblood <strong>of</strong> all<br />

witches regardless <strong>of</strong> alignment, coven or tradition.<br />

<strong>Witches</strong> create magic for the same reasons that bards<br />

create songs; as a natural outlet for their own creativity.<br />

To a witch discussing magic as thing separate from the<br />

world or as “supernatural” is as absurd as discussing<br />

water or air as something separate from the world.<br />

Every witch has a particular feel or form to her<br />

magic. While magic can be altered by her coven or<br />

tradition, each witch’s personal casting is unique. Thus it<br />

becomes possible to determine which witch has worked<br />

what magic by her tell-tale signs. In order to determine<br />

the witch that cast a particular spell the character would<br />

need at least the Spellcraft or Knowledge (Witchcraft) skill <strong>and</strong><br />

familiarity with that witch’s magic in the past.


<strong>Liber</strong> Mysterium: Magic<br />

Magical Correspondences<br />

<strong>Witches</strong> believe in the notion <strong>of</strong> magical<br />

correspondences, that reality can be effected by magic that is<br />

related to other object. This magic can be Homeopathic,<br />

Sympathetic or Contagious. Thus the use <strong>of</strong> spell<br />

components is extremely important to the witch.<br />

<strong>Witches</strong> distinguish three types <strong>of</strong> magical<br />

practice.<br />

Homeopathic Magic uses small portions <strong>of</strong><br />

something to effect the whole. For example when a<br />

witch creates a control doll she will use a bit <strong>of</strong> hair <strong>of</strong><br />

the person she is trying to control.<br />

Sympathetic Magic, or symbolic magic, is<br />

based on the symbolism used. So when a witch casts<br />

Drowsiness she uses rose petals or s<strong>and</strong> because <strong>of</strong> their<br />

symbolism to sleep.<br />

Contagious Magic effects something because<br />

<strong>of</strong> its relationship to a magically charged object. <strong>The</strong><br />

most common magically charged object the witch has is<br />

her athame. <strong>The</strong> spell is cast through the athame <strong>and</strong> the<br />

athame then directs the spell.<br />

Some magic uses all three. For example: a<br />

control doll is created with homeopathic magic. Needles<br />

stuck into it to affect someone else are sympathetic<br />

magic, <strong>and</strong> casting a spell on the doll to affect another is<br />

contagious magic.<br />

<strong>The</strong> Thaumaturgic Triangle View<br />

Some witches view magic as a Thaumaturgic<br />

Triangle, with Arcane magic on the left lowest corner,<br />

Divine at the right lowest corner <strong>and</strong> Witchcraft at the<br />

top. Of course it should be noted that Wizards <strong>and</strong><br />

Clerics view it quite differently.<br />

Witchcraft is defined as the blend <strong>of</strong> both Arcane<br />

<strong>and</strong> Divine magic, but it is also separate from these<br />

magical styles.<br />

Witchcraft<br />

Divine Arcane<br />

Fig. 6.1 Thaumaturgic Triangle View<br />

112<br />

<strong>The</strong> Pentagram View<br />

Most witches do not subscribe to the<br />

Thaumaturgic Triangle view. <strong>The</strong> see it as a compromise<br />

to other spellcasters. Plus it leaves out the very magic it<br />

was named for, Thaumaturgy. Most witches view magic<br />

from the Pentagram or Gr<strong>and</strong> Elemental view.<br />

<strong>The</strong>y divide magic in to five distinct camps <strong>and</strong><br />

associate an element to each magical camp.<br />

Thaumaturgy or Low Magic is the magical style<br />

practiced by Hedge Wizards, Hedge <strong>Witches</strong>, Shamans or<br />

Adepts. Thaumaturgic magic depends heavily on rotes,<br />

sympathetic magic or divine influence. <strong>Witches</strong> believe<br />

that even some druid magic can fall into this category.<br />

Its associated element is Earth.<br />

Sorcery or Natural Magic is the magical style<br />

practiced by Dragons, Sorcerers <strong>and</strong> some other naturally<br />

magic races such as the faerie <strong>and</strong> elementals. Fiends <strong>and</strong><br />

Celestials, while naturally magic derive their source from<br />

the Divine. Unlike Thaumaturgy, Natural Magic flows<br />

from within, which makes it more like arcane magic. But<br />

unlike Arcane, Natural Magic is not learned; it is a natural<br />

part <strong>of</strong> spellcaster.<br />

Its associated element is Water.<br />

Divine, or Clerical Magic is magic that comes<br />

from the gods, other planes or strong beliefs. <strong>The</strong> source<br />

<strong>of</strong> this magic is always outside <strong>of</strong> the spellcaster, which<br />

makes it very different than Natural Magic. Unlike<br />

Natural Magic <strong>and</strong> Thaumaturgy, Divine magic requires<br />

neither skill nor practice, only faith. <strong>The</strong> spellcaster can<br />

improve her casting styles or effects, but not the source<br />

or nature <strong>of</strong> the magic.<br />

Its associated element is Air.<br />

Divine<br />

Sorcery<br />

Fig. 6.2 Pentagram View<br />

Witchcraft<br />

Arcane<br />

Thaumaturgy<br />

Arcane Magic or Wizardry is magic that comes<br />

from the learning <strong>of</strong> great secrets. Arcane magic must be<br />

studied <strong>and</strong> certain formulas must be followed, like<br />

Thaumaturgy. This puts it at odds with Natural Magic,<br />

but like Natural Magic, the magic comes from the skill <strong>of</strong><br />

the spellcaster to harness the power <strong>of</strong> magic.


Its associated element is Fire.<br />

Witchcraft is the combination <strong>of</strong> these magical<br />

views. Like thaumaturgy <strong>and</strong> arcane magic the witch<br />

must practice various rotes <strong>and</strong> formulas to activate <strong>and</strong><br />

shape her magic. Witchcraft is also Divine because to<br />

power <strong>of</strong> this magic comes from the Patron.<br />

Its associated element is pure magical Essence.<br />

Regardless <strong>of</strong> how the witch may view her<br />

magic, she does know that her style <strong>of</strong> magic is part <strong>of</strong><br />

the greater whole <strong>of</strong> all magic. Witchcraft is subject to<br />

the same rules <strong>and</strong> laws that govern all magic.<br />

Magic Circles<br />

Having chosen a place for preparing <strong>and</strong> constructing the Circle,<br />

<strong>and</strong> all things necessary being prepared for the perfection <strong>of</strong> the<br />

Operations, take thou the Sickle or Scimitar <strong>of</strong> Art <strong>and</strong> stick it<br />

into the centre <strong>of</strong> the place where the Circle is to be made; then take<br />

a cord <strong>of</strong> nine feet in length, fasten one end there<strong>of</strong> unto the Sickle<br />

<strong>and</strong> with the other end trace out the circumference <strong>of</strong> the Circle,<br />

which may be marked either with the Sword or with the Knife with<br />

the Black hilt. <strong>The</strong>n within the Circle mark out four regions,<br />

namely, towards the East, West, South, <strong>and</strong> North, wherein place<br />

Symbols; <strong>and</strong> beyond the limits <strong>of</strong> this Circle describe with the<br />

Consecrated Knife or Sword another Circle, but leaving an open<br />

space therein towards the North whereby thou mayest enter <strong>and</strong><br />

depart beyond the Circle <strong>of</strong> Art. Beyond this again thou shalt<br />

describe another Circle at a foot distance with the aforesaid<br />

Instrument, yet ever leaving therein an open space for entrance <strong>and</strong><br />

egress corresponding to the open space already left in the other.<br />

Beyond this again make another Circle at another foot distance,<br />

<strong>and</strong> beyond these two Circles, which are beyond the Circle <strong>of</strong> Art<br />

yet upon the same Centre, thou shalt describe Pentagrams with the<br />

Symbols <strong>and</strong> Names <strong>of</strong> the Creator therein so that they may<br />

surround the Circle already described. Without these Circles shalt<br />

thou circumscribe a Square, <strong>and</strong> beyond that another Square, so<br />

that the Angles <strong>of</strong> the former may touch the centres <strong>of</strong> the sides <strong>of</strong><br />

the latter, <strong>and</strong> that the Angles <strong>of</strong> the latter may stretch towards the<br />

four quarters <strong>of</strong> the Universe, East, West, North, <strong>and</strong> South; <strong>and</strong><br />

at the four Angles <strong>of</strong> each square, <strong>and</strong> touching them, thou shalt<br />

describe lesser Circles wherein let there be placed st<strong>and</strong>ing censers<br />

with lighted charcoal <strong>and</strong> sweet odours.<br />

Chapter IX,<br />

<strong>The</strong> Key <strong>of</strong> Solomon the King<br />

(Clavicula Salomonis)<br />

Magic Circles are used for focusing magic,<br />

summoning creatures <strong>and</strong> protection. Like the magical<br />

correspondences, the appropriate circle is needed under<br />

different occasions. Often the witch uses a magical circle<br />

during rituals, sabbats or other ceremonies. <strong>The</strong>y can be<br />

used to focus spellcasting <strong>and</strong> they are essential when<br />

summoning spirits, fiends or divine aid.<br />

Most circles will be drawn on the ground with<br />

chalk, charcoal or some other powdery substance.<br />

113<br />

<strong>Liber</strong> Mysterium: Magic<br />

Circles are drawn clockwise for white magic <strong>and</strong> counterclockwise<br />

for black or evil magic. <strong>The</strong> exact nature <strong>of</strong> the<br />

spell or ritual may require other, rarer materials. Often<br />

the circle is drawn with other symbols <strong>of</strong> power,<br />

including the witch’s own personal symbol. <strong>The</strong><br />

materials that make up the circle will also be <strong>of</strong><br />

significance to the function it is being used. For<br />

maximum effect the witch will use oils, powders <strong>and</strong><br />

spices from the lists above.<br />

To construct a circle the witch needs to know<br />

what she is going to do (summoning a demon,<br />

conversing with her Goddess, etc.), what materials will<br />

be appropriate <strong>and</strong> what symbols she needs to use. All<br />

<strong>of</strong> this can take hours to days to prepare <strong>and</strong> months or<br />

years to research. Generally speaking, the simpler the<br />

function <strong>of</strong> the circle, the easier it will be to construct<br />

<strong>and</strong> the cheaper the cost. Simple things like monthly<br />

rituals <strong>and</strong> communing with her Goddess should be<br />

relatively easy for the witch. <strong>The</strong>se will be found in the<br />

coven’s Book <strong>of</strong> Law. Adventures can be built around<br />

solitaries <strong>and</strong> witches looking for other types <strong>of</strong> rituals<br />

<strong>and</strong> the materials needed.<br />

<strong>The</strong> lines on a magic circle are normally double<br />

lines spaced far enough apart for the witch to inscribe<br />

symbols <strong>and</strong> runes within. Most importantly, great care<br />

needs to be taken by the witch when drawing such<br />

symbols. Incorrect symbols are useless.<br />

To make magic circles the witch requires the<br />

Cast Magic Circle feat.<br />

Witch’s arcane spell castings are prepared via a<br />

series <strong>of</strong> rituals. Each spell holds a different ritual, but<br />

there are some things that do not change. Whenever a<br />

witch begins preparing a spell, she usually creates a magic<br />

circle around her. <strong>The</strong> type <strong>of</strong> Magic Circle varies with<br />

the type <strong>of</strong> spell being prepared. Simply drawing in the<br />

dirt, s<strong>and</strong>, or spreading salt or another substance around<br />

the witch typically creates magic circles. Simple magic<br />

circles <strong>of</strong> these sort require the witch to make a Craft<br />

(Magic Circle), Spellcraft or Knowledge (Witchcraft) check, DC<br />

<strong>of</strong> 10. A failed check means the circle is incorrect or<br />

inaccurate in some manner, but the witch will still believe<br />

that it is correct.<br />

More experienced witches (those with the Create<br />

Magic Circle feat) will sometimes create larger Magic<br />

Circles to aid them. Creating an enchanted magic circle<br />

takes 1 minute per foot radius. Unless otherwise noted,<br />

an Enchanted Magic Circle affects only the witch who<br />

created it. A magic circle can be created by any means,<br />

ranging from an extensive tile design created into the<br />

floor or to drawing in the dirt with a stick, but if the<br />

magic circle is ever disturbed even the slightest bit, the<br />

powers granted by the Magic Circle cease working.<br />

Thaumaturgic Circle: This Magic Circle is used when<br />

preparing a spell <strong>of</strong> the universal school <strong>of</strong> magic. A<br />

Witch who created a Thaumaturgic Circle with the Create<br />

Magic Circle feat gains a +1 bonus to successes for spells


<strong>Liber</strong> Mysterium: Magic<br />

cast within the circle, for a number <strong>of</strong> times per day equal<br />

to the witch’s wisdom modifier. <strong>The</strong> magic circle is used<br />

for spell focusing. Often used by the witch during her<br />

rituals <strong>and</strong> sabbats. This is used when casting any spell.<br />

Triangle: <strong>The</strong> Single Triangle is used when preparing<br />

spells related to change, including most evocation or<br />

transmutation spells. A Witch st<strong>and</strong>ing within a<br />

Triangular Magic Circle can cast one spell per Magic<br />

Circle at double the duration.<br />

Also known as the Elemental Triangle or<br />

Thaumaturgic Triangle.<br />

Pentagram: <strong>The</strong> most common is the pentagram, also<br />

known as a pentangle. This is a five-pointed star. Good<br />

or neutrally aligned witches will use it with the point <strong>of</strong><br />

the star facing up or forward. Evil aligned witches use an<br />

inverted pentagram. Often witches will adopt the<br />

pentagram as part <strong>of</strong> their own personal symbols.<br />

<strong>The</strong> Star Shaped pentagram is used when<br />

preparing healing <strong>and</strong> other beneficial spells. <strong>Witches</strong><br />

with the Circle Casting Feat st<strong>and</strong>ing within a Pentagram<br />

treats all healing <strong>and</strong> protective abjuration spells as if they<br />

were cast at 2 levels higher than the witch’s caster level.<br />

Inverted Pentagram: <strong>The</strong> Inverted Pentagram is used<br />

when preparing damaging <strong>and</strong> other harmful spells. A<br />

Witch st<strong>and</strong>ing within a Pentagram treats all harming<br />

spells as if they were cast at 2 levels higher than the<br />

witch’s caster level.<br />

Hexagram: Two triangles are placed in a circle to create<br />

a six-pointed star.<br />

<strong>The</strong> upright<br />

triangle represents<br />

the male energies<br />

<strong>of</strong> the universe.<br />

<strong>The</strong> inverted<br />

triangle represents<br />

the feminine<br />

energies. <strong>The</strong><br />

Hexagram is used<br />

when preparing<br />

Abjuration spells.<br />

A witch st<strong>and</strong>ing<br />

within a Hexagram<br />

grants damage<br />

reduction equal to<br />

her wisdom<br />

modifier to all allies (including herself) st<strong>and</strong>ing within<br />

the Hexagram.<br />

Octogram: Two squares are placed within a circle to<br />

form an eight-pointed star. <strong>The</strong> Octogram is used when<br />

preparing spells that could be diametrically opposed.<br />

This includes elemental spells (fire, earth, water, air) <strong>and</strong><br />

alignment based (good, evil, lawful, chaotic).<br />

114<br />

Outsiders related to a single aspect (fire, earth,<br />

water, air, good, evil, lawful, or chaotic) may not enter<br />

the magic circle or target anyone within the circle. If the<br />

Witch conjured the outsider herself, they may not leave<br />

the Magic Circle or target anyone outside <strong>of</strong> the circle.<br />

<strong>The</strong> type <strong>of</strong> outsider is chosen at the time the Magic<br />

Circle is created.<br />

Combined Circles<br />

<strong>The</strong> witch may try combining the various circles<br />

for additional benefits. One such example would be a<br />

Cabalist Magic Circle, a combination <strong>of</strong> the Triangle <strong>and</strong><br />

the Pentagram.<br />

Witch’s Familiars<br />

Few images are as strong as that <strong>of</strong> the witch<br />

accompanied by her black cat. So strong was this<br />

assocation that along with the millions <strong>of</strong> women burned<br />

as “witches” in the dark ages, so were thous<strong>and</strong>s <strong>of</strong> cats<br />

as “familiars”.<br />

Familiars are actually a newer concept <strong>of</strong> the<br />

witch myth, the but concept <strong>of</strong> the magical properties <strong>of</strong><br />

animals are as old as magic itself.<br />

A familiar is a magical, unusually tough, <strong>and</strong><br />

intelligent version <strong>of</strong> a small animal. It is a magical beast,<br />

not an animal. <strong>The</strong> creature serves as a companion <strong>and</strong><br />

servant.<br />

Familiars are <strong>of</strong>ten the most under used aspect<br />

<strong>of</strong> a spell casting character. <strong>The</strong> same should not be said<br />

for the witch. To begin with a witch’s familiar will<br />

always appear to be a normal animal. Of course they<br />

will be the most intelligent members <strong>of</strong> their species.<br />

Many witches believe that familiars are the<br />

reincarnated souls <strong>of</strong> humans, or even other witches,<br />

sent back to aid others. Some, in particular Malefica,<br />

believe that their familiars are in fact imps in animal<br />

form. <strong>The</strong> typical types <strong>of</strong> familiars that can be found<br />

<strong>and</strong> their sensory powers are listed below.<br />

<strong>Witches</strong> gain all the benefits <strong>of</strong> a familiar as<br />

listed in Core Rulebook I under Sorcerer. <strong>Witches</strong><br />

multiclassed with wizard or sorcerer have their<br />

familiar powers stack.<br />

To call a familiar the witch needs to<br />

meditate <strong>and</strong> perform special rituals that cannot be<br />

interrupted. Typically these will occur only during<br />

special times <strong>of</strong> the year <strong>and</strong> if the ritual is<br />

interrupted then the witch will have to wait till the<br />

next occurrence. Examples would be mid summer, a<br />

blue moon or an eclipse. <strong>The</strong> witch will need to burn<br />

fine incense (100 GP value) <strong>and</strong> leave small tokens <strong>of</strong><br />

food to entice the familiar to come.<br />

Familiars as tough as a witch’s are difficult to<br />

locate; if her familiar dies a witch must wait till the next<br />

holy season/sabbat to find another.


Familiars are usually named by their mistresses<br />

with bizarre sounding names, like puns (MephistoFleas),<br />

nonsense words (Sybybala), anagrams <strong>of</strong> other famous<br />

names (Yaabagab), alterations on the names <strong>of</strong> their deity<br />

(Heceight), <strong>and</strong> so on.<br />

A witch’s familiar is capable <strong>of</strong> human speech,<br />

has high Intelligence <strong>and</strong> considerable cleverness. Such<br />

familiars may not appear noticeably different from others<br />

<strong>of</strong> their own kind.<br />

Woodcut circa 1644, Matthew Hokins interrogates suspected witches<br />

Elizabeth Clarke <strong>and</strong> Rebecca West.<br />

A familiar is much more than a pet or a servant<br />

for the witch. A familiar is a guide for the witch <strong>and</strong> a<br />

conduit for the witch to speak to both the natural <strong>and</strong><br />

supernatural worlds. <strong>The</strong> familiar should be seen as a<br />

partner for the witch. It should also be noted that a<br />

familiar will consider itself as equal to the witch, or<br />

would even consider the witch as its familiar.<br />

Familiars all have personalities <strong>and</strong> should be<br />

played as such. <strong>The</strong> other players should treat the<br />

familiar like another party member. Granted one that<br />

may not add much to the combat round, but a valued<br />

member all the same.<br />

Once the familiar has joined up with its witch,<br />

the GM must think about the effect the newcomer will<br />

have on the other animals in the party. If the witch has a<br />

ferret <strong>and</strong> another character keeps guard dogs or a<br />

hungry falcon, trouble could easily erupt unless everyone<br />

is very careful. <strong>The</strong> witch player needs to consider all <strong>of</strong><br />

the pros <strong>and</strong> cons before calling a familiar.<br />

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<strong>Liber</strong> Mysterium: Magic<br />

<strong>The</strong> witch decides what kind <strong>of</strong> familiar she<br />

wants to call. However the geography <strong>of</strong> the area will<br />

play a role. Also the GM can choose to override this<br />

choice.<br />

Table 6-1: Witch’s Familiars<br />

Familiar* Additional Powers to the Witch<br />

Badger +2 to Constitution score<br />

Bat +2 to any Intuit Direction checks<br />

Beaver Double normal speed when swimming<br />

Cat +2 bonus to Move Silently checks<br />

Coyote Surprised only on a roll <strong>of</strong> 1 on a d6.<br />

Crow +2 bonus to Reflex saves<br />

Dog Surprised only on a roll <strong>of</strong> 1 on a d6.<br />

Eagle +2 to any Spot checks<br />

Fox +2 to Intelligence score<br />

Hawk +2 to any Spot checks<br />

Lizard +2 to Dexterity score<br />

Lynx +2 bonus to Reflex saves<br />

Mouse +2 to Dexterity score<br />

Porcupine Improved AC, +2 bonus<br />

Rabbit Surprised only on a roll <strong>of</strong> 1 on a d6.<br />

Raccoon Surprised only on a roll <strong>of</strong> 1 on a d6.<br />

Rat +2 bonus to Fortitude saves.<br />

Raven +2 bonus to Reflex saves.<br />

Snake +2 bonus to Fortitude saves.<br />

Squirrel +2 to Dexterity score<br />

Swan +2 to Charisma score<br />

Toad +2 to Constitution score<br />

Turtle Improved AC, +2 bonus<br />

Weasel +2 bonus to Reflex saves.<br />

Wolf +2 bonus to Fortitude saves<br />

* <strong>The</strong> GM may substitute other small animals<br />

suitable to the area<br />

** <strong>The</strong> witch must wait till the next holy day to<br />

try again.<br />

Multiple Familiars<br />

<strong>Witches</strong> are <strong>of</strong>ten depicted as having multiple<br />

familiars. Often these animals are no more than pets,<br />

albeit intelligent ones. A witch with the access to the<br />

Extra Familiar feat can have multiple familiars. <strong>The</strong><br />

mechanics <strong>of</strong> gaining <strong>and</strong> loosing these familiars are<br />

detailed with the feat.<br />

Often the witch will limit her familiars to no<br />

more than three or so, most stick with only one. Covens,<br />

Traditions <strong>and</strong> Game Masters can place limits on how<br />

many familiars a witch may have at one time.<br />

Improved Familiars<br />

Some players may want to consider the use <strong>of</strong><br />

special familiars, such as outsiders, fey, constructs or<br />

small elementals. Familiars <strong>of</strong> this type are known as<br />

Improved Familiars.


<strong>Liber</strong> Mysterium: Magic<br />

Improved familiars otherwise use the rules for<br />

regular familiars, with two exceptions: If the creature’s<br />

type is something other than animal, its type does not<br />

change; <strong>and</strong> improved familiars do not gain the ability to<br />

speak with other creatures <strong>of</strong> their kind (although many<br />

<strong>of</strong> them already have the ability to communicate).<br />

Table 6-2: Improved Familiars by Alignment<br />

Familiar Alignment Witch Level<br />

Shocker lizard Neutral 5th<br />

Stirge Neutral 5th<br />

Formian worker Lawful neutral 7th<br />

Imp Lawful evil 7th<br />

Pseudodragon Neutral good 7th<br />

Quasit Chaotic evil 7th<br />

<strong>The</strong> list in the table above presents only a few<br />

possible improved familiars. Almost any creature <strong>of</strong> the<br />

same general size <strong>and</strong> power as those on the list makes a<br />

suitable familiar. Nor is the master’s alignment the only<br />

possible categorization. For instance, improved familiars<br />

could be assigned by the master’s creature type or<br />

subtype, as shown below.<br />

Table 6-3: Improved Familiars by Type<br />

Familiar Type/Subtype<br />

Witch<br />

Level<br />

Celestial hawk1 Good 3rd<br />

Fiendish Tiny viper<br />

snake2 Evil 3rd<br />

Air elemental, Small Air 5th<br />

Earth elemental, Small Earth 5th<br />

Fire elemental, Small Fire 5th<br />

Shocker lizard Electricity 5th<br />

Water elemental, Small Water 5th<br />

Homunculus3 Undead 7th<br />

Ice mephit Cold 7th<br />

1 Or other celestial animal from the st<strong>and</strong>ard familiar list.<br />

2 Or other fiendish animal from the st<strong>and</strong>ard familiar list.<br />

3 <strong>The</strong> witch must first create the homunculus,<br />

substituting ichor or another part <strong>of</strong> the master’s body<br />

for blood if necessary.<br />

Author’s Note: While these could easily be adapted to<br />

use for the witch, I would suggest avoiding them except<br />

for Malefic witches. <strong>The</strong> familiar types presented there<br />

have the potential <strong>of</strong> giving the witch game-unbalancing<br />

power. Familiars for witches have always been described<br />

as natural animals; this work tries to continue that<br />

tradition.<br />

Ritual Magic<br />

In can be argued that all witch magic is ritual<br />

magic. One <strong>of</strong> the features <strong>of</strong> the witch class is the<br />

116<br />

ability to combine their magic with others for greater<br />

effects or perform ritual to increase these effects.<br />

Augmented Ritual Magic<br />

Weaving a spell is the art <strong>of</strong> drawing upon the<br />

tapestry <strong>of</strong> magic that permeates all things. <strong>The</strong> use <strong>of</strong><br />

metamagic feats subtly alters the normal flow <strong>of</strong> spells,<br />

bringing more power to the dweomer at the cost <strong>of</strong> a<br />

higher spell slot. Augmented ritual casting <strong>of</strong> spells<br />

energizes spells at the time that they are cast as opposed<br />

to when they are prepared; thus the spellcaster need not<br />

sacrifice any spell levels to cast a spell augmented with<br />

metamagic. <strong>The</strong> ritual provides the extra power.<br />

A spellcaster can ritually cast spells augmented<br />

with only the metamagic feats that she knows, but she<br />

can include each feat that she knows at the expense <strong>of</strong><br />

extending the casting time, sacrificing more expensive<br />

components, <strong>and</strong> taking greater risk that the ritual will<br />

fail. It’s important to remember that each extra level <strong>of</strong><br />

metamagic feats that are applied to a spell through<br />

augmented ritual magic normally increase the level <strong>of</strong> the<br />

spell. However, in this situation, each feat will now make<br />

the spell take longer to cast <strong>and</strong> cost more in material<br />

components. <strong>The</strong> total <strong>of</strong> these extra levels is called the<br />

“added level modifier,” <strong>and</strong> this added level modifier is<br />

used to determine several aspects <strong>of</strong> the augmented ritual<br />

casting.<br />

<strong>The</strong> Silent Spell <strong>and</strong> Still Spell feats cannot be<br />

added to augmented ritual spells. If a Silent or Still spell<br />

are used with an augmented ritual casting, those feat’s<br />

benefits are negated. Also, the Quicken Spell feat may<br />

not be added to an augmented ritual casting, though if<br />

the feat is used normally <strong>and</strong> the quickened spell is then<br />

augmented, the resulting ritual casting time can be greatly<br />

reduced (see below). <strong>The</strong> Heighten Spell feat can be<br />

used, with the difference in the actual spell <strong>and</strong> the new<br />

spell level being used to calculate the added level<br />

modifier.<br />

If the caster has the feats <strong>of</strong> Spell Penetration or<br />

Spell Focus, she may also use these in augmented ritual<br />

castings to provide a bonus beyond the normal + 2<br />

benefit <strong>of</strong> these feats. For every extra + 1 bonus (above<br />

the normal +2 bonus provided by these feats) with which<br />

the caster desires to augment his casting, one level is<br />

added to the total added level modifier <strong>of</strong> the augmented<br />

ritual casting. For example, to gain a total + 5 bonus on<br />

Spell Penetration, the caster would add three more levels<br />

to the augmented ritual casting’s added level modifier.<br />

<strong>The</strong> level <strong>of</strong> the spell being cast plus the added<br />

level modifier <strong>of</strong> all feats augmenting the spell cannot<br />

exceed the highest spell level the caster is capable <strong>of</strong><br />

normally using. For example, a 12th-level wizard cannot<br />

cast 7th-level spells; the most she could augment a knock<br />

spell through an augmented ritual casting would be to use<br />

feats that result in an added level modifier <strong>of</strong> four (2nd-


level spell + 4 added level modifier = 6th- level spell- the<br />

highest the wizard can cast).<br />

To determine the casting time <strong>of</strong> an augmented<br />

ritual casting <strong>of</strong> a spell, first determine the spell’s base<br />

ritual casting time on table 6-1 by referencing the spell’s<br />

normal casting time. <strong>The</strong> ritual casting time is this base<br />

ritual casting time multiplied by the total added level<br />

modifier <strong>of</strong> the augmentations. Any casting time that<br />

exceeds an hour requires a Ritual Casting check against a<br />

DC <strong>of</strong> 10 + the spell level. Use the spell’s original level,<br />

not the augmented level, for this DC. A failure on this<br />

Ritual Casting check results in the magical energies<br />

warping <strong>and</strong> recoiling back upon the caster. This results<br />

in (level <strong>of</strong> the spell + added level modifier) hit points <strong>of</strong><br />

damage from the magical backlash as the spell is cast.<br />

<strong>The</strong> augmented ritual is still successfully cast in the event<br />

<strong>of</strong> a failed Ritual Casting check.<br />

Augmented ritual castings require extra material<br />

components beyond those normally required for casting<br />

the spell. <strong>The</strong>se additional components represent the rare<br />

materials that must be expended to draw upon even<br />

greater power for the spell effect. For divine casters,<br />

these material components are holy incense <strong>and</strong> other<br />

trappings that are expended during the casting as<br />

<strong>of</strong>ferings to the gods. Arcane casters use a mixture <strong>of</strong><br />

herbs, minerals <strong>and</strong> other components based on their<br />

specific methods <strong>of</strong> working magic. Regardless <strong>of</strong> what<br />

these ingredients are, the general cost <strong>of</strong> the materials is<br />

equal to 25 gold x the added level modifier.<br />

Table 6-4: Augmented Ritual Casting Time<br />

Normal Casting Time Base Ritual Casting Time<br />

Free action 1 full round<br />

1 action 5 full rounds<br />

Full round 5 minutes<br />

Other 10 x normal casting time<br />

Combined Ritual Magic<br />

Under the direction <strong>of</strong> a single spellcaster,<br />

usually the coven’s High Priestess, a group <strong>of</strong> individuals<br />

can work together to generate greater spell effects.<br />

Similar to the use <strong>of</strong> augmented ritual magic, the primary<br />

caster uses ritual casting to enhance the basic prepared<br />

spell to new heights. Although groups with like magic<br />

(divine or arcane) work best together, anyone can assist<br />

with the performance <strong>of</strong> the ritual. Of course, nonspellcasters<br />

add to the chance <strong>of</strong> failure.<br />

<strong>Witches</strong> refer to this as “coven casting”.<br />

Groups <strong>of</strong> bards <strong>and</strong> Lorelei witches <strong>of</strong>ten refer to<br />

combined ritual casting as “concert casting”. Wizard-only<br />

group casting is referred to as “cabalistic casting”. Most<br />

other casters <strong>and</strong> some witches refer to it as a “circle<br />

casting”.<br />

117<br />

<strong>Liber</strong> Mysterium: Magic<br />

Combined ritual casting works differently than<br />

augmented ritual casting in that the caster <strong>and</strong><br />

participants do not need to have any underst<strong>and</strong>ing <strong>of</strong><br />

metamagic feats. Instead, the leader <strong>of</strong> the combined<br />

ritual casts the spell to be modified, <strong>and</strong> the auxiliary<br />

members <strong>of</strong> the ritual contribute their will, desire <strong>and</strong> life<br />

energies to supplement the overall power <strong>of</strong> the spell.<br />

This supplementary power is used as bonus<br />

levels that is used split between the different aspects <strong>of</strong><br />

the spell. Each aspect <strong>of</strong> a spell that varies with caster<br />

level (range, number <strong>of</strong> targets, area, duration, damage<br />

dice, etc.) is treated as a separate category that can be<br />

increased with bonus levels generated by the combined<br />

ritual casting. <strong>The</strong> supplementary bonus levels provided<br />

by the ritual casting cannot violate the restrictions or<br />

limits <strong>of</strong> the spell. For example, a combined ritual casting<br />

<strong>of</strong> fireball cannot exceed the spell’s l0-dice maximum for<br />

damage.<br />

<strong>The</strong> leader (called the focus, who casts the<br />

actual spell) uses her caster level as the starting level in<br />

each category for the casting. <strong>The</strong> total bonus levels<br />

(determined by the formulas in the boxed text) are then<br />

divided up <strong>and</strong> added into each category as the primary<br />

caster chooses. <strong>The</strong> caster’s level plus the extra bonus<br />

levels now determine the effects for each <strong>of</strong> the spell’s<br />

separate categories.<br />

One witch, usually the highest level is<br />

considered the focus. In cases where the witch must<br />

touch or kiss someone then it is the focus witch who<br />

must do it. <strong>The</strong> other witches must stay in physical<br />

contact or close proximity with the witch, i.e. not<br />

breaking the circle.<br />

<strong>The</strong> casting time <strong>of</strong> the combined ritual is the<br />

base time for a combined ritual casting x the number <strong>of</strong><br />

participants x the spell level. See table 6-2 to determine<br />

the base time for the combined ritual casting based on<br />

the normal casting time <strong>of</strong> the spell. <strong>The</strong> number <strong>of</strong><br />

participants does not include the leader <strong>of</strong> the combined<br />

ritual, only the people who are helping to power the spell.<br />

Any casting time <strong>of</strong> an hour or longer requires the leader<br />

to make a Ritual Casting check to maintain control <strong>of</strong> the<br />

magical energies for the spell. <strong>The</strong> DC <strong>of</strong> this skill check<br />

is increased by one for every non-spellcaster participating<br />

in the ritual. In the event <strong>of</strong> a failure in the Ritual Casting<br />

check, the energies involved with the combined ritual<br />

casting create a backlash that affects all <strong>of</strong> the<br />

participants. <strong>The</strong>se energies assault the bodies <strong>and</strong> minds<br />

<strong>of</strong> each member <strong>of</strong> the ritual, resulting in (ritual bonus<br />

levels x spell level) hp <strong>of</strong> damage. A successful Will<br />

saving throw (DC <strong>of</strong> 15 + spell level) reduces this<br />

damage by half. <strong>The</strong> combined ritual is still cast in the<br />

event <strong>of</strong> a failed Ritual Casting check, but only half <strong>of</strong> the<br />

supplementary bonus levels can be harnessed prior to the<br />

spell discharge.<br />

Combined ritual casting also requires expensive<br />

material components. <strong>The</strong>se additional components are<br />

similar to those used in augmented ritual casting <strong>and</strong>


<strong>Liber</strong> Mysterium: Magic<br />

represent the same types <strong>of</strong> ingredients. <strong>The</strong> cost <strong>of</strong> the<br />

material components is 10 gold pieces x the number <strong>of</strong><br />

participants x the spell level.<br />

Table 6-5: Combined Ritual Casting Time<br />

Normal Casting Time BaseRitual Casting Time<br />

Free action 1 Minute<br />

1 action 3 minutes<br />

Full round 10 minutes<br />

Other 10 x normal<br />

Casting time = Base time x spell level x participants<br />

Material Costs = 10 gp x spell level x participants<br />

Table 6-6: Combined Ritual Bonus Levels<br />

<strong>Witches</strong>, same coven +1/2 <strong>of</strong> class levels<br />

Same caster class +1/3 <strong>of</strong> class levels (including<br />

witches <strong>of</strong> different covens)<br />

Same magic type +1/4 <strong>of</strong> class levels (arcane or<br />

divine) caster<br />

Other type casters +1/5 <strong>of</strong> class levels<br />

Non-casters +1/10 <strong>of</strong> class levels<br />

Add up all partial levels <strong>and</strong> round down any<br />

partial levels from the total to determine the total bonus<br />

levels added to the spell. Add an additional + 1 bonus<br />

level per participant that has the ability to cast the spell in<br />

question, reflecting the added spell knowledge <strong>and</strong> caster<br />

level ability. Note that crossover from arcane <strong>and</strong> divine<br />

versions <strong>of</strong> the same spells are permissible for this bonus.<br />

Ritual Casting works best with witches <strong>of</strong> the<br />

same coven. If the spell is being cast by a full coven <strong>of</strong><br />

witches (usually 13) then add another +1 bonus level.<br />

Example: Saillie is attempting to move a heavy object<br />

using Levitate. Saillie is only 5 th level <strong>and</strong> can only move<br />

up to 500 lbs. Teamhair, also 5 th level, joins her in a<br />

combined ritual casting. By herself, Teamhair can also<br />

only levitate 500lbs. But together they can lift 5 + 2.5<br />

levels worth or 750 lbs. <strong>The</strong> GM decides that this is<br />

plenty to move the 600-lbs. object.<br />

Witch True Rituals<br />

It is possible that the first <strong>of</strong> what are known as<br />

true rituals were in fact given to witch covens by their<br />

Patrons. True rituals are usually cast by the entire coven<br />

<strong>and</strong> are treated much the same way as combined<br />

spellcasting.<br />

True rituals are very complicated spells. <strong>The</strong>y<br />

may only be cast in ritual form <strong>and</strong> cannot be augmented<br />

further with any feats or abilities. True rituals have no<br />

schools <strong>of</strong> magic associated with them; their great power<br />

combines all aspects <strong>of</strong> magic.<br />

For witches, true rituals will always include<br />

some aspect <strong>of</strong> homeopathic, sympathetic <strong>and</strong> contagious<br />

magic.<br />

118<br />

True rituals are cast as normal spells with a few<br />

exceptions.<br />

Components: All true rituals have verbal,<br />

somatic, material <strong>and</strong> experience cost in the spell’s<br />

components. Each member <strong>of</strong> the ritual must pay the<br />

experience cost. If the ritual is using proxy ritual<br />

members (see below) to cast the spell, the experience<br />

cost <strong>of</strong> the replaced caster(s) is divided among the<br />

normal casters who are participating in the true ritual.<br />

Casters Required: Each true ritual has a<br />

minimum number <strong>of</strong> required casters. Each caster must<br />

have the spell prepared in the usual fashion at the time <strong>of</strong><br />

casting. True rituals are prepared in lieu <strong>of</strong> one <strong>of</strong> the<br />

caster’s spells <strong>of</strong> equivalent level.<br />

Effective Caster Level: With multiple casters,<br />

the power <strong>of</strong> the ritual is enhanced. Use the level <strong>of</strong> the<br />

highest caster in the group <strong>and</strong> add the number <strong>of</strong> other<br />

casters (not proxies) participating in the true ritual. <strong>The</strong><br />

spell effects are based upon this effective caster level.<br />

<strong>Witches</strong> performing as an entire coven gain an<br />

added +1 level to this effective caster level.<br />

Proxy: Some true rituals allow a proxy in place<br />

<strong>of</strong> one or more <strong>of</strong> the required casters. <strong>The</strong> proxy section<br />

<strong>of</strong> a true ritual’s description details who can replace a<br />

required caster during the ritual. Proxies cannot replace<br />

every caster; there must be at least one spellcaster to lead<br />

the ritual.<br />

Saving Throw: True rituals have more power<br />

behind them, which in turn makes them more difficult to<br />

resist. Any saving throw against a true ritual spell has a<br />

DC <strong>of</strong> 15 + the level <strong>of</strong> the spell + the relevant ability<br />

modifier (Wis for witches) <strong>of</strong> the highest-level caster<br />

participating in the ritual.<br />

Researching Original True Rituals<br />

Any witch who can cast a true ritual can attempt<br />

to create a new, original true ritual. But creating a true<br />

ritual is much more dem<strong>and</strong>ing than, creating a normal<br />

spell. Like research <strong>of</strong> regular spells, the creation <strong>of</strong> true<br />

rituals requires access to a well-stocked library,<br />

meditation, <strong>and</strong> prayer for witches. A library must be<br />

comprised <strong>of</strong> books, treatises <strong>and</strong> manuscripts totaling at<br />

least 50,000 gp in value. Magical items <strong>and</strong> spellbooks do<br />

not count toward this total for the personal library’s<br />

value. <strong>The</strong> research must be conducted by at least three<br />

spellcasters <strong>of</strong> the same type (arcane or divine) who<br />

collaborate on the spell’s research. During the research,<br />

each <strong>of</strong> the spellcasters must pay 1,000 gp per week with<br />

a minimum <strong>of</strong> one week per effective level <strong>of</strong> the true<br />

ritual. This money goes into the same fees,<br />

experimentation <strong>and</strong> components that regular spell<br />

research consumes. At the end <strong>of</strong> the research period,<br />

each <strong>of</strong> the researchers makes a Spellcraft check against a<br />

DC <strong>of</strong> 20 + the spell level. If all <strong>of</strong> the researchers<br />

succeed, the new true ritual has successfully been created<br />

(assuming the spell is viable). If any one <strong>of</strong> the<br />

researchers fail, they must all go through the research


process again if they wish to keep attempting to learn the<br />

true ritual.<br />

<strong>The</strong> criteria for a viable true ritual are entirely<br />

dependent upon the requirements <strong>of</strong> the Game Master.<br />

Use the guidelines for new spell creations in Core Rulebook<br />

II. Compare any new true ritual concepts to those<br />

presented here. <strong>The</strong> following are required for all true<br />

rituals:<br />

A minimum <strong>of</strong> three casters is required to<br />

perform a true ritual, more depending upon the spell.<br />

<strong>The</strong> ritual must have an experience point cost to<br />

cast. Higher experience point costs can balance the<br />

power level <strong>of</strong> some true rituals.<br />

<strong>The</strong> number <strong>of</strong><br />

casters required to cast a<br />

true ritual is also the number<br />

<strong>of</strong> casters that are required<br />

to research the spell.<br />

Requiring a high number <strong>of</strong><br />

casters can also serve to<br />

balance a ritual’s power<br />

level, though not as much as<br />

an experience point cost.<br />

Variant: Power Points<br />

Power points exist<br />

throughout the world,<br />

where magic gathers in<br />

greater amounts. <strong>The</strong>se<br />

power points are located<br />

throughout the world <strong>and</strong><br />

can be traced to regions<br />

called ley lines. Any magic<br />

performed on these points<br />

is enhanced as if the caster<br />

were a level higher then<br />

normal. Dragons naturally<br />

gravitate to <strong>and</strong> attempt to<br />

lair at locations with power<br />

points. Druids are likewise<br />

required to cast all true<br />

rituals within the confines <strong>of</strong><br />

specially prepared power<br />

points ringed with st<strong>and</strong>ing<br />

stones. <strong>Witches</strong> will form<br />

their covensteads in areas<br />

where ley lines cross.<br />

Countering Ritual Magic<br />

Dispelling or countering augmented <strong>and</strong><br />

combined ritual castings <strong>of</strong> spells is similar to countering<br />

a normal spell. Of course, the longer casting time <strong>of</strong>fers a<br />

larger window <strong>of</strong> opportunity to disrupt the spell.<br />

Throughout the casting, observers get a Spellcraft check<br />

(DC 18 + the spell’s level). <strong>The</strong> DC is slightly higher due<br />

to the changes in the prolonged casting, but the longer<br />

casting time allows for a retry Spellcraft check each<br />

119<br />

<strong>Liber</strong> Mysterium: Magic<br />

round. Using dispel magic to counter an augmented <strong>and</strong><br />

combined ritual casting is much easier due to the extra<br />

delicate magical energies being manipulated. <strong>The</strong> dispel<br />

check goes against a DC <strong>of</strong> 6 + the spell’s caster level if<br />

the dispel check is made during the casting to counter the<br />

ritual spell.<br />

As with countering metamagic feats, any<br />

additional effects or added levels are not taken into<br />

account when counter-spelling a ritual casting. A regular<br />

cone <strong>of</strong> cold spell counters a ritually enhanced cone <strong>of</strong><br />

cold.<br />

True rituals cannot be countered with<br />

knowledge <strong>of</strong> the true ritual in question; the preparations<br />

are too long <strong>and</strong><br />

complicated to enact even<br />

throughout the hours <strong>of</strong><br />

casting time required. True<br />

rituals can be easily<br />

disrupted through combat,<br />

distraction or other means.<br />

Unlike ritual casting spells,<br />

any dispel magic checks to<br />

counterspell a true ritual go<br />

against a DC <strong>of</strong> 15 + the<br />

caster level <strong>of</strong> the ritual’s<br />

highest- level caster.<br />

Witch True Rituals<br />

1. H<strong>and</strong>fasting. Blesses<br />

the union between two<br />

people.<br />

2. Rites <strong>of</strong> Passage. Rites<br />

for personal milestones.<br />

3. Consecration Ritual.<br />

Consecrates a ritual tool,<br />

altar or magical item for<br />

use.<br />

4. Wheel <strong>of</strong> the Year. Rites<br />

for the seasons<br />

5. Drawing Down the<br />

Moon. Commune with the<br />

Goddess<br />

6. Calling the Quarters.<br />

Creates a permanent magic<br />

circle for the covenstead.<br />

7. Binding Ritual. Stops a<br />

witch from using her magic.<br />

8. Protection <strong>of</strong> the Goddess. Grants protection to<br />

those in the Goddess’ care.<br />

9. Descent <strong>of</strong> the Goddess. Returns one creature back<br />

to life.<br />

H<strong>and</strong>fasting<br />

Blesses the union <strong>of</strong> two people<br />

Level: Witch True Ritual – Witch 1<br />

Components: V, S, M, DF, XP


<strong>Liber</strong> Mysterium: Magic<br />

Casters Required: 3 (1 witch <strong>and</strong> 2 individuals to be<br />

married)<br />

Proxy: Yes. Any individual getting married or 10<br />

worshipers per caster<br />

Casting Time: 1 hour<br />

Range: Close (25ft + 5 ft/2levels)<br />

Duration: Instantaneous<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

H<strong>and</strong>fasting is the uniting <strong>of</strong> two (or more for<br />

polygamous marriages) individuals with the blessings <strong>of</strong><br />

the Goddess <strong>and</strong> her Consort.<br />

If the union between the couple is undertaken<br />

for love <strong>and</strong> altruistic reasons, the two gain a blessing in<br />

their times <strong>of</strong> need. Whenever either <strong>of</strong> the couple is in<br />

danger, both members gain a +1 luck bonus to AC, saves<br />

<strong>and</strong> skill checks. This effect lasts for a year <strong>and</strong> a day.<br />

Material Components: An <strong>of</strong>fering <strong>of</strong> food <strong>and</strong><br />

music (to be given to the guests) worth 100 gold pieces.<br />

XP Cost: 10 XP for the caster. Special – the<br />

couple can pay the experience point cost for the caster.<br />

This XP coast is paid equally by the two (5 points each).<br />

Note: This spell is derived from the Marriage true ritual<br />

found in Relics <strong>and</strong> Rituals.<br />

Rites <strong>of</strong> Passage<br />

Rites for personal milestones.<br />

Level: Witch True Ritual – Witch 2<br />

Components: V, S, M, DF, XP<br />

Casters Required: 3<br />

Proxy: No<br />

Casting Time: 1 hour<br />

Range: Close (25ft + 5 ft/2levels)<br />

Target: One creature<br />

Duration: Instantaneous<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

In the communities where the witch is an active<br />

participant, rites <strong>of</strong> passage have special social,<br />

psychological <strong>and</strong> spiritual meaning. <strong>The</strong> witch is <strong>of</strong>ten<br />

called to pass down the blessings <strong>of</strong> the Goddess <strong>and</strong> the<br />

Consort onto the people.<br />

<strong>The</strong> typical rites are Initiation or becoming a<br />

witch, birth <strong>and</strong> naming, Aimsirtogu or coming <strong>of</strong> age,<br />

maiden-mother-crone advancement, <strong>and</strong> death.<br />

To become a witch the initiate first must study<br />

for a year <strong>and</strong> a day before having the ritual cast. All<br />

others are cast at the appropriate times, usually the first<br />

major holy day after the actual event.<br />

Material Components: An <strong>of</strong>fering <strong>of</strong> food <strong>and</strong><br />

incense worth 100 gold pieces.<br />

XP Cost: 10 XP for each caster. Special – the<br />

initiate witch can pay the entire XP cost for the casters.<br />

Note: This spell is derived from the Indoctrination true<br />

ritual found in Relics <strong>and</strong> Rituals.<br />

120<br />

Consecration Ritual<br />

Consecrates a ritual tool, altar or magical item for use.<br />

Level: Witch True Ritual – Witch 3<br />

Components: V, S, M, DF, XP<br />

Casters Required: 3 for a single tool, entire coven for<br />

altar items<br />

Proxy: Yes, the witch for whom the tool is being made<br />

for can provide all the XP<br />

Casting Time: 12 hours + 1 hour per caster<br />

Range: Close (25ft + 5 ft/2levels)<br />

Target: One ritual tool or altar item<br />

Duration: Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: Yes (harmless)<br />

This ritual is used to prepare <strong>and</strong> consecrate<br />

ritual tools, altars <strong>and</strong> magical items, both for coven <strong>and</strong><br />

personal use. (See Chapter 5: Covencraft, Tools <strong>of</strong> the<br />

Trade).<br />

This may be used in place <strong>of</strong> an Item Creation<br />

feat, but requires more than one witch. At least three<br />

witches working in concert are needed to create personal<br />

items. For coven items, such as the altar <strong>and</strong> altar tools,<br />

the entire coven must be at h<strong>and</strong>.<br />

As with many witch rituals, this may only be cast during<br />

particular times <strong>of</strong> the year. Typically these are holy or<br />

high days or during a certain phase <strong>of</strong> the moon. <strong>The</strong>se<br />

will vary form coven to coven. If the witch loses her tool<br />

she must recover it or wait till the next occurrence <strong>of</strong> the<br />

special date to consecrate another one.<br />

Material Components: <strong>The</strong> item being consecrated.<br />

<strong>The</strong> item is also coated in incense, oils <strong>and</strong>/or ritual<br />

s<strong>and</strong>s. A specialized marking tool is used to inscribe the<br />

witch’s personal symbol <strong>of</strong> power <strong>and</strong> other runes into<br />

the item. <strong>The</strong>se items are used up in the process <strong>of</strong> the<br />

ritual.<br />

<strong>The</strong> item consecrated is usually <strong>of</strong> high quality<br />

or even masterwork, but preference is given to items that<br />

were crafted by the witch herself regardless <strong>of</strong> her skill.<br />

<strong>The</strong> item needs to be at lest <strong>of</strong> normal quality.<br />

<strong>The</strong> price <strong>of</strong> the materials used in the rituals will<br />

not typically exceed 100 gp, but can be higher if the<br />

casters wish. Coven items will have ritual items (incense,<br />

oils, ect.) costing much higher, 1,000 gp or more.<br />

Focus: <strong>The</strong> divine focus for this ritual is the item<br />

itself. It is infused with not only the life force <strong>of</strong> the<br />

witch (represented in the XP loss) but also the blessings<br />

<strong>of</strong> the Patron (Goddess or God).<br />

XP Cost: 15 XP for the primary caster or for the<br />

High Priestess, for coven items. Every other caster will<br />

contribute 5 XP. <strong>The</strong> witch that the tool is being made<br />

for may provide all <strong>of</strong> the required XP for this ritual.


Wheel <strong>of</strong> the Year<br />

Rites for the seasons. Bestows blessings on those in attendance.<br />

Level: Witch True Ritual – Witch 4<br />

Components: V, S, M, DF, XP<br />

Casters Required: 3<br />

Proxy: Yes<br />

Casting Time: 1 hour<br />

Range: Close (25ft + 5 ft/2levels)<br />

Target: Participants in the ritual, witches <strong>and</strong> proxies.<br />

Duration: One season, 13 weeks.<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

<strong>Witches</strong> celebrate the changing <strong>of</strong> the seasons<br />

as an affirmation <strong>of</strong> life, death <strong>and</strong> rebirth. Spring is time<br />

youthful vigor, Summer a time <strong>of</strong> strength, Fall a time <strong>of</strong><br />

harvest <strong>and</strong> passing on, <strong>and</strong> Winter a time not just <strong>of</strong><br />

death, but <strong>of</strong> rebirth <strong>and</strong> a return to life.<br />

Each ritual is specific <strong>and</strong> is only cast on the<br />

first full day <strong>of</strong> that season; the equinoxes <strong>and</strong> solstices.<br />

Rites <strong>of</strong> Spring: Spring is a time <strong>of</strong> renewed<br />

vigor <strong>and</strong> growth. Participants in this ritual gain a +2<br />

enhancement bonus to Constitution. This effect lasts<br />

time the Summer Solstice. Children conceived during this<br />

time gain a +1 benefit to their Constitution for one year<br />

after they are born.<br />

Rite <strong>of</strong> Summer: Summer is time <strong>of</strong> strength,<br />

when the Consort, God <strong>of</strong> the Sun rules. Participants<br />

gain a +2 enhancement to Strength during this time <strong>and</strong><br />

until the Autumnal Equinox.<br />

Rite <strong>of</strong> Autumn: Autumn is a time <strong>of</strong> Harvest,<br />

the Sun God is weakening, but the Goddess is again<br />

gaining strength. Participants gain +2 enhancement to<br />

their Intelligence until the Winter Solstice.<br />

Rite <strong>of</strong> Winter: Winter is a time when the l<strong>and</strong><br />

slumbers. It is also a time <strong>of</strong> renewal, for the Winter<br />

Solstice marks the return <strong>of</strong> the light <strong>and</strong> a time when the<br />

Sun God is reborn to the Goddess. In her mourning the<br />

Goddess gained wisdom <strong>and</strong> that blessing is passed on to<br />

Her witches. From the Winter Solstice to the Vernal<br />

Equinox participants gain a +2 enhancement to their<br />

Wisdom.<br />

Alternately the Coven may choose to honor the<br />

Cross-quarter days instead. <strong>The</strong>se may require additional<br />

material components.<br />

Imbolc Rites: <strong>The</strong> pending return <strong>of</strong> Spring is<br />

heralded by the birth <strong>of</strong> many animals. A newborn may<br />

be blessed with +2 enhancement to any check. This lasts<br />

until Beltane.<br />

Beltane Rites: A popular choice for marriages,<br />

this rite provides a +2 enhancement to any check to<br />

newlyweds. This may be stacked with a H<strong>and</strong>fasting above.<br />

<strong>The</strong>se effects last until Lammas.<br />

121<br />

<strong>Liber</strong> Mysterium: Magic<br />

Lammas Rites: <strong>The</strong> harvest is nigh <strong>and</strong> bounty<br />

is shared with all. This rite provides +2 enhancement to<br />

any check for the hosts <strong>of</strong> the Lammas feast. <strong>The</strong>se last<br />

until Samhain.<br />

Samhain Rites: <strong>The</strong> celebration <strong>of</strong> the dead.<br />

Anyone bereaved or in mourning after losing someone<br />

over the last year gains +2 enhancement to all checks.<br />

This ‘Blessing <strong>of</strong> the Dead’ lasts until Imbolc.<br />

Material Components: In every case a feast is<br />

required. <strong>The</strong> feast maybe paid for by the coven, the<br />

proxies, the participants or some combination there<strong>of</strong>.<br />

<strong>The</strong> Lammas Rite feast is paid for by the host. <strong>The</strong>se<br />

feasts also include music <strong>and</strong> dancing. <strong>The</strong> cost is 100gp<br />

or 10gp per participant.<br />

Focus: <strong>The</strong> divine focus for these rituals is the<br />

ritual itself. By practicing by rote <strong>and</strong> ritual the witch<br />

strengthens her bonds to the coven, her Patron <strong>and</strong> her<br />

community.<br />

XP Cost: 50 XP for all present. <strong>The</strong> recipient <strong>of</strong><br />

the enhancement may proxy these experience points if<br />

they wish. For the Imbolc Rite the parents <strong>of</strong> the<br />

newborn may take on all the required experience point<br />

costs.<br />

Drawing Down the Moon<br />

Commune with the Goddess<br />

Level: Witch True Ritual – Witch 5<br />

Components: V, S, M, DF, XP<br />

Casters Required: 2<br />

Proxy: No<br />

Casting Time: 1 hour<br />

Range: Close (25ft + 5 ft/2levels)<br />

Target: One witch, usually the high priestess<br />

Duration: 1 round per effective level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

When at least three witches come together<br />

(usually a high priestess <strong>and</strong> a priest or her attendants)<br />

they call down the power <strong>of</strong> the Goddess to learn what<br />

She knows. This communion is shared via the high<br />

priestess, whose body becomes the host <strong>of</strong> the essence <strong>of</strong><br />

the Goddess. If no ‘high priestess’ is present then the<br />

Goddess works through the highest-level witch present.<br />

While this ritual is similar to the Commune spell<br />

q.v. save that the information given is usually more<br />

detailed in nature, it is restricted to situations at h<strong>and</strong>.<br />

For example a proper use would be to find out the<br />

identity <strong>of</strong> the man plotting to kill the King the witches<br />

are protecting, but instead <strong>of</strong> giving the witches the<br />

identity <strong>of</strong> the actual assassin, it would reveal the rival<br />

that paid for the assassin. This spell can never be used<br />

for “personal” information, such as knowing which<br />

direction in a dungeon corridor to take, or if there is a<br />

monster waiting behind the door. Properly worded<br />

questions will give detailed responses. <strong>The</strong> Goddess also


<strong>Liber</strong> Mysterium: Magic<br />

strives to educate her charges <strong>and</strong> push the witches into<br />

discovering more on their own. So, sometimes the<br />

information may be cryptic, but it is useful in all cases.<br />

This ritual may be one <strong>of</strong> the oldest rituals<br />

known. <strong>The</strong>ssalian witches were known to have practiced<br />

during the golden age <strong>of</strong> Greece, possibly long before.<br />

Material Components: <strong>The</strong> items required are the<br />

witch’s ritual tools. Also required are incense, oils <strong>and</strong><br />

other expendable altar items <strong>of</strong> 50 to 100 gps in value.<br />

Focus: <strong>The</strong> divine focus for this ritual is the<br />

witch herself. She allows herself to become a conduit to<br />

the power <strong>and</strong> essence <strong>of</strong> the Goddess. Other items<br />

maybe used such as incense <strong>and</strong> a cup or chalice, which is<br />

the symbol <strong>of</strong> the Goddess. Many witches also claim this<br />

may only be cast under the full moon while skyclad.<br />

XP Cost: 50 XP for the primary caster (the High<br />

Priestess). Every other caster will contribute 25 XP.<br />

Calling the Quarters<br />

Creates a permanent magic circle for the covenstead.<br />

Level: Witch True Ritual – Witch 6<br />

Components: V, S, M, DF, XP<br />

Casters Required: at least three, or entire coven.<br />

Proxy: No<br />

Casting Time: 10 minutes per coven member present.<br />

Range: Close (25ft + 5 ft/2levels)<br />

Target: One area<br />

Duration: Permanent<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

<strong>The</strong> covenstead is a sacred place. It is here that<br />

energies are harnessed, the Patrons called <strong>and</strong> rituals<br />

enacted. It is here that a witch is her strongest. By means<br />

<strong>of</strong> this ritual the coven enchants the covenstead <strong>and</strong><br />

prepares it for magical use. <strong>The</strong> ritual is then “renewed”<br />

at every meeting <strong>of</strong> the coven.<br />

This ritual creates a permanent Thaumaturgic<br />

circle for the coven’s use. Any metamagic feat may be<br />

applied to the creation <strong>of</strong> the circle <strong>and</strong> it will then be<br />

applied to spells cast by witches within the circle.<br />

Effective caster level is determined as above <strong>and</strong> the<br />

metamagical feats applied to spells are calculated using<br />

this effective level.<br />

<strong>The</strong> Craft Magic Circle feat is not required for this<br />

spell.<br />

Renewing the circle: This spell may be recast<br />

with any other metamagical feat. Spells cast within the<br />

circle then have that feat applied to them. This lasts for<br />

the duration the coven meets in the circle, until dismissed<br />

or 24 hours, whichever happens first. <strong>The</strong> costs are only<br />

for the feat itself <strong>and</strong> any costs associated with the spells<br />

cast.<br />

Material Components: <strong>The</strong> materials required to be<br />

inlaid into the covenstead. Often these are precious<br />

metals or powdered gems, but they could also be special<br />

pigments <strong>and</strong> inks if the coven desides to ‘paint’ the<br />

122<br />

circle. Many <strong>of</strong> the items required will already be part <strong>of</strong><br />

the coven but materials totaling 1,000 gold pieces are not<br />

uncommon. Cost will not likely run more than 5,000 gp<br />

even for the most ornate <strong>of</strong> circles. If the coven has<br />

access to a Metamagical Thaumaturgic Circle (q.v.) magic<br />

item then the cost for the circle can be cut in half.<br />

If one <strong>of</strong> coven members has the Craft Magic<br />

Circle feat then the casting time can be reduced by one<br />

minute per 3 levels <strong>of</strong> the caster. If more than one<br />

member has the feat then the time reduced may be<br />

applied to each member casting with the feat. <strong>The</strong> XP<br />

cost for the use <strong>of</strong> the feat are not included below.<br />

Focus: <strong>The</strong> divine focus for this ritual is the<br />

coven. <strong>The</strong>y call down the power <strong>of</strong> their Patrons to<br />

bless the coven space.<br />

XP Cost: 500 XP for each caster plus any costs<br />

that the spells or metamagical feats require.<br />

Example: <strong>The</strong> Daughters <strong>of</strong> the Flame are<br />

constructing a new holy area. <strong>The</strong>y have 19 members in<br />

their coven with the high priestess. <strong>The</strong> high priestess is<br />

granted this spell by her Patron, the Goddess Brigit, <strong>and</strong><br />

construction begins. Brigit is a Goddess <strong>of</strong> fire, so<br />

stones <strong>of</strong> red, orange <strong>and</strong> yellow are used to construct<br />

the circle. Three <strong>of</strong> the coven members are 9 th level <strong>and</strong><br />

have the Craft Magic Circle feat, so the 20’ diameter<br />

circle costs each <strong>of</strong> them 800 XP, but they also may<br />

remove a total <strong>of</strong> nine minutes from the casting time<br />

(three witches at three minutes each). So the base time is<br />

190 minutes minus 9 or 181 minutes. Each witch also<br />

contributes 500 XP (1,300 total for the each witch with<br />

the Craft Magic Circle feat).<br />

<strong>The</strong>re are 19 members <strong>of</strong> the coven <strong>and</strong> the<br />

High Priestess is 13 th level, so the effective caster level <strong>of</strong><br />

this spell is 13 + 18 coven members + 1, since they are<br />

acting as a single coven, for a total <strong>of</strong> 32. If even one<br />

member is missing they lose 1 level for that member <strong>and</strong><br />

the extra 1 level for a complete coven.<br />

Binding Ritual<br />

Stops a witch from using her magic.<br />

Level: Witch True Ritual – Witch 7<br />

Components: V, S, M, AF, XP<br />

Casters Required: 3 or more<br />

Proxy: No<br />

Casting Time: 1 hour + 15 minutes per caster<br />

Range: Close<br />

Target: One creature<br />

Duration: See below<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

Magic is a gift from the Goddess <strong>and</strong> God to a<br />

witch. In return for this gift, the Goddess expects the<br />

witch to act as her h<strong>and</strong>s in this realm. <strong>The</strong> witch is free<br />

to act as she interprets the Goddess’ will <strong>and</strong> as long as<br />

there is underst<strong>and</strong>ing then the sacred trust is not<br />

broken.


But some witches, either by choice or<br />

misguided judgment, break this pact <strong>and</strong> the Goddess<br />

then must act through her other witches.<br />

<strong>The</strong> law says, “An Harm None, Do What Thou<br />

Wilt”. When this law is broken then other witches must<br />

step in to stop their <strong>of</strong>fending sister.<br />

Three or more witches cast the Binding Ritual<br />

against another witch. All witches are typically from the<br />

same coven. It is a way to stop the witch without actually<br />

harming her <strong>and</strong> preventing her from harming others.<br />

Individual GMs must decide if this ritual is effective on<br />

other magic using classes.<br />

<strong>The</strong> effects <strong>and</strong> duration <strong>of</strong> the ritual is<br />

dependent on the number <strong>of</strong> witches casting. In any case<br />

the duration is based on the effective casting level as<br />

detailed in the ritual magic section or as per the<br />

Combined Casting feat. <strong>The</strong> type <strong>of</strong> magic bound<br />

prevents the witch from using that type <strong>of</strong> magic during<br />

the time period indicated. All magic below that type is<br />

also effected.<br />

# <strong>of</strong> Magic Bound Time Period<br />

Casters<br />

EffctiveCaster Level<br />

3 Use <strong>of</strong> Scrolls ECL in Hours<br />

5 Magic Items ECL in Days<br />

7 Occult Powers ECL in Weeks<br />

9 Divine or Arcane ECL in Months<br />

Spells<br />

12+ All Spells ECL in Years<br />

<strong>The</strong> effected witch is allowed a Will save verses<br />

the effects <strong>of</strong> the magic. Again the Effective Caster<br />

Level is determined. If the witch belongs a different<br />

coven than those casting she gains a benefit <strong>of</strong> +1 to her<br />

Will. If she is also in violation <strong>of</strong> her alignment (was<br />

good now evil) or her pact with the Patron, then she is<br />

also penalized -1 to her Will.<br />

<strong>Witches</strong> never take a binding lightly. Magic is a<br />

gift, many times a life saving one. To rob a witch <strong>of</strong> her<br />

magic will also most likely leave her vulnerable to other<br />

attacks. Many which could be fatal. A binding is always<br />

done as a last resort.<br />

Material Components: An image or representation<br />

<strong>of</strong> the witch being bound. A personal belonging to wrap<br />

around this item, such as a bit <strong>of</strong> her hair or a scrap <strong>of</strong><br />

clothing, say from her ritual robe. Herbs such as<br />

Knotweed are also used. Everything is bound up in a<br />

ritual cord made just for this instance. Everything is<br />

placed in a brazier <strong>and</strong> burned to ashes at the end <strong>of</strong> the<br />

spell.<br />

<strong>The</strong> price <strong>of</strong> the materials used in the rituals will<br />

not typically exceed 200 gp.<br />

Focus: <strong>The</strong> arcane focus for this ritual is the<br />

image <strong>of</strong> the witch to be bound. <strong>The</strong> casting witches<br />

must also use their athames to focus their energies to the<br />

witch.<br />

XP Cost: 1,000 XP per caster.<br />

123<br />

Protection <strong>of</strong> the Goddess<br />

Grants protection to those in the Goddess’ care.<br />

Level: Witch True Ritual – Witch 8<br />

Components: V, S, M, AF, XP<br />

Casters Required: 3<br />

Proxy: No<br />

Casting Time: 1 day<br />

Range: Close (25ft + 5 ft/2levels)<br />

Area: One covenstead or dwelling<br />

Duration: ECL in days after activation.<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

<strong>Liber</strong> Mysterium: Magic<br />

Fiona, Teamhair, <strong>and</strong> Saillie knew their time was short <strong>and</strong> they<br />

could hear the witch finder approaching. <strong>The</strong>y continued to run,<br />

knowing they would make it to their home barely soon enough.<br />

<strong>The</strong>y ran inside their small dwelling. Saillie <strong>and</strong> Fiona collapsed<br />

from exhaustion. Teamhair stood to face their attacker.<br />

He approached, crossbow in h<strong>and</strong>, smiling.<br />

“You gave me a good run witch. But now the hunt is over.” He<br />

raised his crossbow <strong>and</strong> took aim at Teamhair. She grabbed<br />

Sallie’s h<strong>and</strong> with her own <strong>and</strong> Sallie grabbed her daughter’s.<br />

“You will not have us. Not this day or any other. Brigit protects<br />

her own. A Bhrigid, scar os mo chionn Do bhrat fionn<br />

dom anacal. Díbir Namhaid! Now get out <strong>of</strong> my home!”<br />

Teamhair shouted, holding her palm up at the would-be assassin.<br />

Her eyes flashed <strong>and</strong> a wave <strong>of</strong> energy extended from the trio <strong>of</strong><br />

witches outward to enclose their dwelling, knocking the witch finder<br />

backwards through the entry <strong>and</strong> out into the night.<br />

Angered, he rose <strong>and</strong> leveled his bow again, this time firing at the<br />

older witch inside the home.<br />

“No!” shouted Saillie, but Teamhair stood firm.<br />

<strong>The</strong> crossbow bolt flew towards her <strong>and</strong> then it turned back on<br />

itself. Returning on its course it impaled the witch finder in the<br />

throat killing him instantly.<br />

A defensive ritual with an <strong>of</strong>fensive bite, this<br />

magic shows that the Goddess protects what is Hers.<br />

This ritual once cast <strong>and</strong> activated will not allow any<br />

aggressive action taken upon those with within its<br />

confines. Melee attacks turn back on their attacker, spells<br />

backfire or effect the caster instead. Beneficial spells <strong>and</strong><br />

magic will continue to work <strong>and</strong> others, ones not<br />

protected nor involved in the casting <strong>of</strong> the ritual, can<br />

effect each other as they please.<br />

<strong>Witches</strong> <strong>and</strong> any they choose to protect also<br />

may not attack others, but they can force out attackers.<br />

Anytime during the duration <strong>of</strong> the ritual the lead witch<br />

can say a comm<strong>and</strong> word or phrase <strong>and</strong> all those <strong>of</strong><br />

hostile intent are removed from the area <strong>of</strong> effect.<br />

<strong>The</strong> effects will remain dormant until the first<br />

act <strong>of</strong> violence is committed or until one <strong>of</strong> the witches<br />

present at the original ritual activates it. Often the coven<br />

chooses to activate it once the ritual is cast. After that<br />

time the effects persist a number <strong>of</strong> days equal to the<br />

effective casting level.


<strong>Liber</strong> Mysterium: Magic<br />

Material Components: Specially blessed sea salt is<br />

sprinkled around the area. <strong>The</strong>n another pass is made<br />

with blessed water (can be holy water if the witch so<br />

chooses), once more with perfumed oils sprayed into the<br />

air <strong>and</strong> finally another with lighted incense. <strong>The</strong>se<br />

material components do not account for more than 100<br />

gold pieces <strong>of</strong> value<br />

total.<br />

Focus: <strong>The</strong><br />

arcane focus is the<br />

appropriate witch<br />

ritual tool for each<br />

pass <strong>of</strong> the area to be<br />

protected. So for salt,<br />

an earth element, the<br />

witch distributes it<br />

on a plate with a<br />

pentacle engraved on<br />

it. For water, the<br />

chalice <strong>and</strong> incense,<br />

fire. For perfumed<br />

oils, air, they may be<br />

applied to the<br />

athame <strong>and</strong> waved<br />

about or placed in a censer.<br />

XP Cost: 1,000 XP each caster.<br />

Descent <strong>of</strong> the Goddess<br />

Returns one person back to life<br />

Level: Witch True Ritual – Witch 9<br />

Components: V, S, M, DF, XP<br />

Casters Required: Minimum 3<br />

Proxy: Yes. A true love or soul mate may provide all <strong>of</strong><br />

the XP required.<br />

Casting Time: 1 day, during Samhain or Ostara<br />

Range: Close<br />

Duration: Permanent<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

In ancient times there were only the Goddess<br />

<strong>and</strong> Her Consort. <strong>The</strong>ir love kept the Earth in a<br />

perpetual summer. But as fate <strong>and</strong> age would have it, the<br />

Consort died. Some say it was by accident, or violence,<br />

but others say it was the course <strong>of</strong> all things. Weeping,<br />

the Goddess went for her lover’s soul in the L<strong>and</strong> <strong>of</strong> the<br />

Dead <strong>and</strong> Winter came to the l<strong>and</strong>.<br />

Upon reaching Death’s Realm the Goddess<br />

petitioned Death for the return <strong>of</strong> her lover; but even<br />

Death was powerless. She agreed to stay with Death <strong>and</strong><br />

He taught Her the ways <strong>of</strong> life, death <strong>and</strong> rebirth. For<br />

the return <strong>of</strong> Her lover, all must be reborn. And to be<br />

reborn means to die.<br />

<strong>Witches</strong> cannot use resurrection spells. It<br />

violates the cycle <strong>of</strong> life, death, <strong>and</strong> rebirth that they have<br />

always believed in. But in some cases the need is so great<br />

that one may be returned. Permission must be asked by<br />

124<br />

the High Priestess <strong>of</strong> the coven, if granted then she is<br />

granted knowledge <strong>of</strong> this ritual.<br />

This spell will return one loved one, regardless<br />

<strong>of</strong> duration dead or presence <strong>of</strong> remains, back to life <strong>and</strong><br />

full health at the age they were taken. However, if that<br />

loved one has died <strong>of</strong> old age they will not be able to<br />

return, their measure <strong>of</strong><br />

life was already taken.<br />

Material<br />

Components: An image<br />

<strong>of</strong> the one to be raised.<br />

A special jar or caldron<br />

to house the soul <strong>of</strong> the<br />

raised one until their<br />

new body is<br />

constructed out <strong>of</strong> the<br />

ether. A special ritual<br />

area for casting.<br />

C<strong>and</strong>les, incense <strong>and</strong><br />

other ritual items will<br />

be needed. Total cost<br />

for this will be<br />

10,000gps.<br />

Diving focus:<br />

<strong>The</strong> casting witches will need to use all their ritual tools<br />

to direct their energies.<br />

XP Cost: 2,000 XP each caster. If the person to<br />

be returned has a true love or a soul mate, then that<br />

person can pay the total XP cost herself for the return <strong>of</strong><br />

her true love. Alternately one may willingly give up their<br />

life to grant the spark <strong>of</strong> life needed. This person need<br />

not be the returned one’s love.<br />

Spells <strong>Witches</strong>, by their very nature are mysterious <strong>and</strong><br />

thus have a number <strong>of</strong> new <strong>and</strong> mysterious spells.<br />

Witch Spell Lists<br />

0 Level Witch Spells<br />

(Hexes, Charms, or Leys depending on alignment)<br />

Arcane Mark Inscribes a personal rune (visible or<br />

invisible)<br />

Cure Minor Wounds * Cures 1 point <strong>of</strong> damage<br />

Dancing Lights * Figments torches or other lights<br />

Daze Creature loses next action<br />

Detect Magic * Detects spells <strong>and</strong> magic items within 60<br />

ft.<br />

Detect Poison * Detects poison in one creature or small<br />

object<br />

Ghost Sound Figments sound<br />

Guidance +1 on one roll, save or check<br />

Inflict Minor Wounds * Touch attack, 1 point <strong>of</strong><br />

damage<br />

Light * Object shines like torch<br />

Mending Makes minor repairs on an object


Quick Sleeping Puts willing target to sleep<br />

Quick Wakening Wakes target up from normal sleep<br />

Read Magic Read scrolls <strong>and</strong> spellbooks<br />

Resistance Subject gains +1 on saving throws<br />

Spirit <strong>of</strong> the Season Slows elemental creatures (-2 to<br />

initiative)<br />

Virtue Subject gains 1 temporary hp<br />

1 st Level Witch Spells<br />

Bane * Enemies suffer -1 attack, -1 saves against fear<br />

Bless Growth Improves growth <strong>of</strong> plants, adult creature,<br />

or mother<br />

Bless * Allies gain +1 attack <strong>and</strong> +1 on saves against fear<br />

Blight Growth Detracts growth <strong>of</strong> plants, adult creature,<br />

or mothers<br />

Cause Fear * One creature flees for 1d4 rounds<br />

Change Self Changes one’s appearance<br />

Charm Person Makes one person your friend<br />

Comm<strong>and</strong> One subject obeys one-word comm<strong>and</strong> for 1<br />

round<br />

Comprehend Languages Underst<strong>and</strong> all spoken <strong>and</strong><br />

written languages<br />

Cure Light Wounds * Cures 1d8+1 / level damage<br />

(max +5)<br />

Deathwatch Sees how wounded subjects within 30 ft.<br />

are<br />

Doom One subject suffers -2 on attacks, damage, saves,<br />

<strong>and</strong> checks<br />

Dowse Leads caster to object<br />

Endure Elements Ignores 5 damage / round from one<br />

energy type<br />

Enhanced Taste Makes tasting ability more sensitive<br />

Ghostly Slashing Causes 1d4+1per level slashing<br />

damage<br />

Glamour Makes target appear more attractive or ugly<br />

Hold Winds Freezes normal winds<br />

Hypnotism * Fascinates 2d4 HD <strong>of</strong> creatures<br />

Identify * Determines single feature <strong>of</strong> magic items<br />

Inflict Light Wounds * Touch, 1d8+1 / level damage<br />

(max +5)<br />

Minor Fighting Prowess Caster gains +1 bonus to<br />

attack rolls, additional +1 per 2 levels<br />

Moonstone. Creates a magic stone to affect luck.<br />

Pop Corn Corn pops in area, slowing creature <strong>and</strong><br />

affects spellcasting<br />

Protection against Chaos/Law/Evil/Good * +2 AC<br />

<strong>and</strong> saves, counter mind control, hedge out elementals<br />

<strong>and</strong> outsides<br />

Shattering the Hourglass <strong>The</strong> witch’s body changes its<br />

age.<br />

Silent Image Creates minor illusion <strong>of</strong> your design<br />

Silver Tongue Gain +10 bonus to one charisma based<br />

skill check, affects one sentence only<br />

Sleep Put 2d4 HD <strong>of</strong> creatures into comatose slumber<br />

Sonic Blast 2d4 sonic damage, deafens for 1d6 rounds<br />

Summon Nature’s Ally I Calls creature to fight<br />

125<br />

<strong>Liber</strong> Mysterium: Magic<br />

Synthesis Heals 1d4 HP per round while in sunlight, 1<br />

round per level (max 5 rounds)<br />

Ventriloquism Throws voice for 1 min / level<br />

Vertigo Subject dizzied, -4 to dexterity<br />

2 nd Level Witch Spells<br />

Aid +1 attack, +1 on saves against fear, 1d8 temporary<br />

hit points<br />

Air Walk Hover while walking, 1/2 move, +10 move<br />

silently, can carefully move over unsteady surfaces<br />

Alter Self As change self, plus more drastic changes<br />

Beguile As charm person, except target is romantically<br />

inclined towards you<br />

Biting Blade Slashing weapon deals extra 1d8 +1 per<br />

caster level slashing damage<br />

Broca’s Curse <strong>of</strong> Babble One subject can speak only<br />

babble<br />

Blindness/Deafness Makes subject deaf or blind<br />

Calm Emotion * Calms 1d6 subjects/level, negating<br />

emotion effects<br />

Clothes <strong>of</strong> the Emperor Creates illusory set <strong>of</strong> clothes<br />

Consecrate Fills area with positive energy, making<br />

undead weaker<br />

Cure Moderate Wounds * Cures 2d8+1 / level damage<br />

(max +10)<br />

Death Armor Skin becomes acidic, 2d6 acid damage<br />

when touched<br />

Death Knell Kills dying creature, the caster gains 1d8<br />

temporary hp, +2 Str, <strong>and</strong> +1 level<br />

Delay Poison Stops poison from harming subject for 1<br />

hour / level<br />

Desecrate Fills area with negative energy, making<br />

undead stronger<br />

Detect Thoughts Allows “listening” to surface<br />

thoughts<br />

Discord Hidden hostilities become prevalent<br />

Ears <strong>of</strong> the Bat Removes sight but increases hearing,<br />

+10 to listen, +4 to search for secret doors<br />

Enthrall Captivates all within 100 ft. +10 ft. / level<br />

Escape <strong>of</strong> the Snake Skin becomes flexible, +10 bonus<br />

to escape artist checks<br />

Grasp <strong>of</strong> the Endless War Touch attack, 1d10 damage<br />

for each alignment step target is from the caster<br />

Guard Watch Target doesn’t need to sleep for the night<br />

Inflict Moderate Wounds * Touch attack, 2d8 +1/<br />

level damage (max +10)<br />

Invisibility Subject is invisible for 10 min/level or until<br />

it attacks<br />

Levitate Move yourself, creature or object up or down<br />

Locate Object * Senses direction toward object (specific<br />

or type)<br />

Magic Circle against Chaos/Law/Evil/Good * As<br />

protection spells, but 10 ft. radius <strong>and</strong> 10 min. / level<br />

Magic Circle against Fire/Earth/Water/Cold * As<br />

Magic Circle against Evil, but effect elemental creatures only<br />

Mind Obscure Subject removed from targets mind, can<br />

not detect target unless attacked.


<strong>Liber</strong> Mysterium: Magic<br />

Minor Image As silent image, plus some sound<br />

Mirror Image Creates decoy duplicates <strong>of</strong> the caster<br />

(1d4 +1 / three levels, max 8)<br />

Mystic Sleep As sleep, but affects caster level +1d4 hit<br />

dice <strong>of</strong> creatures<br />

Phantasmal Spirit Creates illusory phantasm,<br />

permanent until touched (but not attacked)<br />

Owl’s Wisdom. Subject gains +4 to Wis for 1<br />

min./level.<br />

Scare Panics creatures <strong>of</strong> less than 6 HD (15-ft. radius)<br />

Speak with Animals * <strong>The</strong> caster can communicate with<br />

natural animals<br />

Summon Nature’s Ally II Calls creature to fight<br />

Virgin Innocence Makes target believe the caster is<br />

innocent <strong>of</strong> one deed<br />

Whispering Wind Sends a short message one mile /<br />

level<br />

3 rd Level Witch Spells<br />

Arctic Grasp Touch attack, 1d6 cold damage / level <strong>and</strong><br />

target can only take partial actions, Fort save halves <strong>and</strong><br />

negates slowness<br />

Astral Sense See Astral, Ethereal, or Invisible creatures<br />

Aura Manipulation Alters aura, alignment, lie from<br />

detection<br />

Babble Victims in 20+5 ft per caster level cone speak<br />

babble<br />

Bestow Curse -6 to an ability; -4 on attacks, saves, <strong>and</strong><br />

checks; or 50% chance <strong>of</strong> losing each action<br />

Clairvoyance/Clairaudience Hear or see at a<br />

distance for 1 min. / level<br />

Contagion Infects subject with chosen disease<br />

Continual Fire Creates real flame that doesn’t die out<br />

through normal means<br />

Create Food <strong>and</strong> Water Feeds three humans (or one<br />

horse) / level<br />

Create Poppet Creates a small construct to perform<br />

tasks for the witch.<br />

Dance Macabre Dance holds 1 target per level<br />

Dispel Magic Cancels magical spells <strong>and</strong> effects<br />

Elemental Armor +8 AC bonus, resistance against<br />

energy type 10<br />

Feral Spirit Gain natural weapon, 1d4+1 damage per<br />

level<br />

Fly Subject can fly.<br />

Leomund’s Tiny Hut Creates shelter for ten creatures<br />

Lesser Strengthening Rite Gain 1d3 Str <strong>and</strong> Con<br />

points<br />

Lethe Removes memories from subject<br />

Major Image As silent image, plus sound, smell, <strong>and</strong><br />

thermal effects<br />

Phantom Lacerations 5d4 damage +2 per level<br />

Poison Touch deals 1d10 con damage, repeats in 1 min<br />

Remove Blindness/Deafness Cures normal or<br />

magical conditions<br />

Remove Curse * Frees object or person from curse<br />

126<br />

Rite <strong>of</strong> Remote Seeing <strong>The</strong> witch can see through her<br />

familiar’s eyes<br />

Speak with Dead Corpse answers one question / two<br />

levels<br />

Spirit <strong>of</strong> Avalon Calls invisible spirit that will defend<br />

caster<br />

Suggestion Compels subject to follow stated course <strong>of</strong><br />

action<br />

Summon Nature’s Ally III Calls creature to fight<br />

Tongues Speak any language<br />

Wind Wall Deflects arrows, smaller creatures, <strong>and</strong> gases<br />

Witch Wail 5 HD or less take 4d6 sonic damage, <strong>and</strong><br />

will save to avoid scare affects. Greater than 5 HD take<br />

2d6 sonic damage<br />

Witch Writing Disguises writing so it can only be seen<br />

under certain terms<br />

4 th Level Witch Spells<br />

Analyze Magic Study magic item or spell to learn about<br />

caster or creator<br />

Charm Monster Makes monster believe it is your ally<br />

Cleanse Forces evil spirits, undead, <strong>and</strong> outsiders to<br />

leave area<br />

Discern Lies Reveals deliberate falsehoods<br />

Divination Provides useful advice for specific proposed<br />

actions<br />

Divine Power. You gain attack bonus, +6 to Str, <strong>and</strong> 1<br />

hp/level.<br />

Emotion Arouses strong emotion in subject<br />

Famine All crops in area become inedible<br />

Fear Subjects within cone flee for 1 round / level<br />

Haste Extra partial action <strong>and</strong> +4 AC.<br />

Intangible Cloak <strong>of</strong> Shadows Creates shadow form,<br />

inaudible, intangible, partial invisibility, +7 to hide<br />

Lesser Planar Ally Exchange services with an 8 HD<br />

outsider<br />

Locate Creature Indicates direction to familiar creature<br />

Martyr’s Cry Scream, if caster dies in 1 hour, all who<br />

heard scream must save or become cursed<br />

Masque <strong>The</strong> witch looks like multiple targets close<br />

friends<br />

Minor Creation Creates one cloth or wood object<br />

Neutralize Poison Detoxifies venom in or on subject<br />

Nightmare Sends vision dealing 1d10 damage, fatigue<br />

Polymorph Other Gives one subject a new form<br />

Polymorph Self <strong>The</strong> witch assume a new form<br />

Scrying Spies on subject from a distance<br />

Spiritual Dagger Athame becomes a possessed,<br />

animated creature<br />

Summon Nature’s Ally IV Calls creature to fight<br />

Undead Destruction Destroy undead as good cleric<br />

Undead Enslavement Rebuke undead as evil cleric<br />

Withering Touch Touch attack, 2d8 points <strong>of</strong> strength<br />

<strong>and</strong> constitution in any combination removed


5 th Level Witch Spells<br />

Animal Growth One animal/two levels doubles in size<br />

<strong>and</strong> HD.<br />

Blade Resistance Damage resistance 25/+5 against<br />

metal only<br />

Bull <strong>of</strong> Heaven Animal gains +6 to all ability scores,<br />

becomes fiendish or celestial<br />

Dismissal Forces a creature to return to native plane<br />

Dreadful Bloodletting 7d8 damage +2 per level, save or<br />

be stunned<br />

Dream Sends message to anyone sleeping<br />

Endless Sleep Target falls asleep until caster’s criteria<br />

is met<br />

False Vision Fools scrying with an illusion<br />

Feeblemind Subject’s Int drops to 1<br />

Greater Comm<strong>and</strong> As Comm<strong>and</strong>, but affects one<br />

subject / level<br />

Hallow Designates location as Holy<br />

Immunity Target becomes immune to poisons<br />

Magic Jar Enables possession <strong>of</strong> another creature<br />

Major Creation As Minor Creation, plus stone <strong>and</strong> metal<br />

Mirage Arcana As hallucinatory terrain, plus structures<br />

Phantasmal Killer Fearsome illusion kills subject or<br />

deals 3d6 damage<br />

Primal Scream 5 HD or less take 6d6 sonic damage,<br />

greater than 5 takes 4d6, all subjects must save or Scare<br />

Seeming Changes appearance <strong>of</strong> one person/two levels<br />

Sending Delivers short message to anywhere instantly<br />

Summon Nature’s Ally V Calls creature to fight<br />

Unhallow Designates location as Unholy<br />

6 th Level Witch Spells<br />

Animate Objects Objects attack your foes<br />

Curse <strong>of</strong> Lycanthropy Causes a person to become<br />

infected with lycanthropy.<br />

Eyebite Charm, Fear, Sicken or Sleep one subject<br />

False Memory Implants a flase memory or covers up a<br />

true one.<br />

Find the Path Shows most direct way to a location<br />

Geas/Quest As Lesser Geas, plus it affects any creature<br />

Greater Scrying As Scrying, but faster <strong>and</strong> longer<br />

Heroes’ Feast Food for one creature/level cures <strong>and</strong><br />

blesses<br />

Holy Steed Calls winged, celestial unicorn to serve as<br />

mount for one day<br />

Itchweed Caster can consume poison <strong>and</strong> pass it on<br />

with touch attack<br />

Legend Lore Learn tales about a person, place, or thing<br />

Mass Suggestion As suggestion, plus one/level subjects<br />

Mislead Turns caster invisible <strong>and</strong> creates illusory<br />

double<br />

Moonbow Ranged touch deal 1d8+1 per caster level<br />

(+15 max), fire 3 per round, Deals double damage<br />

against lycanthropes<br />

Permanency Makes certain spells permanent; costs XP<br />

Project Image Illusory double can talk <strong>and</strong> cast spells<br />

Repulsion Creatures can’t approach the caster<br />

127<br />

<strong>Liber</strong> Mysterium: Magic<br />

Restoration Restores level <strong>and</strong> ability score drains<br />

Summon Nature’s Ally VI Calls creature to fight<br />

True Seeing See all things as they really are<br />

Unholy Steed Calls Nightmare to serve as mount for<br />

one night<br />

Wall <strong>of</strong> Roses Creates wall <strong>of</strong> roses, 2d10+1 damage to<br />

anyone passing through, 1d3+1 rounds to break<br />

Wave <strong>of</strong> Mutilation 10’ cone +1 ft per level deals 12d6<br />

damage<br />

Wood to Flesh Restores Flesh to Wood spell, alters plants<br />

7 th Level Witch Spells<br />

Control Weather Changes weather in local area<br />

Creeping Doom Carpet <strong>of</strong> insects attacks at caster’s<br />

comm<strong>and</strong><br />

Dominate Person Controls humanoid telepathically<br />

Insanity Subject suffers continuous confusion<br />

Liveoak Oak becomes treant guardian<br />

Planar Ally As Lesser Planar Ally, but up to 16 HD<br />

Planar Binding As Lesser Planar Binding, but up to 16<br />

HD<br />

Repel Wood Pushes away wooden objects<br />

Summon Nature’s Ally VII Calls creature to fight<br />

Transport Via Plants Move instantly from one plant to<br />

another <strong>of</strong> the same species<br />

8 th Level Witch Spells<br />

Antipathy Object or location affected by spell repels<br />

certain creatures<br />

Discern Location Exact location <strong>of</strong> creature or object<br />

Etherealness: Travel to Ethereal Plane with<br />

companions.<br />

Finger <strong>of</strong> Death Kills one subject<br />

Horrid Wilting Deals 1d8 damage / level within 30 ft<br />

Plane Shift Up to 8 subjects travel to another plane<br />

Polymorph any Object Changes any subject into<br />

anything else<br />

Summon Nature’s Ally VIII Calls creature to fight<br />

Symbol Triggered runes have array <strong>of</strong> effects<br />

Sympathy Object or location attract certain creatures<br />

Trap the Soul Imprisons subject within gem<br />

9 th Level Witch Spells<br />

Astral Projection Projects caster <strong>and</strong> companions into<br />

Astral plane<br />

Dominate Monster As Dominate Person, but any<br />

creature<br />

Earthquake Intense tremor shakes 5 ft. / level radius<br />

Foresight “Sixth sense” warns <strong>of</strong> impending danger<br />

Refuge Alters item to transport its possessor to the<br />

caster<br />

Shape Change Transforms you into any creature, can<br />

change forms once per round<br />

Soul Bind Traps newly dead soul to prevent resurrection<br />

Summon Nature’s Ally IX Calls creature to fight<br />

Vile Extension Makes the caster’s body younger<br />

Wail <strong>of</strong> the Banshee Kills one creature / level


<strong>Liber</strong> Mysterium: Magic<br />

Weird As Phantasmal Killer, but affects all within 30 ft.<br />

New spells are Italicized .<br />

Talisman spells are indicated with an asterisk, *.<br />

New Bard Spells<br />

1 st Level Spells<br />

Silver Tongue Gain +10 bonus to 1 charisma based skill<br />

check, affects 1 sentence only<br />

2 nd Level Spells<br />

Beguile As charm person, except target is romantically<br />

inclined towards you<br />

Broca’s Curse <strong>of</strong> Babble One subject can speak only<br />

babble<br />

Discord Hidden hostilities become prevalent<br />

Escape <strong>of</strong> the Snake Skin becomes flexible, +10 bonus<br />

to escape artist checks<br />

Vertigo Subject dizzied, -4 to dexterity<br />

3 rd Level Spells<br />

Babble; Victims in 20+5 ft per caster level cone speak<br />

babble<br />

Virgin Innocence Makes target believe the caster is<br />

innocent <strong>of</strong> one deed<br />

4 th Level Spells<br />

Martyr’s Cry Scream, if caster dies in 1 hr, all who heard<br />

scream save or cursed<br />

Masque <strong>The</strong> bard looks like multiple targets close<br />

friends<br />

5 th Level Spells<br />

Primal Scream 5 HD or less take 6d6 sonic damage,<br />

greater than 5 takes 4d6, all subjects must save or Scare<br />

New Cleric Spells<br />

1st Level<br />

Bless Growth Improves growth <strong>of</strong> plants, adult creature,<br />

or mother<br />

Enhanced Taste Makes tasting ability more sensitive<br />

Minor Fighting Prowess Caster gains +1 bonus to<br />

attack rolls, additional +1 per 2 levels<br />

Moonstone. Creates a magic stone to affect luck.<br />

2nd Level<br />

Beguile As charm person, except target is romantically<br />

inclined towards you<br />

Biting Blade Slashing weapon deals extra 1d8 +1 per<br />

caster level slashing damage<br />

Magic Circle against Fire, Earth, Water, Fire, Cold*<br />

As Magic Circle against Evil, but effect elemental<br />

creatures only<br />

Ghostly Slashing Causes 1d4+1 per level slashing<br />

damage<br />

128<br />

3rd Level<br />

Continual Fire Creates real flame that doesn’t die out<br />

through normal means<br />

Elemental Armor +8 AC bonus, resistance against<br />

energy type 10<br />

Grasp <strong>of</strong> the Endless War Touch attack, 1d10 damage<br />

for each alignment step target is from you<br />

Youthful Vigor <strong>The</strong> target gains the vigor <strong>of</strong> youth<br />

4th Level<br />

Bounty/Strength to the Unborn Increases the chances<br />

that a fetus/embryo/seedling will be born<br />

Cleanse Forces evil spirits, undead, <strong>and</strong> outsiders to<br />

leave area<br />

Lesser Strengthening Rite Cleric gains 1d3 Str <strong>and</strong><br />

Con points<br />

Spirit <strong>of</strong> Avalon Calls invisible spirit that will defend<br />

caster<br />

Withering Touch Touch attack, 2d8 points <strong>of</strong> strength<br />

<strong>and</strong> constitution in any combination removed<br />

5th Level<br />

Immunity Target becomes immune to poisons<br />

Make Fertile Make something previously infertile<br />

capable <strong>of</strong> creating life<br />

Spiritual Dagger Athame becomes possessed, animated<br />

creature<br />

6th Level<br />

Blade Resistance Damage resistance 25/+5 against<br />

metal only<br />

Control Outcome <strong>of</strong> Birth the caster can choose<br />

outcome (gender, amount,) <strong>of</strong> birth<br />

Curse <strong>of</strong> Lycanthropy Causes a person to become<br />

infected with lycanthropy.<br />

7 th Level<br />

Magickal Conception Makes a woman pregnant via<br />

magic<br />

8 th Level<br />

Crossbreed Allow two incompatible races to have an<br />

<strong>of</strong>fspring<br />

9 th Level<br />

Magickal Creation A new life is created without a<br />

father or mother<br />

New Clerical Domains<br />

Domain benefits <strong>and</strong> powers are only open to<br />

clerics <strong>and</strong> to witches with the Divine Dominion <strong>and</strong><br />

Greater Divine Dominion feats.


Fertility Domain<br />

Deities: Many Goddesses are fertility Goddesses. In<br />

particular Astartë, Diana, Hestia, Isis, Ishtar, Kali.<br />

Benefit: +2 bonus to Pr<strong>of</strong>ession: Midwifery checks.<br />

Granted Power: Gains the ability to Detect Animals or<br />

Plants, as per the spell, also able to detect if a female is<br />

fertile or pregnant. Cast as if a druid <strong>of</strong> the same level.<br />

Spells<br />

1 Bless Growth. Improves growth <strong>of</strong> plants, adult<br />

creature, or mother.<br />

2 Beguile/Lust. As charm person, except target is<br />

romantically inclined towards you.<br />

3 Youthful Vigor. <strong>The</strong> target gains the vigor <strong>of</strong> youth.<br />

4 Bounty/Strength to the Unborn. Increases the<br />

chances that a fetus/embryo/seedling will be born.<br />

5 Make Fertile. Make something previously infertile<br />

capable <strong>of</strong> creating life.<br />

6 Control Outcome <strong>of</strong> Birth. the caster choose<br />

outcome (gender, amount,) <strong>of</strong> birth.<br />

7 Magickal Conception. Makes a woman pregnant via<br />

magic.<br />

8 Crossbreed. Allow two incompatible races to have an<br />

<strong>of</strong>fspring.<br />

9 Magickal Creation. A new life is created without a<br />

father or mother.<br />

Moon Domain<br />

Deities: Many Goddesses are moon Goddesses. In<br />

particular Artemis, Diana, Hecate, <strong>and</strong> Luna.<br />

Benefit: +2 bonus to protection against contracting<br />

lycanthropy.<br />

Granted Power: Gains the ability <strong>of</strong> Low Light Vision;<br />

the ability to see in moonlight as if it were daylight <strong>and</strong><br />

the ability to see twice as far during moonlit nights.<br />

Spells<br />

1 Moonstone. Creates a magic stone to affect luck.<br />

2 Owl’a Wisdom. Subject gains +4 to Wis for 1<br />

min./level.<br />

3 Bestow Curse. –6 to an ability score; –4 on attack<br />

rolls, saves, <strong>and</strong> checks; or 50% chance <strong>of</strong> losing each<br />

action.<br />

4 Divine Power. You gain attack bonus, +6 to Str, <strong>and</strong> 1<br />

hp/level.<br />

5 Moonbow. Caster shoots bolts <strong>of</strong> moonlight for 1d8<br />

damage..<br />

6 Curse <strong>of</strong> Lycanthropy. Transmutes one humanoid<br />

into an afflicted lycanthrope<br />

7 Insanity. Subject suffers continuous confusion.<br />

8 Etherealness: Travel to Ethereal Plane with<br />

companions.<br />

9 Astral Protection. Projects you <strong>and</strong> companions onto<br />

Astral Plane.<br />

129<br />

New Druid Spells<br />

<strong>Liber</strong> Mysterium: Magic<br />

0 Level Spells<br />

Spirit <strong>of</strong> the Season Slows elemental creatures (-2 to<br />

initiative)<br />

1 st Level Spells<br />

Bless Growth. Improves growth <strong>of</strong> plants, adult<br />

creature, or mother<br />

Blight Growth. Detracts growth <strong>of</strong> plants, adult<br />

creature, or mother<br />

Enhanced Taste. Makes tasting ability more sensitive<br />

Hold Winds. Freezes normal winds<br />

Moonstone. Creates a magic stone to affect luck.<br />

Pop Corn. Corn pops in area, slowing creature <strong>and</strong><br />

affects spellcasting<br />

Synthesis. Heals 1d4 HP per round while in sunlight, 1<br />

round per level (max 5 rounds)<br />

2 nd Level Spells<br />

Air Walk. Hover while walking, 1/2 move, +10 move<br />

silently, can carefully move over unsteady surfaces<br />

Ears <strong>of</strong> the Bat. Removes sight but increases hearing,<br />

+10 to listen, +4 to search for secret doors<br />

Magic Circle against Fire, Earth, Water, Fire, or<br />

Cold*. As Magic Circle against Evil, but effect elemental<br />

creatures only<br />

3 rd Level Spells<br />

Continual Fire. Creates real flame that doesn’t die out<br />

through normal means<br />

Elemental Armor. +8 AC bonus, resistance against<br />

energy type 10<br />

Feral Spirit. Gain natural weapon, 1d4+1 damage per<br />

level<br />

Youthful Vigor. <strong>The</strong> target gains the vigor <strong>of</strong> youth<br />

4 th Level Spells<br />

Bounty/Strength to the Unborn. Increases the chances<br />

that a fetus/embryo/seedling will be born<br />

Famine. All crops in area become inedible<br />

5 th Level Spells<br />

Blade Resistance. Damage resistance 25/+5 against<br />

metal only<br />

Bull <strong>of</strong> Heaven. Animal gains +6 to all ability scores,<br />

becomes fiendish or celestial<br />

Curse <strong>of</strong> Lycanthropy. Causes a person to become<br />

infected with lycanthropy.<br />

Itchweed. Caster can consume poison <strong>and</strong> pass it on<br />

with touch attack<br />

Make Fertile. Make something previously infertile<br />

capable <strong>of</strong> creating life<br />

6 th Level<br />

Control Outcome <strong>of</strong> Birth. the can caster choose<br />

outcome (gender, amount,) <strong>of</strong> birth


<strong>Liber</strong> Mysterium: Magic<br />

Wall <strong>of</strong> Roses. Creates wall <strong>of</strong> roses, 2d10+1 damage to<br />

anyone passing through, 1d3+1 rounds to break<br />

New Paladin Spells<br />

3 rd Level<br />

Grasp <strong>of</strong> the Endless War. Touch attack, 1d10 damage<br />

for each alignment step target is from you<br />

New Ranger Spells<br />

1 st Level<br />

Bless Growth. Improves growth <strong>of</strong> plants, adult<br />

creature, or mother<br />

Blight Growth. Detracts growth <strong>of</strong> plants, adult<br />

creature, or mothers<br />

Pop Corn. Corn pops in area, slowing creature <strong>and</strong><br />

affects spellcasting<br />

Synthesis. Heals 1d4 HP per round while in sunlight, 1<br />

round per level (max 5 rounds)<br />

2 nd Level<br />

Air Walk. Hover while walking, 1/2 move, +10 move<br />

silently, can carefully move over unsteady surfaces<br />

Ears <strong>of</strong> the Bat. Removes sight but increases hearing,<br />

+10 to listen, +4 to search for secret doors<br />

New Sorcerer / Wizard Spells<br />

1 st Level<br />

Enhanced Taste. Makes tasting ability more sensitive<br />

Glamour. Makes target appear more attractive or ugly<br />

Sonic Blast. 2d4 sonic damage, deafens for 1d6 rounds<br />

Vertigo. Subject dizzied, -4 to dexterity<br />

2 nd Level<br />

Beguile. As charm person, except target is romantically<br />

inclined towards the caster<br />

Broca’s Curse <strong>of</strong> Babble. One subject can speak only<br />

babble<br />

Death Armor. Skin becomes acidic, 2d6 acid damage<br />

when touched<br />

Discord. Hidden hostilities become prevalent<br />

Escape <strong>of</strong> the Snake. Skin becomes flexible, +10 bonus<br />

to escape artist checks<br />

Phantasmal Spirit. Creates illusory phantasm,<br />

permanent until touched (but not attacked)<br />

Silver Tongue. Gain +10 bonus to 1 charisma based<br />

skill check, affects 1 sentence only<br />

3 rd Level<br />

Arctic Grasp. Touch attack, 1d6 cold damage / level<br />

<strong>and</strong> target can only take partial actions<br />

Babble. Victims in 20+5 ft per caster level cone speak<br />

babble<br />

Continual Fire. Creates real flame that doesn’t die out<br />

through normal means<br />

Mystic Sleep. As sleep, but affects caster level +1d4 hit<br />

dice <strong>of</strong> creatures<br />

130<br />

Rite <strong>of</strong> Remote Seeing. Caster can see through her<br />

familiar’s eyes<br />

Witch Wail. 5 HD or less take 4d6 sonic damage, <strong>and</strong><br />

will save to avoid scare affects. Greater than 5 HD take<br />

2d6 sonic damage<br />

Witch Writing. Disguises writing so it can only be seen<br />

under certain terms<br />

4 th Level<br />

Intangible Cloak <strong>of</strong> Shadows. creates shadow form,<br />

inaudible, intangible, partial invisibility, +7 to hide<br />

5 th Level<br />

Analyze Magic. Study magic item or spell to learn about<br />

caster or creator<br />

Create Poppet Creates a small construct to perform<br />

tasks for the witch.<br />

6 th Level<br />

Curse <strong>of</strong> Lycanthropy. Causes a person to become<br />

infected with lycanthropy.<br />

Immunity Target becomes immune to poisons<br />

Primal Scream 5 HD or less take 6d6 sonic damage,<br />

greater than 5 takes 4d6, all subjects must save or Scare<br />

Undead Destruction Destroy undead as good cleric<br />

Undead Enslavement Rebuke undead as evil cleric<br />

New Uses for Old Spells<br />

Bestow Curse (3 rd Level) – <strong>Witches</strong> are famous (or<br />

infamous) for their curses. Witch players are encouraged<br />

to come up with unique <strong>and</strong> specific curses. Some<br />

suggestions are:<br />

- <strong>The</strong> witch can target any specific skill or feat<br />

<strong>and</strong> inflect a –10 penalty.<br />

- <strong>The</strong> target becomes unlucky. Every non-combat<br />

role receives a –5 penalty.<br />

- <strong>The</strong> target is cursed with emarrasing themselves<br />

in all social situations. Inappropriate bodily<br />

noises, devices fail to work, spill drinks, food.<br />

- <strong>The</strong> target can’t help but shout everything they<br />

are trying to say.<br />

- <strong>The</strong> curse effects the target’s family line instead.<br />

- <strong>The</strong> curse has a delayed onset or will only begin<br />

under certain circumstances.<br />

- <strong>The</strong> curse can only be removed under special<br />

circumstances.<br />

Scrying (4 th Level) <strong>and</strong> Scrying, Greater (6 th Level) –<br />

<strong>The</strong> focus for the witch is a cauldron filled with clear<br />

water (sometimes known as Cerriweden’s Cauldron) or a<br />

polished mirror (also known as Hathor’s Mirror).<br />

Same Spell, New Name<br />

<strong>Witches</strong> have access to a number <strong>of</strong> spells <strong>of</strong><br />

their own. <strong>The</strong>y also share a good number with other


classes. To help preserve a bit <strong>of</strong> the mystery <strong>of</strong> the<br />

witch GM’s are encouraged to come up with new names<br />

for any “common” spell. This also reflects the diverse<br />

nature <strong>of</strong> the witch’s magic. It is even extremely likely<br />

that no two traditions or covens would even call the<br />

same witch spell the same name. <strong>Warlocks</strong> would<br />

certainly have different names for their spells, as would<br />

Hermetic Mages.<br />

Here are a few examples <strong>and</strong> suggestions. Some<br />

<strong>of</strong> these spells are not on the witch’s spell list, but are<br />

known to witches by these other names.<br />

Table 6-7: New Spell Names<br />

Spell Name Witch Spell Name<br />

Acid Arrow Arrows <strong>of</strong> Artemis/Apollo<br />

Arcane Mark Witch’s Mark<br />

Beguile Lust<br />

Bless Blessed Be<br />

Bless Growth Fertility Rite<br />

Calm Emotion Quell Heart’s Flame<br />

Cause any Wounds Lovitar’s Kiss<br />

Cure Critical Wounds Superior Rite <strong>of</strong> Healing<br />

Cure Light Wounds Lesser Rite <strong>of</strong> Healing<br />

Cure Minor Wounds Minor Rite <strong>of</strong> Healing<br />

Cure Moderate Wounds Medial Rite <strong>of</strong> Healing<br />

Cure Serious Wounds Greater Rite <strong>of</strong> Healing<br />

Daze Fairy Senses<br />

Desecrate Blessings <strong>of</strong> the Mara<br />

Detect Magic See Magic<br />

Fly Transvection<br />

Guidance Faerie Luck<br />

Light Witch Light<br />

Magic Jar Witch Bottle<br />

Mage’s Disjunction Hecate’s Magickal Rending<br />

Mage’s Faithful Hound Hecate’s Faithful Hound<br />

Mage’s Lucubration Mnemosyne’s Recall<br />

Mage’s Sword Thanatos’ Sycthe<br />

Polar Ray Louhi’s Breath<br />

Speak with Dead Spirit <strong>of</strong> Samhain<br />

Symbol <strong>of</strong> Fear Mark <strong>of</strong> Phobos<br />

Symbol <strong>of</strong> Pain Mark <strong>of</strong> Lovitar<br />

Tiny Hut Baba Yaga’s Hut<br />

Transport via Plants Move with Nature’s Grace<br />

Spell Descriptions<br />

Air Walk<br />

Elemental Air<br />

Level: Wch 2, Drd 2, Rgr 2<br />

Components: V S<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: Person touched<br />

Duration: 5 minutes per level [d]<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

131<br />

<strong>Liber</strong> Mysterium: Magic<br />

This spell creates a small cushion <strong>of</strong> air under<br />

the spellcaster’s feet. With this, the witch can levitate<br />

slightly <strong>of</strong>f the ground when she walks, granting a +10<br />

circumstance bonus to a Move Silently skill; however, when<br />

using this spell, movement is at 1/2 normal movement<br />

rate (so 1/4 when Moving Silently). In addition, the<br />

witch can walk over unstable or intangible surfaces,<br />

however, she might need to make a balance check to<br />

avoid falling down, <strong>and</strong> she still moves slower than<br />

normal.<br />

Any tracks left while using this spell appear as if<br />

they had been there a full day longer than they really<br />

were.<br />

Note: This spell can not work in environments where<br />

there is no air, such as under water or any <strong>of</strong> the<br />

elemental planes, except <strong>of</strong> course for the Elemental<br />

Plane <strong>of</strong> Air, but it is hardly needed there.<br />

Terrain Balance Movement<br />

Check Rate<br />

Compact Snow or Ice DC 7 1/2<br />

S<strong>and</strong> or dense mud DC 10 1/2<br />

Watery Mud DC 13 1/3<br />

Light, newly fallen snow DC 15 1/4<br />

Lava DC 15 1/4<br />

Water DC 17 1/8<br />

Analyze Magic<br />

Divination<br />

Level: Wch 4, Sor/Wiz 5<br />

Components: V S<br />

Casting Time: 1 Minute<br />

Range: Touch<br />

Target, Effect, Area: Item Touched<br />

Duration: Instant<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

You can learn certain things about the caster or<br />

creator <strong>of</strong> a spell or magic item. Make an ability check <strong>of</strong><br />

your relevant casting ability score, plus half your caster<br />

level. <strong>The</strong>n, modify the roll using the following.<br />

If the spell is cast by a famous/well<br />

known Spellcaster<br />

Steps taken to disguise the magical<br />

aura (Nystuls Magical Aura, etc.)<br />

Spell or item has been used against<br />

you before<br />

Number <strong>of</strong> years ago spell was cast<br />

or item was created<br />

Spell or item was cast as a type not<br />

available to caster (a divine spell as<br />

being analyzed by a wizard, for<br />

instance)<br />

+4<br />

- 5/spell level<br />

+1 each instance<br />

-1 for each year<br />

-5


<strong>Liber</strong> Mysterium: Magic<br />

At the GM’s discretion, other modifiers may<br />

apply. <strong>The</strong>n, take your result <strong>and</strong> consult the following.<br />

Condition DC<br />

Class <strong>of</strong> the Spellcaster (Witch, Cleric, Wizard,<br />

etc.)<br />

10<br />

As above, plus Coven, Religion, or school <strong>of</strong><br />

specialty (if applicable) <strong>of</strong> caster<br />

12<br />

As above, plus Alignment <strong>of</strong> Caster 15<br />

As above, plus name <strong>of</strong> caster 20<br />

As above, plus time created/cast, <strong>and</strong> visuals <strong>of</strong><br />

the caster creating the item or casting the spell.<br />

24<br />

As above, plus reason created/cast 30<br />

As above, plus can analyze anyone else who has<br />

used the same item (begin rerolling at a -5<br />

penalty).<br />

35<br />

This spell can be used to analyze spells with a<br />

long duration, magical items, magical constructs, undead<br />

or aberrations created by wizardry.<br />

Arctic Grasp<br />

Cold Touch, Grip <strong>of</strong> Cold Death<br />

Transmutation<br />

Level: Wch 3, Sor/Wiz 3<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: One Creature<br />

Duration: Until Discharged<br />

Saving Throw: Fortitude halves (see text)<br />

Spell Resistance: Yes<br />

<strong>The</strong> spell causes your h<strong>and</strong> to glow a bright<br />

light blue until the spell is dispelled into another<br />

individual. When dispelled, the spell deals 1d6 frost<br />

damage per level (max 10d6). If the target fails their<br />

saving throw, they are considered slowed <strong>and</strong> can only<br />

take partial actions for 1 round per 2 caster levels.<br />

<strong>The</strong> material component for this spell is any<br />

crystallized stone.<br />

Astral Projection<br />

Necromancy<br />

Level: Wch 9, Clr 9, Sor/Wiz 9, Travel 9<br />

Components: V, S, M<br />

Casting Time: 30 minutes<br />

Range: Touch<br />

Targets: You plus one additional willing creature<br />

touched per two caster levels<br />

Duration: See text<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

By freeing your spirit from your physical body,<br />

this spell allows you to project an astral body onto<br />

another plane altogether.<br />

132<br />

You can bring the astral forms <strong>of</strong> other willing creatures<br />

with you, provided that these subjects are linked in a<br />

circle with you at the time <strong>of</strong> the casting. <strong>The</strong>se fellow<br />

travelers are dependent upon you <strong>and</strong> must accompany<br />

you at all times. If something happens to you during the<br />

journey, your companions are str<strong>and</strong>ed wherever you left<br />

them.<br />

You project your astral self onto the Astral<br />

Plane, leaving your physical body behind on the Material<br />

Plane in a state <strong>of</strong> suspended animation. <strong>The</strong> spell<br />

projects an astral copy <strong>of</strong> you <strong>and</strong> all you wear or carry<br />

onto the Astral Plane. Since the Astral Plane touches<br />

upon other planes, you can travel astrally to any <strong>of</strong> these<br />

other planes as you will. To enter one, you leave the<br />

Astral Plane, forming a new physical body (<strong>and</strong><br />

equipment) on the plane <strong>of</strong> existence you have chosen to<br />

enter.<br />

While you are on the Astral Plane, your astral<br />

body is connected at all times to your physical body by a<br />

silvery cord. If the cord is broken, you are killed, astrally<br />

<strong>and</strong> physically. Luckily, very few things can destroy a<br />

silver cord. When a second body is formed on a different<br />

plane, the incorporeal silvery cord remains invisibly<br />

attached to the new body. If the second body or the<br />

astral form is slain, the cord simply returns to your body<br />

where it rests on the Material Plane, thereby reviving it<br />

from its state <strong>of</strong> suspended animation. Although astral<br />

projections are able to function on the Astral Plane, their<br />

actions affect only creatures existing on the Astral Plane;<br />

a physical body must be materialized on other planes.<br />

You <strong>and</strong> your companions may travel through<br />

the Astral Plane indefinitely. Your bodies simply wait<br />

behind in a state <strong>of</strong> suspended animation until you<br />

choose to return your spirits to them. <strong>The</strong> spell lasts until<br />

you desire to end it, or until it is terminated by some<br />

outside means, such as dispel magic cast upon either the<br />

physical body or the astral form, the breaking <strong>of</strong> the<br />

silver cord, or the destruction <strong>of</strong> your body back on the<br />

Material Plane (which kills you).<br />

Material Component: A jacinth worth at least<br />

1,000 gp, plus a silver bar worth 5 gp for each person to<br />

be affected.<br />

Astral Sense<br />

Abjuration<br />

Level: Wch 3<br />

Components: V S M<br />

Casting Time: 1 round<br />

Range: Touch<br />

Target, Effect, Area: Person touched<br />

Duration: 1 round per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell the caster can see astral,<br />

ethereal or invisible creatures. She is limited only by her<br />

own sight. Even though the caster can see the creatures


or items in the astral or ethereal plane, she may not be<br />

able to effect them. Plus the creatures may not be able to<br />

see the caster. Any gaze attacks that can extend into the<br />

astral or ether will also effect the caster.<br />

<strong>The</strong> material component for this spell is a bit <strong>of</strong><br />

special blue power that the caster uses to draw an eye on<br />

her forehead.<br />

Aura Manipulation<br />

Transmutation<br />

Level: Wch 3<br />

Components: V S M<br />

Casting Time: 1 turn<br />

Range: Touch<br />

Target, Effect, Area: Person<br />

touched<br />

Duration: See Below<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

<strong>The</strong> caster can alter the aura<br />

<strong>of</strong> herself or another. <strong>The</strong> caster can<br />

disguise a person’s alignment, level or<br />

whether or not the person is telling<br />

the truth or a lie. This spell will fool<br />

<strong>and</strong> magical detection, such as the<br />

caster’s own Aura Reading. This<br />

spell will also fool any other types <strong>of</strong><br />

magical or psychic means <strong>of</strong><br />

discovery such as Analyze Magic<br />

(opposed spellcaster roll).<br />

A spellcaster casting Aura<br />

Reading will believe the spell or item<br />

to be what the target appears to be<br />

under Aura Manipulation if they fail<br />

an opposed caster level check, in<br />

which the caster <strong>of</strong> Aura<br />

Manipulation receives a +4 bonus.<br />

This spell requires a piece <strong>of</strong><br />

quartz crystal.<br />

Babble<br />

Tongue Tie<br />

Transmutation<br />

Level: Wch 3, Brd 3, Sor/Wiz 3<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Close (25 ft + 5 ft/ 2 levels)<br />

Target, Effect, Area: 20’ + 5’ per level cone<br />

Duration: 1 round per level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This spell confuses <strong>and</strong> confounds all types <strong>of</strong><br />

verbal communication. All victims within the effected<br />

20’ +5’ per level cone shaped area starting at your h<strong>and</strong><br />

must make a will save or be effected. <strong>The</strong> speech<br />

133<br />

<strong>Liber</strong> Mysterium: Magic<br />

becomes babbled <strong>and</strong> confused. Any spell with a verbal<br />

component is stopped or otherwise disrupted. People<br />

effected will also believe that their own speech is normal,<br />

but all other effected people’s speech is babbled. Those<br />

not effected can still speak normally, but can not<br />

underst<strong>and</strong> those effected at all.<br />

This spell cannot effect undead or any other<br />

creature immune to mind effecting spells.<br />

This spell can be countered with a proper<br />

Remove Curse or Tongues spell.<br />

<strong>The</strong> material component for this spell is a<br />

snake’s tongue that has been tied in a knot.<br />

Beguile<br />

Lust (Fertility)<br />

<strong>The</strong> target becomes enamored with the caster.<br />

Enchantment Charm<br />

Level: Wch 2, Brd 2, Cleric 2,<br />

Sor/Wiz 2, Fertility 2<br />

Components: V S<br />

Casting Time: 1 action<br />

Range: Close 25 feet + 5 feet / level<br />

Target, Effect, Area: One humanoid<br />

Duration: 10 Minutes per Caster<br />

Level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This spell functions similarly<br />

to the spell Charm Person, except it<br />

has the additional benefit <strong>of</strong><br />

romantically enamoring the target. If<br />

the caster tries to use her bluff or<br />

diplomacy against the target, she<br />

receives a +10 circumstance bonus<br />

against the target. <strong>The</strong> caster can make<br />

seduction check as normal to attempt<br />

to increase her bonus to Bluff <strong>and</strong><br />

Diplomacy, to increase her check, she<br />

makes her skill check opposed by the<br />

targets sense motive, which is made<br />

with a +10 bonus. Her diplomacy<br />

check in this instance is increased by<br />

+1 for every two points her check is<br />

higher than the targets sense motive. This stacks with<br />

the base +10 bonus that this spell grants. St<strong>and</strong>ard saving<br />

throws to avoid taking actions that normally you<br />

wouldn’t make (like cheating on your wife <strong>of</strong> 15 years)<br />

are still granted a saving throw, albeit at a -5 penalty.<br />

This spell has no effect on characters who<br />

normally could not feasibly become attracted to the<br />

caster, a heterosexual male could not become enamored<br />

to a male caster, nor could a homosexual female become<br />

enamored by a male caster, nor could it work on asexual<br />

beings like Oozes or Elementals.<br />

Fertility Domain: To the ancient fertility gods, lust was<br />

not a sin, but the energies <strong>of</strong> life <strong>and</strong> need to create. To


<strong>Liber</strong> Mysterium: Magic<br />

fill oneself with lust is not an evil thing if the lust is used<br />

for creation.<br />

Bestow Curse<br />

Necromancy<br />

Level: Wch 3, Clr 3, Sor/Wiz 4<br />

Components: V, S<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

You place a curse on the subject. Choose one <strong>of</strong><br />

the following three effects.<br />

• –6 decrease to an ability score (minimum 1).<br />

• –4 penalty on attack rolls, saves, ability checks, <strong>and</strong> skill<br />

checks.<br />

• Each turn, the target has a 50% chance to act normally;<br />

otherwise, it takes no action.<br />

You may also invent your own curse, but it should be no<br />

more powerful than those described above.<br />

<strong>The</strong> curse bestowed by this spell cannot be dispelled, but<br />

it can be removed with a break enchantment, limited wish,<br />

miracle, remove curse, or wish spell.<br />

Bestow curse counters remove curse.<br />

Biting Blade<br />

Evocation<br />

Level: Wch 2, Clr 2<br />

Components: V S M<br />

Casting Time: 3 actions<br />

Range: Touch<br />

Target, Effect, Area: one bladed weapon<br />

Duration: 1 minute per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

With this spell the caster may enchant one blade<br />

to cause extra slashing or piercing (based on weapon<br />

type) damage on a successful hit. On a successful hit, the<br />

weapon deals an additional 1d8 points <strong>of</strong> damage +1<br />

(max +10) per caster level. After a single strike, the spell<br />

ends. This spell has no effect on undead or constructs.<br />

Blade Resistance<br />

Transmutation<br />

Level: Wch 5, Clr 6, Drd 5<br />

Components: V S AF<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: Person touched<br />

Duration: 1 round per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

134<br />

By casting this spell the caster has made herself<br />

or whomever she touches immune to metal blades. You<br />

gain damage resistance 25/Non-Metal against piercing<br />

<strong>and</strong> slashing weapons only, provided these weapons are<br />

made <strong>of</strong> metal. Once this spell has prevented 10 points<br />

<strong>of</strong> damage per level (Max 150) it is discharged.<br />

Slashing or piercing weapons not made <strong>of</strong> metal<br />

(for instance, a druids wooden scimitar which has<br />

“Ironwood” cast on it), or natural piercing or slashing<br />

attacks are not affected by this spell (presuming the<br />

attacker is not made <strong>of</strong> metal. Despite the name, Metallic<br />

Dragons do not count as metal). This spell also provides<br />

resistance against the spells Biting Blade, Ghostly Slashing,<br />

Phantom Lacerations, Dreadful Bloodletting, <strong>and</strong> Wave <strong>of</strong><br />

Mutilation.<br />

An athame is required to cast this spell as an<br />

Arcane Focus.<br />

Bless Growth<br />

<strong>The</strong> target’s growth is blessed.<br />

Transmutation<br />

Level: Wch 1, Drd 1, Rgr 1<br />

Components: V S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: See Text<br />

Duration: 1 week<br />

Saving Throw: None<br />

Spell Resistance: Yes (harmless)<br />

This spell can be used in three ways.<br />

Bless Garden - Growth is improved by 20% during the<br />

duration <strong>of</strong> the spell, when used on a natural garden, they<br />

will produce 20% more food. This can be used to affect<br />

gardens up to 10 square feet per caster level.<br />

Bless Body - If cast on a living creature, they will<br />

recover an additional hit point for each full night <strong>of</strong> rest.<br />

Bless Mother - This spell can also be used to increase<br />

the chances <strong>of</strong> a woman getting pregnant, though it’s up<br />

to your DM to decide exactly how it’s affected.<br />

Growth<br />

This spell is countered <strong>and</strong> dispelled by Blight<br />

Blight Growth<br />

<strong>The</strong> target’s growth is blighted.<br />

Transmutation<br />

Level: Wch 1, Drd 1, Rgr 1<br />

Components: V S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 10 yards per level <strong>of</strong> area touched<br />

Duration: 10 Minutes per Level<br />

Saving Throw: None<br />

Spell Resistance: Yes


This spell can be used in three ways.<br />

Blight Garden - Growth is decreased by 20% during the<br />

duration <strong>of</strong> the spell, when used on a natural garden, they<br />

will produce 20% less food. This can be used to affect<br />

gardens up to 10 square feet per caster level.<br />

Blight Body - If cast on a living creature, they will<br />

recover one less hit point for each full night <strong>of</strong> rest.<br />

Blight Mother - This spell can also be used to decrease<br />

the chances <strong>of</strong> a woman getting pregnant, though it’s up<br />

to the GM to decide exactly how it’s affected.<br />

Growth<br />

This spell is dispelled <strong>and</strong> countered by Bless<br />

Broca’s Curse <strong>of</strong> Babel<br />

Subject is cursed into speaking in non-sense<br />

Illusion Glamour<br />

Level: Wch 2, Brd 2, Sor/Wiz 2<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: Subject Touched<br />

Duration: 1 round/level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this minor curse you causes the<br />

subject to be able only to speak in non-sense. <strong>The</strong><br />

subject will believe that they are speaking normally <strong>and</strong><br />

will not initially underst<strong>and</strong> why no one underst<strong>and</strong>s<br />

them. <strong>The</strong> affected subject will not be able to<br />

communicate either by speech or writing, nor will they be<br />

able to cast spells.<br />

This spell can be countered with a proper<br />

Remove Curse, Dispel Magic or Tongues spell.<br />

<strong>The</strong> material component for this spell is a<br />

snake’s tongue that has been tied in a knot.<br />

Bounty/Strength to the Unborn<br />

Increases the chances that a fetus/embryo/seedling will be born<br />

Necromantic<br />

Level: Clr 4, Drd 4, Wch 4, Fertility 4<br />

Components: V S M<br />

Casting Time: 1 hour<br />

Range: Close (25 ft + 5ft./2 levels)<br />

Target, Effect, Area: One life form/area<br />

Duration: Gestation <strong>of</strong> the life form<br />

Saving Throw: Fort negates<br />

Spell Resistance: Yes, harmless<br />

This spells gives protection to an unborn fetus<br />

or a developing plant to survive till it is born or<br />

germinates.<br />

135<br />

<strong>Liber</strong> Mysterium: Magic<br />

A plant will draw the nutrients it needs from the<br />

surrounding area, a fetus from it’s mother. This is not<br />

vampiric, but an extension <strong>of</strong> a natural process. <strong>The</strong><br />

mother or the area the plant is in must then be<br />

responsible for taking in more nutrients for herself or<br />

lose 1 Con point per month (for a maximum <strong>of</strong> 9). <strong>The</strong><br />

Con point loss is temporary <strong>and</strong> can be recovered<br />

normally.<br />

<strong>The</strong> caster adds a +1 to the survival DC <strong>of</strong> the<br />

developing life form for every spellcasting level she has.<br />

This spell provides no protection once the baby is born<br />

or the plants come out <strong>of</strong> the ground.<br />

Material Components: A parchment with various<br />

symbols <strong>of</strong> protection inscribed on it burned in a<br />

caldron.<br />

This spell can be countered with Withering Touch.<br />

Bull <strong>of</strong> Heaven<br />

Bewitch Animal<br />

Transmutation<br />

Level: Wch 5, Drd 5<br />

Components: V S M<br />

Casting Time: 9 actions<br />

Range: Touch<br />

Target, Effect, Area: 1 normal animal touched<br />

Duration: 10 Minutes + 1 Minute per level<br />

Saving Throw: Will Negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

In Sumerian myths Inanna sent a frightful bull<br />

to destroy Gilgamesh. With the use <strong>of</strong> this spell a caster<br />

can gain some <strong>of</strong> that power.<br />

By casting this spell on any normal, non-magical<br />

animal the caster turns it into a powerful force <strong>of</strong> nature.<br />

<strong>The</strong> caster speaks the spell <strong>and</strong> rubs the animal with a<br />

special scented oil. Any normal animal will gain, for the<br />

rest <strong>of</strong> the spells duration, an additional +6 to each <strong>of</strong> it’s<br />

ability scores. Also, for the duration <strong>of</strong> the spell, it acts<br />

as if the celestial or fiendish template (as dictated by the<br />

casters alignment, neutral casters may choose which to<br />

apply) were applied to the creature (as described in Core<br />

Rulebook III). <strong>The</strong> animal can follow simple comm<strong>and</strong>s,<br />

but can not learn to speak no matter what it’s current<br />

intelligence score is (unless it is a creature which could<br />

possibly learn to speak already, such as a parrot or a<br />

dolphin). <strong>The</strong> animal is also considered to be Hasted,<br />

gaining an extra partial action each round.<br />

<strong>The</strong> animal will perform the action until<br />

completion, the spells end or it’ or the caster’s death. If<br />

the animal completes the action or if the spell duration<br />

ends then the animal will return to the state in which the<br />

caster encountered it, hit points returned to normal. If<br />

the animal is killed, it automatically has the spell<br />

Reincarnation cast upon it; however, it takes a full week for<br />

the spell to take effect (the witch does not pay any XP<br />

costs for the reincarnation).


<strong>Liber</strong> Mysterium: Magic<br />

<strong>The</strong> material component for this spell is scented<br />

oil, which is rubbed over the affected animal as the spell<br />

is prepared.<br />

Cleanse<br />

Minor Rite <strong>of</strong> Cleansing<br />

Evocation<br />

Level: Wch 4, Clr 4<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 10 ft per level<br />

Duration: Instantaneous<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

This spell works like the Holy Word spell, but it<br />

can only force out evil spirits, undead, outsiders from the<br />

area <strong>of</strong> effect. It can not harm or destroy any <strong>of</strong> these<br />

spirits, but they will leave the area. Undead are treated as<br />

if they were turned (but never destroyed). This spell will<br />

also remove a spirit from an object or person. In this<br />

case the possessing spirit gains a will save. If it fails it<br />

leaves the body or object <strong>and</strong> flees the area.<br />

<strong>The</strong> arcane focus for this spell is the witches<br />

athame <strong>and</strong> fine incense.<br />

Clothes <strong>of</strong> the Emperor<br />

Illusion (Phantasm)<br />

Level: Wch 2<br />

Components: S M<br />

Casting Time: 1 action<br />

Range: Close (25 ft + 5 ft/level)<br />

Target, Effect, Area: Living Creature<br />

Duration: 1 day per level [d]<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This spell creates an illusionary set <strong>of</strong> clothing<br />

that only the target can see. If the target puts on these<br />

clothes, they will appear nude, but the target will believe<br />

they are clothed, even if they look into a mirror or other<br />

reflected surface.<br />

<strong>The</strong> caster decides what these clothes look like<br />

<strong>and</strong> where the target believes these clothes are. <strong>The</strong><br />

material component for this spell is a small piece <strong>of</strong><br />

cloth.<br />

Continual Fire<br />

Conjuration Creation<br />

Level: Wch 3, Clr 3, Drd 3, Sor/Wiz 3<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: 5 feet<br />

Target, Effect, Area: One flame<br />

Duration: Permanent<br />

Saving Throw: None<br />

136<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell the caster alters the<br />

nature <strong>of</strong> a flame to burn forever. It never grows or<br />

consumes it’s fuel, but it can not be put out save by<br />

magical means or depriving it <strong>of</strong> air. Unlike continual<br />

flame, this fire does produce real heat, <strong>and</strong> other objects<br />

can be caught on fire with this spell.<br />

A weapon with Continual Fire cast on it deals<br />

no extra damage, but it can be used to se things ablaze<br />

<strong>and</strong> functions as a torch.<br />

<strong>The</strong> material component is a small piece <strong>of</strong><br />

petrified wood.<br />

Control Outcome <strong>of</strong> Birth<br />

<strong>The</strong> caster can choose outcome (gender, amount,) <strong>of</strong> birth.<br />

Alteration<br />

Level: Clr 6, Drd 6, Wch 6, Fertility 6<br />

Components: V S M AF<br />

Casting Time: 1 hour<br />

Range: Touch<br />

Target, Effect, Area: One target<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell the caster can control the<br />

outcome <strong>of</strong> birth. Specifically the caster can choose the<br />

outcome <strong>of</strong> the birth such as gender <strong>of</strong> the baby or other<br />

detail such removing a family curse before the baby is<br />

born (Lycanthropy for example). If cast within the<br />

normal time frame (the first couple <strong>of</strong> weeks after<br />

conception for humans) then identical twins can be<br />

created from a single birth or twins can be reduced to<br />

one.<br />

A druid (or a cleric or witch) can use this spell<br />

to similarly effect plant life.<br />

For every month (or equivalent time period)<br />

after conception the base DC is increased by +1. This<br />

spell is obviously ineffective after birth has taken place.<br />

Material Components: <strong>The</strong> witch caster needs a small clear<br />

crystal in which to scry on the developing fetus.<br />

Create Poppet<br />

Transmutation<br />

Level: Wch 3, Adp 3, Drd 5, Wiz/Soc 5<br />

Components: V,S,M, Exp<br />

Casting Time: 6 hours<br />

Range: Touch<br />

Targets: One poppet<br />

Duration: Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: No<br />

This spell turns a specially prepared inanimate<br />

doll into a poppet, a sort <strong>of</strong> minor golem. Hair from a<br />

living creature <strong>of</strong> Intelligence 5 or greater must be used


to create a poppet. <strong>The</strong> poppet then serves its creator<br />

faithfully as long as it exists. Poppets are capable <strong>of</strong><br />

independently performing simple tasks, <strong>and</strong> as a result<br />

make adequate household or laboratory servants. <strong>The</strong>y<br />

are not naturally aggressive, <strong>and</strong> ignore orders to attack<br />

with one exception. If ordered to do so, a poppet will<br />

unerringly stalk the creature whose hair it was made<br />

from, <strong>and</strong> attempt to kill it. If the poppet succeeds in<br />

killing its target, it immediately falls to the ground,<br />

lifeless. A careful caster can replace the hair <strong>and</strong><br />

reanimate the poppet with no experience cost. A<br />

spellcaster can animate multiple poppets, but can never<br />

control more hit dice <strong>of</strong> poppets than she has levels. If<br />

this number is exceeded, all poppets currently animated<br />

pass out <strong>of</strong> the caster’s control <strong>and</strong> run wild.<br />

XP cost: 500 XP.<br />

Crossbreed<br />

Allow two incompatible races to have an <strong>of</strong>fspring.<br />

Conjuration<br />

Level: Wch 8, Clr 8, Fertility 8<br />

Components: V S M DF<br />

Casting Time: 1 hour<br />

Range: Visualized or Touch<br />

Target, Effect, Area: One target<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

<strong>The</strong> world is full <strong>of</strong> living magical creations.<br />

Some have occurred naturally over time, others have<br />

been aided by this spell.<br />

This spell allows two species that a naturally<br />

cross-infertile to bare <strong>of</strong>fspring. Both species must be<br />

living <strong>and</strong> able to reproduce on their own. <strong>The</strong> base<br />

chance for the spell’s success is a DC <strong>of</strong> 10, all <strong>of</strong> the<br />

normal modifications do apply plus these additional ones.<br />

Species Cross fertility Conception<br />

DC<br />

Naturally cross fertile 10<br />

Same type, not naturally cross fertile, 15<br />

(ex: humanoid mammal to humanoid<br />

mammal, i.e. dwarf <strong>and</strong> gnome)<br />

Type differs by one (ex: humanoid 20<br />

mammal to humanoid reptile, i.e.<br />

Human <strong>and</strong> Lizardman )<br />

Type differs by more (ex: humanoid 30<br />

mammal to monstrous beast, i.e.<br />

Human <strong>and</strong> Hydra)<br />

DC Modifers (cumulative)<br />

Size differs between the parents +1 for each level <strong>of</strong><br />

difference<br />

One parent is a dwarf, gnome or +1 (for each parent)<br />

halfling<br />

One parent is a magical creation +2 (for each parent)<br />

137<br />

<strong>Liber</strong> Mysterium: Magic<br />

One parent is an aberration +3 (for each parent)<br />

One parent is a goblin, orc or<br />

troll<br />

One parent is a humanoid<br />

outsider<br />

Any base creature that can grant<br />

a “half-” template (i.e. half-fiend,<br />

half-celestial, half-dragon)<br />

-1 (for each parent)<br />

-1 (for each parent)<br />

-2 (for each parent)<br />

Examples: If this spell were used to make say a<br />

half-elf an elf <strong>and</strong> a human would be needed. Since elves<br />

<strong>and</strong> humans are naturally cross-fertile the DC is 10.<br />

Since both are medium sized humanoids no alterations<br />

need to be made. <strong>The</strong> caster can at this point “take a 10”<br />

<strong>and</strong> produce a half-elf.<br />

<strong>The</strong> caster now wants to crossbreed a half-fiend<br />

troll (large giant, outsider) with a troglodyte (medium<br />

reptilian humanoid). <strong>The</strong> base DC is 20. <strong>The</strong><br />

modifications are +1 for size differences, <strong>and</strong> –1 since<br />

one is a troll, <strong>and</strong> –1 again since it is a humanoid<br />

outsider, leaving a DC <strong>of</strong> 19. <strong>The</strong> GM decides that the<br />

fiendish nature <strong>of</strong> the troll leads to better cross breeding<br />

with others <strong>and</strong> grants another –2 to the DC for a total<br />

<strong>of</strong> 17.<br />

Other factors: Dragons despite their<br />

differences appear to be at least somewhat cross-fertile<br />

with humanoids, given the existence <strong>of</strong> sorcerers.<br />

Outsiders, magical beasts <strong>and</strong> aberrations should be dealt<br />

with on a case by case basis. <strong>The</strong> modifiers above are<br />

meant as guidelines.<br />

Conception: <strong>The</strong> conception process can either take<br />

place normally or by the means <strong>of</strong> Magickal Conception<br />

above. Obviously for crossbreed to work two parents are<br />

required.<br />

<strong>The</strong> outcome <strong>of</strong> birth is determined by the<br />

amount rolled over the DC calculated above.<br />

Birth Result Over DC<br />

Stillborn 0 (or lower)<br />

Alive, serious deformities, infertile 1-5<br />

Alive, minor deformities, infertile 6-10<br />

Alive, no deformities, infertile 11-20<br />

As above, breeds true with either type <strong>of</strong><br />

parent, but infertile with others <strong>of</strong> it’s<br />

kind.<br />

21-30<br />

As above, new true species created, fertile<br />

with others <strong>of</strong> it’s own kind <strong>and</strong> both<br />

types <strong>of</strong> parents.<br />

31+<br />

Material Components: <strong>The</strong> divine focus is a w<strong>and</strong><br />

made out <strong>of</strong> wood that was grafted to another tree.<br />

Typically a branch <strong>of</strong> apple or peach is grafted to a tree<br />

<strong>of</strong> oak or hawthorn <strong>and</strong> allowed to grow for one month.<br />

<strong>The</strong> w<strong>and</strong> is non-magical, but it does have special


<strong>Liber</strong> Mysterium: Magic<br />

properties for this spell. <strong>The</strong> w<strong>and</strong> can only be used<br />

once. Each parent is also given specially prepared apples<br />

<strong>and</strong> figs to eat. To cut the fruits a special boline must be<br />

crafted. This knife can have no other purpose. Cost for<br />

these materials are 500 gp.<br />

Curse <strong>of</strong> Lycanthropy<br />

Transmutes one humanoid into an afflicted lycanthrope<br />

Transmutation<br />

Level: Wch 6, Clr 6, Moon 6, Sor/Wiz 6<br />

Components: V, S, M F<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: One humanoid touched<br />

Duration: Permanent<br />

Save: Fortitude negates<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell, you may place a<br />

devastating curse on one other humanoid creature. <strong>The</strong><br />

Curse <strong>of</strong> Lycanthropy changes the creature to a type <strong>of</strong><br />

lycanthrope (were-creaure) determined by the material<br />

component held. <strong>The</strong> GM applies the Lycanthrope<br />

monster template to the effected humanoids; nonhumanoids<br />

<strong>and</strong> current lycanthropes are immune to the<br />

spells effects. <strong>The</strong> effected lycanthrope is a cursed or<br />

afflicted creature <strong>and</strong> may only be returned to normal by<br />

means described in the monster template entry (qv.)<br />

<strong>The</strong> type <strong>of</strong> lycanthrope that the target creature<br />

becomes is determined by the material component used.<br />

In the case <strong>of</strong> a werewolf a bit <strong>of</strong> hair from a werewolf or<br />

a dire wolf is required. For a werebear a bit <strong>of</strong> werebear<br />

or dire bear fur is needed, <strong>and</strong> so on. In every case the<br />

preferred component is that from a were-creature. GM’s<br />

may wish to give a +1 to +3 save bonus to the creature if<br />

a dire creature’s fur is used instead.<br />

<strong>The</strong> arcane focus <strong>of</strong> this spell is a disk in the<br />

shape <strong>of</strong> the moon. Which phase <strong>of</strong> the moon depends<br />

on the creature changed. After that point the affected<br />

creature will not change till the next moon phase<br />

depicted.<br />

Lycanthrope Fur needed Moon phase<br />

symbol<br />

Werebear Dire bear/werebear Waxing Crescent<br />

Wereboar Dire or Giant boar/<br />

wereboar<br />

Half<br />

Wererat Dire rat/wererat New<br />

Weretiger Dire tiger/weretiger Waning Crescent<br />

Werewolf Dire wolf/<br />

worg/werewolf<br />

Full<br />

Other animals maybe used. GM’s will need to<br />

work out the details. <strong>The</strong> spell is ineffectual against<br />

current lycanthropes, undead, any type <strong>of</strong> outsider, other<br />

shape shifters, or animals.<br />

138<br />

It is believed that this spell originated from the<br />

coven <strong>of</strong> the <strong>Witches</strong> <strong>of</strong> the Howling Moon. It is<br />

believed that the spell was then used to create a class <strong>of</strong><br />

warrior witches that had the skill <strong>of</strong> the wolf to protect<br />

their l<strong>and</strong>s. However something went wrong either with<br />

the spell or those affected by it. Now the spell can only<br />

curse those into assuming wolf shape, never gaining the<br />

ability <strong>of</strong> the wolf to protect.<br />

Dance Macabre<br />

Enchantment<br />

Level: Wch 3, Brd 3<br />

Components: S<br />

Casting Time: 1 Action<br />

Range: Medium (100 ft + 10 ft / level)<br />

Target: 1 humanoid per level<br />

Duration: See Text<br />

Saving Throw: Will Negates (see text)<br />

Spell Resistance: Yes<br />

This spell holds the target as the spell Hold<br />

Person for anyone who who looks at the caster, except<br />

that the targets get a saving throw every other round.<br />

Dance Macabre requires that the caster dance for as long<br />

as they wish their targets be held.<br />

Death Armor<br />

Latin: Armatus mori<br />

Necromancy<br />

Level: Wch 2, Sor/Wiz 2<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Self<br />

Target, Effect, Area: Caster only<br />

Duration: 1 round/level<br />

Saving Throw: Fort Half (see text)<br />

Spell Resistance: Yes<br />

This spell causes your skin to become highly<br />

acidic. Anyone touching the caster’s skin, via an<br />

unarmed attack or otherwise receives 2d6 points <strong>of</strong> Acid<br />

damage (fort save half). <strong>The</strong> caster can make a touch<br />

attack with this spell.<br />

<strong>The</strong> material components for this spell are 100<br />

gp worth <strong>of</strong> special creams, which must be rubbed over<br />

the caster’s arms.<br />

Discord<br />

Causes hidden hostilities to become open.<br />

Enchantment<br />

Level: Wch 2, Brd 2, Sor/Wiz 2<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Medium (100 ft + 10 ft / level)<br />

Target, Effect, Area: All creatures in a 15 ft. radius<br />

Duration: 1 hour + special<br />

Saving Throw: Will negates


Spell Resistance: Yes<br />

This spell causes hidden, but actual, tensions<br />

<strong>and</strong> hostilities to be forced into the open. Often used to<br />

cause discord in groups, this spell is most effective when<br />

disparate groups come together to work things out.<br />

Common hidden hostilities can include racial,<br />

such as humans adventuring with elves <strong>and</strong> dwarves;<br />

moral or ethical along alignment lines, national or even<br />

between different character classes. Example would be a<br />

party in which (if all fail the save) everyone begins to<br />

distrust the rogue or the half-orc, or the dwarf <strong>and</strong> the elf<br />

decide now is a good time to bring up the thous<strong>and</strong>s <strong>of</strong><br />

years <strong>of</strong> racial tension between their groups, the<br />

barbarian begins to eye the wizard with more than a little<br />

distrust <strong>and</strong> suspicion.<br />

This spell last as long as one hour. After that,<br />

each effected person must resave against Will each hour<br />

after that. After the first hour they gain a cumulative +2<br />

to save. <strong>The</strong> spell lasts as long as at least one person is<br />

still effected.<br />

While the arguments will get heated, they will<br />

rarely if ever come to blows. <strong>The</strong> effected members will<br />

<strong>of</strong> course not be able to anything else, including being<br />

quiet, during the duration <strong>of</strong> the spell.<br />

<strong>The</strong> material component for this spell is a pinch <strong>of</strong><br />

ragweed, cayenne pepper, or some other irritant that can<br />

be ground into a powder.<br />

Divine Power<br />

Evocation<br />

Level: Wch 4, Clr 4, War 4<br />

Components: V, S, DF<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

Calling upon the divine power <strong>of</strong> your patron,<br />

you imbue yourself with strength <strong>and</strong> skill in combat.<br />

Your base attack bonus becomes equal to your character<br />

level (which may give you additional attacks), you gain a<br />

+6 enhancement bonus to Strength, <strong>and</strong> you gain 1<br />

temporary hit point per caster level.<br />

Dowse<br />

<strong>The</strong> caster can locate water, plants or minerals.<br />

Divination<br />

Level: Wch 1<br />

Components: V S M<br />

Casting Time: 3 actions<br />

Range: 50 ft / level (max 200)<br />

Target, Effect, Area: 1” area around the caster<br />

Duration: 30 Minutes + 10 Minutes per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

139<br />

<strong>Liber</strong> Mysterium: Magic<br />

By means <strong>of</strong> this spell the caster can locate<br />

certain items. Typically what is looked for is water,<br />

known as Water Dowsing. <strong>The</strong> water must be in the<br />

spell’s range. <strong>The</strong> caster will know how much water there<br />

is <strong>and</strong> how deep in the ground. <strong>The</strong> caster will not know<br />

if the water is fit for dinking until she gets to it.<br />

Almost any other type <strong>of</strong> items may be found in<br />

this manner such as edible plants, burnable wood, small<br />

gems. However it can not be used to find people,<br />

monsters or specific items. <strong>The</strong> nature <strong>of</strong> the item to be<br />

found must be stated on the spell’s onset <strong>and</strong> can not be<br />

changed. If for example the caster wants to find water<br />

<strong>and</strong> edible berries, she must cast Dowse twice.<br />

This spell can also be made available to other<br />

clerics, in particular druids.<br />

<strong>The</strong> Arcane Focus for this spell is a stick shaped<br />

like a Y. <strong>The</strong> caster holds the sick with both fists, with<br />

fingers up <strong>and</strong> the single end pointing forward. While<br />

the stick does not vanish when the spell is complete, it is<br />

unusable for other dowsing attempts.<br />

Dreadful Bloodletting<br />

Transmutation<br />

Level: Wch 5<br />

Components: V S F<br />

Casting Time: 1 Action<br />

Range: Medium (100 ft + 10 ft/level)<br />

Target, Effect, Area: 1 Creature or Object<br />

Duration: Instantaneous<br />

Saving Throw: Fort Partial (See Text)<br />

Spell Resistance: Yes<br />

Like Ghostly Slashing <strong>and</strong> Phantom<br />

Lacerations, this spell causes wounds to appear on the<br />

targets body. However, these wounds are much larger<br />

than the ones caused by Phantom Lacerations.<br />

Initially, the target suffers 7d8 +2 (Max +20)<br />

damage per level, <strong>and</strong> must succeed a fortitude save or be<br />

stunned (receiving no dexterity bonus to AC, can take no<br />

actions, plus attackers receive a +2 bonus to their hit<br />

against their target) for a number <strong>of</strong> rounds equal to your<br />

caster level. This spell deals no damage to undead or<br />

constructs.<br />

<strong>The</strong> Arcane Focus for this spell is a slashing<br />

weapon <strong>of</strong> small or greater size.<br />

Ears <strong>of</strong> the Bat<br />

Bat’s Ears<br />

Allows the caster to “see” like a bat.<br />

Transmutation<br />

Level: Wch 2, Drd 2, Rgr 2<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: Self/Creature touched<br />

Duration: 1 Minute / Level [d]<br />

Saving Throw: Yes


<strong>Liber</strong> Mysterium: Magic<br />

Spell Resistance: Yes<br />

This spell completely blinds you but increases<br />

your hearing ability to ultrasonic levels. For the duration<br />

<strong>of</strong> the spell, gain a +10 bonus to your listen checks, <strong>and</strong> a<br />

+4 bonus to search checks for finding secret doors <strong>and</strong><br />

compartments. <strong>The</strong> Ultrasonic location <strong>of</strong>fsets most<br />

penalties <strong>of</strong> blindness (except you still suffer a 10% miss<br />

chance on attack rolls, <strong>and</strong> you move at 3/4’s your<br />

movement rate.) If you have the Blind Fighting feat, you<br />

suffer no penalties for blindness.<br />

<strong>The</strong> material component for this spell is a bit <strong>of</strong><br />

bat fur.<br />

Elemental Armor<br />

Conjuration [elemental]<br />

Level: Wch 4, Clr 4, Drd 4<br />

Components: V S MA<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: person touched<br />

Duration: 1 minute per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell creates a suit <strong>of</strong> magical body armor<br />

surrounding the target. <strong>The</strong> armor is made out <strong>of</strong><br />

elemental matter. You choose the appropriate element.<br />

<strong>The</strong> armor circles the caster <strong>and</strong> provides an AC bonus<br />

<strong>of</strong> +4, plus provides damage resistance 15 against one<br />

energy type (fire, acid, frost, sonic, electricity). <strong>The</strong><br />

armor is flexible to the caster <strong>and</strong> she can act as if she is<br />

not wearing armor at all, therefore causing no arcane<br />

spell failure penalty or maximum dexterity bonus. This<br />

spell does not stack with normal armor.<br />

Even though the armor is made <strong>of</strong> elemental<br />

matter is will not confer extra damage to the caster or<br />

others because <strong>of</strong> it’s make up. So Fire Elemental<br />

Armor, while it looks like it’s on fire, will not cause any<br />

fire damage.<br />

<strong>The</strong> arcane focus for this spell is a consecrated<br />

pentacle. <strong>The</strong> material component is a bit <strong>of</strong> the element<br />

need.<br />

Endless Sleep<br />

Enchantment Compulsion<br />

Level: Wch 5<br />

Components: V S M<br />

Casting Time: 1 Minute<br />

Range: Touch<br />

Target, Effect, Area: 1 Target<br />

Duration: Semi-Permanent (see text)<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This spell causes the target to fall asleep<br />

indefinitely. <strong>The</strong> target will not starve or die <strong>of</strong> thirst, but<br />

140<br />

until the criteria set by the caster is met will remain asleep<br />

<strong>and</strong> age normally. <strong>The</strong> specific criteria must be semicommon.<br />

For instance, the caster may desire to have the<br />

target only awakened when kissed by a person <strong>of</strong> royal<br />

blood. Other options may require the target to have a<br />

particular type <strong>of</strong> leaf pressed upon the sleeping target’s<br />

forehead. <strong>The</strong> caster must touch the target intended.<br />

<strong>The</strong> material components for this spell are the<br />

same as the criteria required for the target to be<br />

awakened. For instance, if the caster wished the target to<br />

only be awoken if they had the feathers <strong>of</strong> an owlbear<br />

pressed against the target’s forehead, they would require<br />

the feathers <strong>of</strong> an owlbear. If they wished to have the<br />

target only be awoken by a particular type <strong>of</strong> person<br />

(race, bloodline, or otherwise), they would need a sample<br />

<strong>of</strong> that type <strong>of</strong> persons blood. GM’s always have final say<br />

on what criteria is acceptable or not.<br />

Enhanced Taste<br />

Transmutation<br />

Level: Wch 1, Clr 1, Sor/Wiz 1, Drd 1<br />

Components: V S / DF<br />

Casting Time: 3 actions<br />

Range: Self<br />

Target, Effect, Area: None<br />

Duration: 1 minute/level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

Enhanced taste greatly enhances the tasting<br />

capability <strong>of</strong> the recipient. <strong>The</strong> recipient <strong>of</strong> this spell will<br />

be able, by tasting a kind <strong>of</strong> food, to know what are its<br />

constituents. It is also possible to tell the quality <strong>of</strong> a<br />

wine, <strong>of</strong> drinking water, <strong>and</strong> other liquids. <strong>The</strong> spells also<br />

allows the recipient to detect poisons very efficiently.<br />

With only a single drop <strong>of</strong> the target liquid, the recipient<br />

<strong>of</strong> the spell will be able to tell if it is poison. Unless<br />

specified otherwise, the quantity <strong>of</strong> poison necessary to<br />

be detected is not enough to cause damage to the<br />

imbiber. <strong>The</strong> divine focus <strong>of</strong> the spell is the caster’s holy<br />

symbol or ritual tool.<br />

Escape <strong>of</strong> the Snake<br />

Transmutation<br />

Level: Wch 2, Brd 2, Sor/Wiz 2<br />

Components: V M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: person touched<br />

Duration: 1 round per level<br />

Saving Throw: Negates<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell target can escape any<br />

bounds that have them personally restrained. When the<br />

caster casts the spell she becomes as flexible as a snake<br />

<strong>and</strong> she can escape any personal bonds, such as rope, a


pillory or a noose. You gain a +10 bonus to your escape<br />

artist check.<br />

<strong>The</strong> material component for this spell is the shed skin <strong>of</strong><br />

a snake.<br />

Etherealness<br />

Transmutation<br />

Level: Wch 8, Clr 9, Sor/Wiz 9, Moon 8<br />

Range: Touch; see text<br />

Targets: You <strong>and</strong> one other touched creature per three<br />

levels<br />

Duration: 1 min./level (D)<br />

Spell Resistance: Yes<br />

This spell functions like ethereal jaunt, except that<br />

you <strong>and</strong> other willing creatures joined by linked h<strong>and</strong>s<br />

(along with their equipment) become ethereal. Besides<br />

yourself, you can bring one creature per three caster<br />

levels to the Ethereal Plane. Once ethereal, the subjects<br />

need not stay together.<br />

When the spell expires, all affected creatures on<br />

the Ethereal Plane return to material existence.<br />

False Memory<br />

Enchantment (Compulsion)<br />

Level: Wch 6<br />

Components: V S M<br />

Casting Time: See below<br />

Range: Touch<br />

Target, Effect, Area: One person touched<br />

Duration: Permanent<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

False Memory does just that; it places a false<br />

memory in the recipient’s mind. <strong>The</strong> caster can “record”<br />

a number <strong>of</strong> hours <strong>of</strong> false memory time equal to her<br />

level. But to do so requires one minute <strong>of</strong> hour added.<br />

Thus it would take a 15th level caster 15 minutes to<br />

replace 15 hours <strong>of</strong> memory. <strong>The</strong> caster can decide how<br />

much memory she chooses to replace. <strong>The</strong> victim will<br />

then forget what actually took place during that time<br />

period. To the victim the memories seem real <strong>and</strong><br />

accurate. <strong>The</strong>ir true memories can only be restored by a<br />

Remove Curse or a wish spell.<br />

When inserting the memories the caster needs<br />

to be somewhat familiar with the situations she is adding.<br />

If the caster adds a memory <strong>of</strong> exploring caves <strong>and</strong> she<br />

has never been in a cave herself, then the false memory<br />

will begin to fade. <strong>The</strong> victim needs to make an<br />

Intelligence check, if they succeed then they can look for<br />

a cure, a failed one means the false memory goes<br />

unnoticed. <strong>The</strong> intelligence check works depending on<br />

how familiar you were with the memories implanted (as<br />

decided by the GM).<br />

Familiarity DC<br />

141<br />

Expert 20<br />

Good 16<br />

Fair 12<br />

Poor 8<br />

None 4<br />

<strong>Liber</strong> Mysterium: Magic<br />

This spell can not be used to convince someone<br />

they are now someone else, or to make them do<br />

something against their own nature. <strong>The</strong> spell only<br />

replaces a fixed number <strong>of</strong> hours <strong>of</strong> memory; it does not<br />

alter anything else. Skills can not be forgot or learned<br />

<strong>and</strong> spells can not be taught.<br />

<strong>The</strong> material component for this spell is a quill pen <strong>and</strong><br />

vial <strong>of</strong> special ink that the caster has to make on her own.<br />

Feral Spirit<br />

Transmutation<br />

Level: Wch 3, Drd 3<br />

Components: V S<br />

Casting Time: 1 action<br />

Target, Effect, Area: Self<br />

Duration: 1 hour per level<br />

Your body changes, granting you a powerful<br />

unarmed attack. With this, you can make unarmed<br />

attacks without provoking attacks <strong>of</strong> opportunity, are<br />

always considered pr<strong>of</strong>icient with the attack, <strong>and</strong> also<br />

deal 1d4+1 point <strong>of</strong> damage (max +15) per level.<br />

<strong>The</strong> type <strong>of</strong> damage (piercing, slashing, or<br />

bludgeoning) granted changes between each caster.<br />

Usually, if you have a familiar, the spell will mimic the<br />

attacks that a familiar might have. For instance, a caster<br />

with a ram familiar may grow horns. One with a cat<br />

familiar will have small, retractable claws. A bird familiar<br />

may cause the caster to grow a beak to peck with, or a<br />

toad familiar may grant a slapping tongue. If you do not<br />

have a familiar, you simply grow long animal-like claws.<br />

Famine<br />

Transmutation<br />

Level: Wch 4, Drd 4<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Close (see text)<br />

Target, Effect, Area: See text<br />

Duration: Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: No<br />

This spell causes all plants <strong>and</strong> crops to become<br />

rotted <strong>and</strong> inedible. This spell does not affect current<br />

plants, only plants that have been planted <strong>and</strong> not yet<br />

sprouted. <strong>The</strong> spell can be a circle with a radius <strong>of</strong> 100<br />

feet, a semicircle with a radius <strong>of</strong> 150 feet, or a quarter<br />

sircle with a radius <strong>of</strong> 200 feet. You may also designate<br />

areas within the spell that are not affected.


<strong>Liber</strong> Mysterium: Magic<br />

<strong>The</strong> material components for this spell are a<br />

maggot, a fly, <strong>and</strong> a fresh fruit or vegetable <strong>of</strong> some kind.<br />

Ghostly Slashing<br />

Deals 1d4 damage +1 per caster level (max 20)<br />

Transmutation<br />

Level: Wch 1, Clr 2<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Close (25 ft + 5 ft / level)<br />

Target, Effect, Area: 1 Living target<br />

Duration: Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell creates what seems like a ghostly<br />

attacker that attacks the target. In fact, the spell only<br />

causes an open wound on a person. This spell deals 1d4<br />

slashing damage +1 per level (max +20). <strong>The</strong> placement<br />

<strong>of</strong> the wound is r<strong>and</strong>om. This spell has no effect on<br />

Undead or Construct.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a small<br />

metal flake <strong>of</strong> any size.<br />

Glamour<br />

Makes the caster more attractive or ugly.<br />

Transmutation<br />

Level: Wch 1, Sor/Wiz 1<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Self<br />

Target, Effect, Area: Caster<br />

Duration: 2 minutes / level<br />

This spell can be used in two ways.<br />

Touch <strong>of</strong> Beauty: <strong>The</strong> caster can make herself<br />

appear to be, simply put, more attractive. She becomes<br />

instantly cleansed, her hair will be removed <strong>of</strong> all tangles,<br />

<strong>and</strong> minor imperfections will be fixed. <strong>The</strong> caster gains a<br />

+2 bonus to bluff <strong>and</strong> diplomacy checks using this spell<br />

in this way.<br />

Touch <strong>of</strong> Hideousness: <strong>The</strong> caster can make<br />

herself appear too hideous. Her skin becomes wrinkled<br />

<strong>and</strong> warty, <strong>and</strong> becomes otherwise transformed. Using<br />

the spell this way grants the caster a +4 bonus to her<br />

intimidate check.<br />

<strong>The</strong> material component for this spell is a male<br />

bird’s feather to use the Touch <strong>of</strong> Beauty function or a<br />

bit <strong>of</strong> Goblin Droppings for the Touch <strong>of</strong> Hideousness.<br />

Grasp <strong>of</strong> the Endless War<br />

Conjuration<br />

Level: Wch 2, Clr 3, Pld 3<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: 1 Living Creature<br />

142<br />

Duration: Instantaneous<br />

Saving Throw: Fortitude halves<br />

Spell Resistance: Yes<br />

This spell taps into the casters own aura, <strong>and</strong><br />

creates magical energy to harm other targets. With a<br />

successful touch attack, the spell deals 1d10 damage for<br />

each step <strong>of</strong> alignment the target is from the caster. For<br />

example, Arterion the Paladin (LG) casts the spell against<br />

a chaotic evil demon. Since both chaos <strong>and</strong> evil are 2<br />

steps away from the paladin’s lawful good alignment, the<br />

spell deals 4d10 damage. If the target was instead a<br />

chaotic good rogue, the spell would deal 2d10 damage,<br />

since chaos is two steps away from law, but they are both<br />

good.<br />

<strong>The</strong> material component for this spell are two<br />

coins that have distinct sides.<br />

Guard Watch<br />

Removes need for sleep for the night.<br />

Transmutation<br />

Level: Wch 2, Sor/Wiz 2<br />

Components: V S DF<br />

Casting Time: 1 round<br />

Range: Touch<br />

Target, Effect, Area: Creature touched<br />

Duration: 1 night<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

When a caster casts this spell on another<br />

creature (or on herself), it removes the need for sleep for<br />

1 full night. <strong>The</strong> creature affected will then be able to be<br />

awake all through the night, with no chance <strong>of</strong> falling<br />

asleep. This spell is very useful for an adventuring party;<br />

someone being able to watch over for a whole night<br />

while everyone else sleeps is h<strong>and</strong>y. However, when the<br />

spell is cast upon spellcasters, it prevents them from<br />

learning spells on the second day, they still need to sleep<br />

to recover spells. Guard Watch can not be cast more<br />

than five nights in a row on a creature. After five days <strong>of</strong><br />

being awake, a creature needs (<strong>and</strong> deserves) rest. If the<br />

spell is cast anyway, it will simply not work. <strong>The</strong> divine<br />

focus <strong>of</strong> the spell is a witch’s ritual tool.<br />

Hallow<br />

Evocation [Good]<br />

Level: Wch 5, Clr 5, Drd 5<br />

Components: V, S, M, DF<br />

Casting Time: 24 hours<br />

Range: Touch<br />

Area: 40-ft. radius emanating from the touched point<br />

Duration: Instantaneous<br />

Saving Throw: See text<br />

Spell Resistance: See text


Hallow makes a particular site, building, or<br />

structure a holy site. This has four major effects.<br />

First, the site or structure is guarded by a magic circle<br />

against evil effect.<br />

Second, all Charisma checks made to turn<br />

undead gain a +4 sacred bonus, <strong>and</strong> Charisma checks to<br />

comm<strong>and</strong> undead take a –4 penalty. Spell resistance does<br />

not apply to this effect. (This provision does not apply to<br />

the druid version <strong>of</strong> the spell.)<br />

Third, any dead body interred in a hallowed site<br />

cannot be turned into an undead creature.<br />

Finally, you may choose to fix a single spell effect to the<br />

hallowed site. <strong>The</strong> spell effect lasts for one year <strong>and</strong><br />

functions throughout the entire site, regardless <strong>of</strong> the<br />

normal duration <strong>and</strong> area or effect. You may designate<br />

whether the effect applies to all creatures, creatures who<br />

share your faith or alignment, or creatures who adhere to<br />

another faith or alignment. At the end <strong>of</strong> the year, the<br />

chosen effect lapses, but it can be renewed or replaced<br />

simply by casting hallow again.<br />

Spell effects that may be tied to a hallowed site<br />

include aid, bane, bless, cause fear, darkness, daylight, death<br />

ward, deeper darkness, detect evil, detect magic, dimensional anchor,<br />

discern lies, dispel magic, endure elements, freedom <strong>of</strong> movement,<br />

invisibility purge, protection from energy, remove fear, resist energy,<br />

silence, tongues, <strong>and</strong> zone <strong>of</strong> truth. Saving throws <strong>and</strong> spell<br />

resistance might apply to these spells’ effects. (See the<br />

individual spell descriptions for details.)<br />

An area can receive only one hallow spell (<strong>and</strong> its<br />

associated spell effect) at a time. Hallow counters but<br />

does not dispel unhallow.<br />

Material Component: Herbs, oils, <strong>and</strong> incense<br />

worth at least 1,000 gp, plus 1,000 gp per level <strong>of</strong> the<br />

spell to be included in the hallowed area.<br />

Hold Winds<br />

Elemental Air<br />

Level: Wch 1, Drd 1<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 100 yard radius around the caster<br />

Duration: 1 turn per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell will stop the effects <strong>of</strong> any mundane<br />

(none magical) wind in the area <strong>of</strong> effect around the<br />

caster. <strong>The</strong> wind continues to blow around the bubble<br />

surrounding the caster, but not into. This will also stop<br />

any debris or particles from being blown at the caster.<br />

<strong>The</strong> material component is a small piece <strong>of</strong><br />

paper folded into a fan.<br />

Holy Steed<br />

Conjuration Summoning (Good)<br />

Level: Wch 6<br />

143<br />

Components: V S M<br />

Casting Time: 10 Minutes<br />

Range: Special<br />

Target, Effect, Area: Special<br />

Duration: 1 night.<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

<strong>Liber</strong> Mysterium: Magic<br />

This spell will summon a winged celestial<br />

Unicorn (as the Half-Celestial template in Core Rulebook<br />

III) to serve you for one day. <strong>The</strong> caster must be outside<br />

at night to begin the summoning. This creature can fly at<br />

90 (average)<br />

<strong>The</strong> Unicorn will serve the caster as her mount<br />

till sunrise. At sunfall the pegasus will return to the<br />

Celestial Planes.<br />

<strong>The</strong> spell components for this spell are a pinch<br />

<strong>of</strong> silver dust <strong>and</strong> an old horseshoe.<br />

Immunity<br />

Abjuration<br />

Level: Wch 5, Clr 5, Sor/Wiz 6<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: One being<br />

Duration: 1 hour / level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

<strong>The</strong> effect <strong>of</strong> this spell grants you temporary<br />

immunity from all poisons <strong>and</strong> diseases for the duration<br />

<strong>of</strong> the spell.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a<br />

m<strong>and</strong>rake root or the eye <strong>of</strong> an alchemist.<br />

Insanity<br />

Enchantment (Compulsion) [Mind-Affecting]<br />

Level: Wch 7, Sor/Wiz 7<br />

Components: V, S<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Target: One living creature<br />

Duration: Instantaneous<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

<strong>The</strong> affected creature suffers from a continuous<br />

confusion effect, as the spell.<br />

Remove curse does not remove insanity. Greater<br />

restoration, heal, limited wish, miracle, or wish can restore the<br />

creature.<br />

Intangible Cloak <strong>of</strong> Shadows<br />

© 2001: Dominique Crouzet<br />

Illusion (Shadow)<br />

Level: Wch 4, Sor/Wiz 4


<strong>Liber</strong> Mysterium: Magic<br />

Components: V, S, M<br />

Casting Time: 1 full round action<br />

Range: Personal<br />

Target: Self<br />

Duration: 1 day (D)<br />

Saving Throw: None (harmless)<br />

Spell Resistance: No (harmless)<br />

You merge with the border <strong>of</strong> the Plane <strong>of</strong><br />

Shadow, <strong>and</strong> thus become insubstantial, invisible, <strong>and</strong><br />

inaudible; yet your cast shadow remains <strong>and</strong> may easily<br />

betray you, <strong>and</strong> also sometimes scare the casual onlooker.<br />

For you be able to cast this spell, you must have<br />

a cast shadow. <strong>The</strong>refore, you cannot cast it in total<br />

darkness, nor in a place where light comes from<br />

everywhere, so you don’t project a shadow. <strong>The</strong>n, once<br />

you cast the spell you becomes insubstantial, invisible,<br />

<strong>and</strong> inaudible (plus without smell), however your cast<br />

shadow remains as if normal. This spell thus wields<br />

several effects:<br />

• Inaudible: You cannot be heard by any means,<br />

<strong>and</strong> you cannot communicate (at least through speech)<br />

nor cast spells with a verbal component.<br />

• Insubstantial: You cannot be touched nor hit,<br />

<strong>and</strong> you may pass through solid matter. However, your<br />

shadow is still substantial, even if only two-dimensional.<br />

As such, you may pass through a door, for example, only<br />

if your shadow may pass under it. If the door is totally<br />

sealed, you cannot pass through (under) it.<br />

• Invisible: You cannot be seen normally, but<br />

your shadow can be spotted however. Yet, you gain a<br />

bonus to Hide skill rolls for your shadow being not<br />

detected. In areas with normal light you gain a +7 to your<br />

hide check, though you must remain in an area with at<br />

least some light.<br />

Being insubstantial you cannot be touched nor<br />

attacked where you st<strong>and</strong>s, even with magic. However,<br />

any attack directed against the shadow (that is: against a<br />

point on the ground, wall, etc., where your shadow is)<br />

affects you normally, <strong>and</strong> put an end to the spell.<br />

Similarly, if you try to attack someone with a melee<br />

weapon or spell, it puts an end to it. However, while you<br />

are in this shadow form, an attacker must use a magical<br />

weapon to be able to hit you (use your normal AC), <strong>and</strong><br />

similarly you must have a magical weapon to be able to<br />

attack someone. (This is not Damage-resistance, but the<br />

conveying <strong>of</strong> a strike to or from the border <strong>of</strong> the Plane<br />

<strong>of</strong> Shadow.) Otherwise, while subject to this spell, you<br />

cannot enter areas <strong>of</strong> complete darkness, or areas <strong>of</strong> total<br />

light<br />

where<br />

shadow<br />

would be<br />

144<br />

impossible. In ambiguous cases, determine if your body<br />

would cast shadows under normal circumstances. If yes,<br />

you may enter the area.<br />

Material Component: a bit <strong>of</strong> black velvet <strong>of</strong> high<br />

quality (worth 1 sp).<br />

Itchweed<br />

Transmutation<br />

Level: Wch 6, Drd 6<br />

Components: V M<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: Self or Creature Touched<br />

Duration: 1 round/level<br />

Saving Throw: None<br />

Spell Resistance: No<br />

This spell has 2 effects. First, it grants immunity<br />

to any poisons that the user comes into contact with for<br />

the duration <strong>of</strong> the spell. Second, any poisons that are<br />

consumed during the spell can be passed to other targets<br />

by touching skins (like itchweed) or a successful touch<br />

attack for the remainder <strong>of</strong> the spell. <strong>The</strong> new target still<br />

must make a fortitude save vs. the DC <strong>of</strong> the poison still.<br />

<strong>The</strong> caster may only use one poison in this way at a time.<br />

<strong>The</strong> spell does not neutralize poisons that are already in<br />

the casters system. If someone casts Neutralize Poison<br />

while this spell is in effect, the poison leaves the casters<br />

body but the spell remains in effect, so the caster could<br />

use another poison if they take the time to drink it.<br />

<strong>The</strong> material component for this spell is a bit <strong>of</strong><br />

itchweed, which is consumed during the casting. <strong>The</strong><br />

caster does not suffer allergic reaction by consuming the<br />

itchweed, since she is now immune to poisons for the<br />

duration <strong>of</strong> the spell.<br />

Lesser Strengthening Rite<br />

Evocation<br />

Level: Wch 3, Clr 4<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 1 person<br />

Duration: 1 hour/level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell causes the target to become strong<br />

<strong>and</strong> hardy,<br />

granting a<br />

+1d3 bonus<br />

to both<br />

strength <strong>and</strong><br />

constitution,<br />

adding the<br />

usual benefits


to attack <strong>and</strong> damage rolls, saving throws <strong>and</strong> anything<br />

else applicable.<br />

Hit points gained by a temporary increase in<br />

Constitution score are not temporary hit points. <strong>The</strong>y go<br />

away when the character’s Constitution drops back to<br />

normal. <strong>The</strong>y are not lost first as temporary hit points<br />

are.<br />

<strong>The</strong> material component for this spell is a few<br />

leaves from the Spring Adonis plant.<br />

Lethe<br />

Forget<br />

Enchantment Compulsion<br />

Level: Wch 3<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: 25 feet<br />

Target, Effect, Area: 20’ sphere<br />

Duration: Permanent<br />

Saving Throw: See Text<br />

Spell Resistance: Yes<br />

Lethe, named after the river in the underworld,<br />

is a magical river that robs people <strong>of</strong> their memories.<br />

This spell effects all within a 20’ radius <strong>of</strong> you <strong>and</strong> you<br />

can decide who is <strong>and</strong> is not effected. <strong>The</strong> maximum<br />

number <strong>of</strong> hours <strong>of</strong> memory removed is equal to a<br />

number hours equal to the witches level times 3. <strong>The</strong><br />

victims will only remember having a feeling <strong>of</strong> “losttime”<br />

<strong>and</strong> not recall any thing in the time period in<br />

question.<br />

<strong>The</strong> memories can be returned if a Heal or<br />

Remove Curse spell is cast on the victim. <strong>The</strong> flood <strong>of</strong><br />

lost memories will cause the victim to make a will save to<br />

avoid going unconscious for a number <strong>of</strong> turns equal to<br />

the hours lost.<br />

<strong>The</strong> spell component is a vial <strong>of</strong> water taken<br />

from a old stagnant river.<br />

Magic Circle Against Fire/Water/Cold/Air/Earth<br />

Abjuration<br />

Level: Wch 2, Clr 2, Drd 2<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area:10 ft from<br />

touched creature<br />

Duration: 1 round/level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell is identical to<br />

the spell Magic Circle against<br />

Evil, except it effects only<br />

creatures with the applicable<br />

elemental descriptor.<br />

145<br />

<strong>Liber</strong> Mysterium: Magic<br />

Magickal Conception<br />

Latin: Parthogenesis<br />

Makes a woman pregnant via magic.<br />

Conjuration<br />

Level: Wch 7, Clr 7, Fertility 7<br />

Components: V S M DF XP<br />

Casting Time: 1 hour<br />

Range: Visualized or Touch<br />

Target, Effect, Area: One target<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

Magickal Conception is a complicated spell in<br />

which the witch can make a woman pregnant by magic.<br />

This is possible even for female witches. <strong>The</strong> child is<br />

normal, with inherited traits from both parents. If the<br />

witch that casts the spell is a woman, the child will always<br />

be a girl. A female witch can cast this spell on herself <strong>and</strong><br />

give birth to an exact copy <strong>of</strong> herself.<br />

<strong>The</strong> target can be willing or not. A willing<br />

target needs not make any type <strong>of</strong> save, except to see if<br />

the spell was successful. An unsuspecting or unwilling<br />

target can make a Will check to avoid the effects.<br />

Both the casting witch <strong>and</strong> the recipient target<br />

take 1 point <strong>of</strong> Con damage. This is regained after<br />

normal sleep. This can be dangerous to anyone already at<br />

Con loss.<br />

To determine if the casting <strong>and</strong> impregnation<br />

was successful the caster <strong>and</strong> the target both need to<br />

make checks vs. their Con scores (after the Con penalty<br />

for casting is applied).<br />

Material Components: Semen or blood from the<br />

spellcaster. Hair, blood or flesh from the prospective<br />

mother (material component). C<strong>and</strong>les to be lit during<br />

the ceremony. <strong>The</strong> Chalice (divine focus, symbol <strong>of</strong> the<br />

Goddess) is used to contain all the material components.<br />

A plea to the Goddess must be made to transfer the life<br />

energy <strong>of</strong> the witch to the prospective mother.<br />

<strong>The</strong> witch also pays 1,000 XP for this casting in<br />

life force.<br />

History: This spell is quite old,<br />

but the first recorded use <strong>of</strong> it was by<br />

two female witches in service <strong>of</strong> Diana.<br />

Belen researched the spell so that she<br />

<strong>and</strong> her lover Damara could have a child<br />

<strong>of</strong> their own. Known then as “A Spell<br />

to Ease a Mother’s Sorrow”, it appeared<br />

in a collection <strong>of</strong> spells known as the<br />

“Dianic Rites”. Other witches known<br />

to have used this spell are Liath <strong>and</strong> the<br />

druidess Bodhmal (but they were<br />

unsuccessful) from pagan Celtic Irel<strong>and</strong>,<br />

<strong>and</strong> the witches Saillie <strong>and</strong> Teamhair a<br />

couple <strong>of</strong> hundred years later. It has<br />

since been copied many times <strong>and</strong> at<br />

least a dozen variations are known to exist.


<strong>Liber</strong> Mysterium: Magic<br />

Magickal Creation<br />

Latin: Thaumatogenesis<br />

A new life is created without a father or mother.<br />

Level: Wch 9, Clr 9, Fertility 9<br />

Components: V S M DF XP<br />

Casting Time: 2 hours<br />

Range: Close<br />

Target, Effect, Area: One creature<br />

Duration: Permanent<br />

Saving Throw: Will negates; see below<br />

Spell Resistance: No<br />

By means <strong>of</strong> this spell a new life form can be<br />

created purely from magic. Unlike Magickal Conception,<br />

which takes exsiting life force <strong>and</strong> shapes into a new life,<br />

Magickal Creation uses only magic.<br />

This spell maybe used to impregnate a female or<br />

even a male subject. Typically a female subject is used<br />

since is most cases (95% <strong>of</strong> the time) the impregnated<br />

male dies in the birth process.<br />

<strong>The</strong> casting <strong>of</strong> this spell takes two hours, during<br />

which time the caster must be not interrupted. <strong>The</strong><br />

casting witch must be able to see the target <strong>of</strong> the spell,<br />

either directly or by scrying. <strong>The</strong> target, if willing, gains<br />

no saving throw, but an unwilling target if aware <strong>of</strong> the<br />

spell can make a Will save. A target unaware <strong>of</strong> the<br />

casting must become aware <strong>of</strong> the situation before they<br />

can save. Many charlatans play on the paranoid nature <strong>of</strong><br />

many <strong>and</strong> sell talismans that protect against this spell.<br />

Since this is using the stuff <strong>of</strong> magic to produce<br />

a life the spell always works (given a passing DC <strong>of</strong> 10<br />

plus or minus normal modifiers) <strong>and</strong> produces a living<br />

life form. What sort <strong>of</strong> life form produced is indicated<br />

by the table below.<br />

D% Outcome <strong>of</strong> birth<br />

1-25 <strong>The</strong> child is born with only the mother’s traits.<br />

26-50 <strong>The</strong> child is born with both the traits <strong>of</strong> the<br />

mother <strong>and</strong> the caster<br />

51-60 <strong>The</strong> child is born a Tiefling, with both the<br />

mothers <strong>and</strong> casters traits.<br />

61-70 <strong>The</strong> child is born a Tiefling, with only the<br />

mothers traits.<br />

71-80 <strong>The</strong> child is born an Aasimar, with both the<br />

mother <strong>and</strong> casters traits.<br />

81-90 <strong>The</strong> child is born an Aasimar, with only the<br />

mothers traits.<br />

91-95 <strong>The</strong> child is born with the half fiend template,<br />

with only the mothers traits.<br />

96-100 <strong>The</strong> child is born with the half-celestial<br />

template, with only the mothers traits.<br />

By increasing the casting DC to 20 the caster<br />

then can control the outcome <strong>of</strong> the birth.<br />

Gestation depends on the species <strong>of</strong> the<br />

mother, but time in months is <strong>of</strong>ten reduced to time in<br />

146<br />

hours. So if the mother is human then nine months <strong>of</strong><br />

pregnancy is reduced to nine hours. <strong>The</strong>n minimum time<br />

is two hours.<br />

Material Components: Root Agaric, Basil, Figs <strong>and</strong><br />

M<strong>and</strong>rake root (harvested only by the new moon) are<br />

combined into a paste, dried <strong>and</strong> burned. An athame <strong>and</strong><br />

a cup, symbolizing male <strong>and</strong> female powers to direct the<br />

spell are required as the divine focuses. <strong>The</strong> caster also<br />

pays 2,000 xp in life force for this spell.<br />

Make Fertile<br />

Make something previously infertile capable <strong>of</strong> creating life.<br />

Conjuration<br />

Level: Wch 5, Clr 5, Drd 5, Fertility 5<br />

Components: V S M DF XP<br />

Casting Time: 1 hour<br />

Range: Close (25 ft + 5ft./2 levels)<br />

Target, Effect, Area: One target/area<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

This spell allows fallow ground to be able to<br />

produce plant life or allows a barren or infertile woman<br />

(or man) the ability to have children. It heals what<br />

damage it can <strong>and</strong> magically augments what it can’t.<br />

This spell does not increase the chances <strong>of</strong><br />

implanting life, but it will remove the hindrances. Upon<br />

a successful check the ground or the people have the<br />

same base chance <strong>of</strong> conception as everyone else (a base<br />

DC <strong>of</strong> 10 in most cases, sometimes lower).<br />

Material Components: To make the ground fertile<br />

for planting the spellcaster needs blessed water. It is not<br />

necessary for it to be holy water, but that will work, <strong>and</strong><br />

ritual dung or earth to be cast out onto the l<strong>and</strong>. To<br />

make people fertile, the caster needs walnuts, blessed<br />

water (as above) <strong>and</strong> milk from a lactating ewe.<br />

Preferably the milk is collected during the spring or<br />

Imbolc.<br />

All components are placed in a chalice (divine<br />

focus, symbol <strong>of</strong> the Goddess) or a bowl, censer, cup or<br />

jug sacred to the caster’s god. A plea to the Goddess or<br />

God must be made to transfer the life energy <strong>of</strong> the<br />

witch to the prospective mother.<br />

<strong>The</strong> witch also pays 100 XP for this casting in<br />

life force.<br />

Martyr’s Cry<br />

Transmutation [Sonic]<br />

Level: Wch 4, Brd 4<br />

Components: V<br />

Casting Time: 1 Full Action<br />

Range: Self<br />

Target, Effect, Area: All within earshot<br />

Duration: Permanent<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes


This dangerous <strong>and</strong> ancient spell is one <strong>of</strong> the<br />

most underused spells in witchcraft, but is probably one<br />

<strong>of</strong> the most memorable. <strong>The</strong> spell requires that the caster<br />

die within the 2 hours following the spell. Casting the<br />

spell requires the caster to wail. Begining the next<br />

morning, all those who heard this scream are affected by<br />

the spell Bestow Curse. All targets have similar curses.<br />

Should the caster somehow be brought back to<br />

life, the curses remain in effect. If the caster does not die<br />

within two hours <strong>of</strong> casting the spell, the spell has no<br />

effect.<br />

Masque<br />

False Visage<br />

Illusion Pattern<br />

Level: Wch 4, Brd 4<br />

Components: V S M<br />

Casting Time: 1 action<br />

Target, Effect, Area: 1 Target<br />

Duration: 1 minute per level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

By use <strong>of</strong> this spell the caster can disguise her<br />

looks to appear as anyone the target knows. You can<br />

target a number <strong>of</strong> victims equal to twice the your caster<br />

level at one time. If their saving throws are failed then<br />

each will see the caster as some one they love <strong>and</strong> trust.<br />

<strong>The</strong> caster need not act like, sound like or even know the<br />

person she is imitating, those details are filled in by the<br />

victim’s mind. A caster can cast other spells including<br />

Charm Person, Beguile, Silver Tongue, <strong>and</strong> anything else<br />

in conjunction with this spell to increase the DC <strong>of</strong> the<br />

saving throw (+3 + spell level for each additional spell<br />

cast). If the caster attemps a non-magical seduction<br />

(skill) then she has a +5 bonus (GM’s discretion). A<br />

Witch gains a +5 bonus to her bluff <strong>and</strong> diplomacy check<br />

against the target.<br />

This spell can be negated by a True Seeing spell<br />

but only by the person using it. This spell cannot effect<br />

the undead.<br />

<strong>The</strong> material components for this spell are a<br />

dab <strong>of</strong> perfume <strong>and</strong> thin gossamer veil.<br />

Mind Obscure<br />

Target can’t see caster under any circumstances.<br />

Mind Shadow<br />

Enchantment Compulsion [mind affecting]<br />

Level: Wch 2<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Close (25 ft +5 ft/level)<br />

Target, Effect, Area: Self<br />

Duration: 1 minute per level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

147<br />

<strong>Liber</strong> Mysterium: Magic<br />

With this spell, the caster removes herself from<br />

the target’s mind. She is not invisible. She simply makes<br />

herrself undetectable through any <strong>of</strong> her target’s senses.<br />

Because <strong>of</strong> this, she can not be seen with a Detect<br />

Invisibility spell, the Scent feat, tremorsense or through any<br />

means, though a True Sight spell will negate the spell. A<br />

detect magic spell will reveal a faint magic aura in the area,<br />

but will not specify the source <strong>of</strong> the problem or the<br />

location <strong>of</strong> the caster. <strong>The</strong> target has no chance to see,<br />

hear, or otherwise detect the caster, however, if the<br />

caster engages the target physically through melee or<br />

otherwise casts <strong>of</strong>fensive spells against the target the spell<br />

is immediately dispelled.<br />

Minor Fighting Prowess<br />

Target gains +1 bonus to attack per 2 levels.<br />

Enchantment<br />

Level: Wch 1, Clr 1<br />

Components: V S A/F<br />

Casting Time: 1 Action<br />

Range: 10 yards<br />

Target, Effect, Area: 1 creature<br />

Duration: 1 round per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

By means <strong>of</strong> this spell, the caster increases the<br />

target’s gut fighting instinct. <strong>The</strong> target gains a +1 bonus<br />

per 2 caster levels (max +5) to their attack rolls.<br />

<strong>The</strong> arcane focus <strong>of</strong> the spell is a miniature<br />

metal sword, which is not consumed by the spell. <strong>The</strong><br />

caster needs to point a finger at the creature to be<br />

affected.<br />

Moonbow<br />

Conjuration Creation<br />

Level: Wch 6, Moon 5<br />

Components: V S M<br />

Casting Time: 5 actions<br />

Range: See Below<br />

Target, Effect, Area: Witch<br />

Duration: See Below<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell can only be cast in the light <strong>of</strong> the<br />

moon. <strong>The</strong> caster takes the moonlight (the material<br />

component) <strong>and</strong> forms it into a large opaque composite<br />

bow. <strong>The</strong> bow fires at the rate <strong>of</strong> 3 arrows per round for<br />

a total number <strong>of</strong> arrows equal to the caster’s level. <strong>The</strong><br />

arrows are immaterial, but with a ranged touch attack<br />

cause 1d8 damage +1 per caster level (max +15) damage<br />

per hit. <strong>The</strong> caster is automatically considered pr<strong>of</strong>icient<br />

with the moonbow.


<strong>Liber</strong> Mysterium: Magic<br />

This spell deals double damage against<br />

lycanthropes. <strong>The</strong> moonbow may not be given to anyone<br />

else to use; only the caster may fire it.<br />

<strong>The</strong> only material component for this spell is<br />

moonlight. If the caster has a means <strong>of</strong> capturing<br />

moonlight then the spell may be used with that source.<br />

Moon Stone<br />

Transmutation<br />

Level: Wch 1, Clr 1, Drd 1, Earth 1, Moon 1<br />

Components: V, S, DF<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Touch<br />

Targets: Up to three pebbles touched<br />

Duration: 1 day per caster level or until discharged<br />

Saving Throw: Will negates (harmless, object)<br />

Spell Resistance: Yes (harmless, object)<br />

<strong>The</strong> castercan transmute as many as three<br />

pebbles into luck charms that may be used at any time.<br />

Each stone adds up +1 to any roll (attacks, saves, spells<br />

or skill checks). <strong>The</strong> player must state their intent to use<br />

the Moon Stone before the action is done (before rolls).<br />

Mystic Sleep<br />

Enchantment Compulsion<br />

Level: Wch 2, Sor/Wiz 3<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Medium (100 ft + 10 ft/level<br />

Target, Effect, Area: Special<br />

Duration: 5 rounds/level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This spell is similar to as the 1st-level magicuser<br />

spell Sleep. <strong>The</strong> caster can effect a number <strong>of</strong> hit<br />

dice equal to her own level + 1d4. So a fifth level caster<br />

can effect 6-9 hit dice (5+1d4) <strong>of</strong> victims. <strong>The</strong> creatures<br />

with the lowest hit dice are effected first. Creatures with<br />

hit die greater than 12 are not affect by this spell.<br />

<strong>The</strong> material component <strong>of</strong> the spell is the<br />

caster’s athame <strong>and</strong> rose petals or s<strong>and</strong>.<br />

Owl’s Wisdom<br />

Transmutation<br />

Level: Wch 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2,<br />

Moon 2<br />

Components: V, S, M/DF<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 min./level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes<br />

148<br />

<strong>The</strong> transmuted creature becomes wiser. <strong>The</strong><br />

spell grants a +4 enhancement bonus to Wisdom, adding<br />

the usual benefit to Wisdom-related skills. Clerics, druids,<br />

paladins, rangers <strong>and</strong> witches (<strong>and</strong> other Wisdom-based<br />

spellcasters) who receive owl’s wisdom do not gain any<br />

additional bonus spells for the increased Wisdom, but the<br />

save DCs for their spells increase.<br />

Arcane Material Component: A few feathers, or a pinch <strong>of</strong><br />

droppings, from an owl.<br />

Phantasmal Spirit<br />

Illusion Phantasm<br />

Level: Wch 2, Sor/Wiz 2<br />

Components: V S M<br />

Casting Time: 1 round<br />

Range: Close (25 ft +5 ft/2 level)<br />

Target, Effect, Area: 4” square + 1 foot per level<br />

Duration: Special<br />

Saving Throw: Will Disbelief (if interacted with)<br />

Spell Resistance: No<br />

This spell creates a misty, insubstantial, spirit<br />

like being to appear in the area <strong>of</strong> effect. <strong>The</strong> being will<br />

float around where it was conjured for the duration for<br />

the spell. It makes no noise <strong>and</strong> gets no attacks.<br />

Anyone spotting this phantasm will need to<br />

make a spot check (DC15) in order to determine if it is a<br />

ghost, wraith or similar creature. This may be modified<br />

per the GM’s wish if the PC’s are familiar with the spell<br />

or the conditions warrant it.<br />

<strong>The</strong> spells duration is permanent until someone<br />

touches, not attacks, the phantasm. Afterwords, it simply<br />

disappears.<br />

Phantom Lacerations<br />

Transmutation<br />

Level: Wch 3<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Medium (100 ft + 10 ft/level)<br />

Target, Effect, Area: 1 Creature or Object<br />

Duration: Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell causes open wounds to appear all<br />

over the targets body. <strong>The</strong> spell deals 5d4 damage +2<br />

points <strong>of</strong> damage per caster level. (max +20)<br />

Creatures normally immune to critical hits also<br />

are immune to the effects <strong>of</strong> this spell. This includes<br />

constructs, elementals, <strong>and</strong> undead.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a small<br />

metal blade <strong>of</strong> any size. During the casting <strong>of</strong> this spell,<br />

the caster must do 1 point <strong>of</strong> damage to themselves in<br />

bloodletting.


Pop Corn<br />

Ear <strong>of</strong> corn pops, slowing down those nearby.<br />

Conjuration Creation<br />

Level: Wch 1, Drd 1, Rgr 1<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: See Text<br />

Target, Effect, Area: 20’<br />

Duration: 5 rounds<br />

Saving Throw: No<br />

Spell Resistance: No<br />

With this spell, a normal ear <strong>of</strong> corn will begin<br />

to burst with popped corn, shooting all over. Those<br />

caught within the radius <strong>of</strong> the spell receive a -4 initiative<br />

penalty, their movement rate is reduced to 1/4, <strong>and</strong> all<br />

attack rolls are made at -2. Casters with somatic<br />

components to their spells suffer a 20% spell failure<br />

penalty.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a dried<br />

ear <strong>of</strong> corn.<br />

Primal Scream<br />

Enchantment Compulsion<br />

[sonic]<br />

Level: Wch 5, Brd 5, Sor/Wiz 6<br />

Components: V S<br />

Casting Time: 1 round<br />

Range: Touch<br />

Target, Effect, Area: 15’ radius<br />

per level<br />

Duration: 1 minute<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

This spell is related to<br />

Shriek <strong>and</strong> Witch Wail. With this<br />

spell, the caster lets loose a<br />

scream <strong>of</strong> pr<strong>of</strong>ound terror <strong>and</strong><br />

sadness. Anyone within the area<br />

<strong>of</strong> effect must make a save vs.<br />

spells to avoid the effects.<br />

Creatures 5 hit<br />

dice/levels or lesser must<br />

succeed a fortitude save or take<br />

6d6 points <strong>of</strong> sonic damage, fort<br />

save for half. Creatures greater<br />

than 5 hit dice/level take 4d6<br />

points <strong>of</strong> damage or save for<br />

half. Anyone who fails their save<br />

is treated as if they were subject to a Shriek or Fear spell,<br />

suffering the -2 to attack rolls, armor class, <strong>and</strong> skill<br />

checks.<br />

In addition, this spell will shatter any glass or<br />

crystal object. Magical glass or glass-like creature are<br />

granted a Fort save to prevent taking 1d6 points <strong>of</strong><br />

149<br />

<strong>Liber</strong> Mysterium: Magic<br />

damage per caster level (save for half) regardless <strong>of</strong> their<br />

hit dice.<br />

This spell can effect undead <strong>and</strong> any creatures<br />

that are unaffected by mind effecting spells. However<br />

they remain unaffected by the spell’s fear effects.<br />

Quick Sleeping<br />

Willing target falls asleep.<br />

Transmutation<br />

Level: Wch 0, Clr 0<br />

Components: V S M<br />

Casting Time: 1 round<br />

Range: Touch<br />

Target, Effect, Area: 1 creature<br />

Duration: 8 hours or until woken up<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell allows the caster to make a willing<br />

creature fall asleep in a single round. <strong>The</strong> spell will not<br />

work if used against an unwilling subject. <strong>The</strong> caster can<br />

cast this spell on herself, but obviously, this will be the<br />

last spell that she casts in that day.<br />

<strong>The</strong> material<br />

component <strong>of</strong> the spell<br />

is any caster ritual tool<br />

or a clerical holy symbol<br />

plus a bit <strong>of</strong> s<strong>and</strong>.<br />

Quick Wakening<br />

Target wakes up without<br />

drowsiness.<br />

Transmutation<br />

Level: Wch 0, Clr 0<br />

Components: V S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 1<br />

Creature<br />

Duration:<br />

Instantaneous<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

Quick<br />

Wakening makes a<br />

creature wake up<br />

without being drowsy,<br />

<strong>and</strong> therefore being able<br />

to fight in just 3<br />

segments without any minuses. <strong>The</strong> spell will<br />

automatically wake up any sleeping creature under the<br />

effect <strong>of</strong> normal sleep (not magical). <strong>The</strong> spell has no<br />

effect on magically sleeping creatures.<br />

<strong>The</strong> spell’s somatic component is that the caster<br />

has to clap her h<strong>and</strong>s together.


<strong>Liber</strong> Mysterium: Magic<br />

Rite <strong>of</strong> Remote Seeing<br />

Transmutation<br />

Level: Wch 3, Sor/Wiz 3<br />

Components: V S M<br />

Casting Time: 1 full round action<br />

Range: Touch<br />

Target, Effect, Area: Familiar<br />

Duration: 1 minute per level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell may only used on your own familiar.<br />

You <strong>and</strong> your familiar sit inside a magic circle while the<br />

spell is cast. <strong>The</strong> caster can now see through her<br />

familiar’s eyes. <strong>The</strong> scene is exactly how the familiar will<br />

see it so you must succeed a sense motive check DC 20 -<br />

your caster level to underst<strong>and</strong> what the familiar is<br />

seeing. Failing the check by more than 10 results in<br />

misinformation.<br />

You cannot hear what the familiar hears. <strong>The</strong><br />

connection is limited to the maximum distance that the<br />

familiar can travel. You do not control the familiar, but<br />

only suggest where it goes. <strong>The</strong> familiar will never enter<br />

an area it considers too dangerous.<br />

If the familiar dies during the spell the caster<br />

will be unable to secure another one for a number <strong>of</strong><br />

years equal to her own level.<br />

<strong>The</strong> material component for this spell is a piece<br />

<strong>of</strong> rose colored glass.<br />

Shriek<br />

Schreck<br />

Scream causes Fear<br />

Enchantment Compulsion<br />

Level: Wch 5, Sor/Wiz 5<br />

Components: V<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 20’<br />

Duration: Instantaneous<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

Shriek automatically (no save) causes fear (as<br />

per Fear Spell) in any creature 5th level/hit dice or less.<br />

Targets greater than 5th level/hit die can save versus<br />

spell for no effect. Targets greater than 10th level/hit die<br />

are completely unaffected. This spell can not effect<br />

constructs, undead, elementals or outsiders.<br />

<strong>The</strong> material component is a long scream by the<br />

caster.<br />

Shattering the Hourglass<br />

Transmutation<br />

Level: Wch 1<br />

Components: V, S<br />

Casting Time: 1 Action<br />

150<br />

Range: Personal<br />

Target: You<br />

Duration: 10 Minutes/Level<br />

You can alter your appearance to appear as any<br />

age. You incur normal aging penalties to physical ability<br />

scores but not to mental ones. If the age chosen is very<br />

different from your true age, it grants a +5 bonus to<br />

disguise checks.<br />

Making yourself appear younger does not<br />

prolong your life, nor does making yourself appear older<br />

make you any closer to death.<br />

Silver Tongue<br />

Lie<br />

Enchantment Compulsion [Sonic]<br />

Level: Wch 1, Sor/Wiz 2, Brd 1<br />

Components: V<br />

Casting Time: 1 Action<br />

Range: 50 ft<br />

Target, Effect, Area: Close (10ft.)<br />

Duration: 1 spoken sentence per 3 levels<br />

Saving Throw: Will halves bonus<br />

Spell Resistance: Yes<br />

This spell enables the caster to lie so<br />

convincingly that anyone within range will believe<br />

anything she says, unless <strong>of</strong> course their senses tell them<br />

otherwise.<br />

This spell grants a +10 bonus on a single<br />

charisma check, as long as what is said is limited to one<br />

sentence for every two levels.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a holly<br />

berry, which juices must cover the surface <strong>of</strong> the tongue.<br />

Note: Using an intimidate check generally<br />

requires a single sentence “Give me the map or I’ll tear<br />

your eyes out”. Using a perform check to dazzle the<br />

audience with a song will create an extraordinary effect<br />

for the first few lines depending on the casters level, but<br />

the audiences interest fades after that. However, using<br />

this with a bluff check requiring multiple sentences<br />

makes things more complicated. Here’s an example.<br />

Example: Janix the 1st level Witch has broken<br />

into an alchemist’s shop when the town guard comes in.<br />

She casts Silver Tongue in hopes <strong>of</strong> getting out <strong>of</strong> the<br />

situation.<br />

“What are you doing?” (<strong>The</strong> spell takes effect) here.<br />

“Oh, I’m the new cleaning person” (bluff check=<br />

10+Cha mod+ranks)(spell effect ends)<br />

“Oh yea, how long have you worked here? (bluff<br />

check=cha mod+ranks)”<br />

“Oh, just hired yesterday”<br />

“That seems awfully suspicious, who are you really?”<br />

If the wearer <strong>of</strong> a ring <strong>of</strong> truth is listening to<br />

you then the words <strong>of</strong> the lie are not heard, thus<br />

indirectly revealing the lie to the ring user.


Song <strong>of</strong> Discord<br />

Enchantment (Compulsion) [Mind-Affecting, Sonic]<br />

Level: Wch 5, Brd 5<br />

Components: V, S<br />

Casting Time: 1 st<strong>and</strong>ard action<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Area: Creatures within a 20-ft.-radius spread<br />

Duration: 1 round/level<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

This spell causes those within the area to turn<br />

on each other rather than attack their foes. Each affected<br />

creature has a 50% chance to attack the nearest target<br />

each round. (Roll to determine each creature’s behavior<br />

every round at the beginning <strong>of</strong> its turn.) A creature that<br />

does not attack its nearest neighbor is free to act<br />

normally for that round.<br />

Creatures forced by a song <strong>of</strong> discord to attack<br />

their fellows employ all methods at their disposal,<br />

choosing their deadliest spells <strong>and</strong> most advantageous<br />

combat tactics. <strong>The</strong>y do not, however, harm targets that<br />

have fallen unconscious.<br />

Sonic Blast<br />

Scream deals 2d4 sonic damage to<br />

those within 10’ + 1 per level.<br />

Transmutation [Sonic]<br />

Level: Wch 1, Sor/Wiz 1<br />

Components: V S<br />

Casting Time: 1 action<br />

Target, Effect, Area: within<br />

10’ +1’ per level <strong>of</strong> the Witch<br />

Duration: 2d4 rounds<br />

Saving Throw: Fort Save<br />

Partial (see text)<br />

Spell Resistance: Yes<br />

<strong>The</strong> caster releases a<br />

shriek that causes 2d4 points<br />

<strong>of</strong> Sonic damage to anyone<br />

within range, deafening the<br />

targets for 1d6 rounds<br />

A successful Fort<br />

Save is allowed to avoid the<br />

secondary effects <strong>of</strong> deafness.<br />

Those who do save still take damage.<br />

Spirit <strong>of</strong> Avalon<br />

Conjuration Summoning<br />

Level: Wch 3, Clr 4<br />

Components: V S M<br />

Casting Time: 1 round per level<br />

Range: Touch<br />

Target, Effect, Area: Special<br />

Duration: 10 turns / level<br />

Saving Throw: None<br />

151<br />

Spell Resistance: Yes<br />

<strong>Liber</strong> Mysterium: Magic<br />

<strong>The</strong> caster may cast this spell on herself or<br />

another, granting them the temporary servitude <strong>of</strong> a<br />

nature spirit. <strong>The</strong> spirit will function much the same as an<br />

Unseen Servant, carrying things, opening doors, <strong>and</strong> the<br />

like, but also has one additional benefit. Though the spirit<br />

<strong>of</strong> Avalon will not normally enter combat, should its<br />

master be knocked to the ground, rendered unconscious,<br />

or be otherwise incapacitated, the spirit will partially<br />

materialize <strong>and</strong> defend its master. <strong>The</strong> spirit has an armor<br />

class <strong>of</strong> 17 <strong>and</strong> 6d8 (32 Hit Points) hit dice, +4 to hit,<br />

<strong>and</strong> deals 1-12 damage (x2 crit) with a r<strong>and</strong>om weapon<br />

(damage <strong>and</strong> crit range are always the same, no matter<br />

what type <strong>of</strong> weapon is used.). <strong>The</strong> spirit will not enter<br />

the battle at large, only defending its master, <strong>and</strong> will<br />

dissipate should its master be slain. <strong>The</strong> material<br />

component <strong>of</strong> this spell is a piece <strong>of</strong> a st<strong>and</strong>ing stone.<br />

Spiritual Dagger<br />

Evocation<br />

Level: Wch 4, Clr 5<br />

Components: V S A<br />

Casting Time: 1 round<br />

Range: 20 feet<br />

Target, Effect, Area: Special<br />

Duration: 1 Hour / Level [D]<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell is directed<br />

through the caster’s athame <strong>and</strong><br />

creates an invisible, spiritual<br />

dagger up to 10 feet away. <strong>The</strong><br />

spiritual dagger acts like a<br />

normal dagger <strong>and</strong> is remotely<br />

controlled by the caster, so her<br />

own to hit <strong>and</strong> damage rolls<br />

apply. <strong>The</strong> spiritual dagger is<br />

treated as +1 dagger with<br />

respect to what creatures it can<br />

hit. <strong>The</strong> victim must be with in<br />

line <strong>of</strong> sight <strong>of</strong> the caster <strong>and</strong><br />

within ten feet. <strong>The</strong> dagger<br />

attacks on it’s own <strong>and</strong> does not<br />

require you to concentrate on<br />

it’s movement. A spiritual dagger can move no more<br />

than 30 feet from the caster.<br />

Targets that can see invisibility can see the<br />

dagger normally.<br />

Spiritual Dagger: Fine Construct, AC 21 (+4<br />

Fine, +4 Invisible, +3 Natural), Attacks: Stab (As base<br />

caster), Hit Points (1/4 caster maximum). Attacks: Stab<br />

(1d4+1) Fly 20 (perfect maneuverability) STR 10, DEX<br />

10 CON --, INT --, WIS (as base caster), CHA --


<strong>Liber</strong> Mysterium: Magic<br />

Attacking the dagger while it is invisible incurs<br />

the normal 50% miss chance, in addition to hitting it’s<br />

Armor Class.<br />

<strong>The</strong> Arcane Focus for this spell is the caster’s<br />

Athame.<br />

Spirit <strong>of</strong> the Season<br />

Change in atmosphere slows elemental types.<br />

Transmutation<br />

Level: Wch 0, Drd 0<br />

Components: V<br />

Casting Time: 1 Action<br />

Range: Emanates 10 ft from caster<br />

Target, Effect, Area: Self<br />

Duration: 10 minutes / level<br />

Saving Throw: Will Negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

When the spell is cast the witch must choose<br />

which season it will be. This spell causes creatures with<br />

the appropriate elemental descriptor to suffer a -2 penalty<br />

on their initiative roll.<br />

Winter Fire<br />

Summer Frost/Water<br />

Spring Air<br />

Fall Earth<br />

<strong>The</strong> air type <strong>and</strong> temperature within the radius<br />

<strong>of</strong> the spell moves towards the season it represents<br />

(summer will become warmer, fall will become dryer,<br />

etc.)<br />

Synthesis<br />

This spell heals a target by using light energy.<br />

Transmutation<br />

Level: Wch 1, Drd 1, Rgr 1<br />

Components: V S M<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: A living creature<br />

Duration: 1 round per caster level (max 5)<br />

Saving Throw: Yes (harmless)<br />

Spell Resistance: Yes (Harmless)<br />

When in direct sunlight, the target will heal 1d4<br />

points <strong>of</strong> damage each round, as long as they remain in<br />

sunlight. Unlike most cure spells, this spell will have no<br />

effect on undead creatures, though if cast on plants the<br />

effects are doubled.<br />

<strong>The</strong> material components for this spell is a leaf<br />

that is still green.<br />

Undead Destruction<br />

Necromancy<br />

Level: Wch 4, Sor/Wiz 6<br />

Components: V S M<br />

152<br />

Casting Time: 1 round<br />

Range: 30 ft<br />

Target, Effect, Area: 1 HD <strong>of</strong> Undead / Level<br />

Duration: Instantaneous<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

This spell allows you to attempt to destroy (<strong>and</strong><br />

only destroy, not rebuke or turn) undead in the same way<br />

a good cleric would. You make a single turning check,<br />

using your relevant casting ability modifier instead <strong>of</strong><br />

charisma modifier. You turn as a cleric <strong>of</strong> equal level to<br />

your caster level. You may never destroy an undead with<br />

an intelligence above 5, though you can destroy the<br />

st<strong>and</strong>ard number <strong>of</strong> hit dice spread out (at 10th level, you<br />

could destroy 10 hit dice worth <strong>of</strong> single HD skeletons<br />

<strong>and</strong> zombies, but you could never destroy a single<br />

vampire.<br />

<strong>The</strong> material component to this spell is a piece<br />

<strong>of</strong> a tombstone from a good aligned person’s grave.<br />

Undead Enslavement<br />

Necromancy<br />

Level: Wch 4, Sor/Wiz 6<br />

Components: V S M<br />

Casting Time: 1 round<br />

Range: 30 ft<br />

Target, Effect, Area: 1 HD <strong>of</strong> Undead / Level<br />

Duration: 1 day per level<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

This spell allows you to attempt to control (<strong>and</strong><br />

only control, not rebuke, turn, or destroy) undead in the<br />

same way an evil cleric would. You make a single turning<br />

check, using your relevant casting ability modifier instead<br />

<strong>of</strong> charisma modifier. You turn as a cleric <strong>of</strong> equal level<br />

to your caster level. You may never control an undead<br />

with an intelligence above 5, though you can control the<br />

st<strong>and</strong>ard number <strong>of</strong> hit dice spread out (at 10th level, you<br />

could control 10 hit dice worth <strong>of</strong> single HD skeletons<br />

<strong>and</strong> zombies, but you could never control a single<br />

vampire.<br />

When the duration <strong>of</strong> the spell expires, the<br />

undead return to the same control they were under<br />

before you took control<br />

<strong>The</strong> material component <strong>of</strong> this spell is a piece<br />

<strong>of</strong> a gravestone from an evil aligned person’s grave.<br />

Unholy Steed<br />

Diabolic Steed, Demonic Steed<br />

Conjuration Summoning (Evil)<br />

Level: Wch 6<br />

Components: V S M<br />

Casting Time: 10 Minutes<br />

Range: Special<br />

Target, Effect, Area: Special


Duration: 1 night.<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell will summon 1 Nightmare to serve<br />

the caster for one night. <strong>The</strong> caster must be outside at<br />

night to begin the summoning.<br />

<strong>The</strong> nightmare will serve the caster as her<br />

mount till sunrise. At sunrise the Nightmare will return<br />

to the Nether Planes.<br />

<strong>The</strong> spell components for this spell are a pinch<br />

<strong>of</strong> sulfur <strong>and</strong> an old horse shoe.<br />

Wall <strong>of</strong> Roses<br />

Conjuration Creation<br />

Level: Wch 6, Drd 6<br />

Components: V S M<br />

Casting Time: 1 round<br />

Range: 20 yards / level<br />

Target, Effect, Area: 100-sq. yards/level<br />

Duration: 7 days + 1 day / level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

This spell calls into being an enormous wall <strong>of</strong><br />

thorny rose bushes. A high level caster could effectively<br />

encircle a small city with such a wall, should she choose.<br />

<strong>The</strong> wall rises to a height <strong>of</strong> only ten feet, but is<br />

extremely effective in keeping l<strong>and</strong> based creatures out.<br />

<strong>The</strong> roses are unaffected by non-magical burning, Any<br />

creature trying to force or hack it’s way through the roses<br />

will take 2d10 +1 per caster level points <strong>of</strong> damage to do<br />

so, as the vines tend to swing when disturbed <strong>and</strong> it is<br />

impossible to protect oneself against them. It takes<br />

1d3+1 rounds to wade your way through the wall. Note<br />

that the wall will snake it’s way around pedestrians when<br />

forming, so you can not simply cast this spell onto an<br />

opposing army, slaying them all in one fell swoop.<br />

<strong>The</strong> material component <strong>of</strong> this spell is a single<br />

live rose blossom.<br />

Vertigo<br />

Causes the victim to have a feeling <strong>of</strong> vertigo<br />

Illusion Figment<br />

Level: Wch 1, Sor/Wiz 1, Brd 2<br />

Components: V S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: 1 subject<br />

Duration: 1 round per level<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

This minor hex causes the effected person to<br />

have a feeling <strong>of</strong> vertigo. <strong>The</strong> effected subject will feel<br />

that they are falling <strong>and</strong> their footing is unsure. Dizzied<br />

creatures suffer a -4 to their dexterity score, <strong>and</strong> must<br />

153<br />

<strong>Liber</strong> Mysterium: Magic<br />

make concentration checks for complex tasks (DC equal<br />

to spell DC).<br />

Vile Extension (Evil)<br />

Transmutation<br />

Level: Wch 9<br />

Components: V S M<br />

Casting Time: 1 full hour<br />

Target, Effect, Area: Self<br />

Duration: See below<br />

This spell is one <strong>of</strong> the evilest spells in creation,<br />

<strong>and</strong> also one <strong>of</strong> the most useful. By means <strong>of</strong> casting this<br />

spell, you can actually permanently alter what your actual<br />

age is.<br />

Casting Vile Extension requires a ritualistic<br />

sacrifice <strong>of</strong> a virgin <strong>of</strong> the same sex as yourself, which<br />

takes place at the end <strong>of</strong> the spells casting time. Upon<br />

completion <strong>of</strong> casting the spell, the caster takes the same<br />

age as the target sacrificed. <strong>The</strong> normal penalties that the<br />

caster might incur for being <strong>of</strong> a particular age are<br />

negated, provided that the target was young enough for<br />

such bonuses. You still retain bonuses to mental ability<br />

traits.<br />

<strong>The</strong> material component is a live humanoid that<br />

has already been through puberty, <strong>and</strong> an athame.<br />

Virgin Innocence<br />

Enchantment Charm [Mind Affecting]<br />

Level: Wch 2, Brd 3<br />

Components: S M<br />

Casting Time: 1 Action<br />

Range: Close (25 ft + 5 ft per level)<br />

Target, Effect, Area: 1 Person<br />

Duration: 1 day per level<br />

Saving Throw: Will Negates<br />

Spell Resistance: Yes<br />

This charm causes the target to believe that the<br />

caster is completely innocent <strong>of</strong> a certain event or<br />

statement. <strong>The</strong> target is completely convinced <strong>of</strong> the<br />

caster’s innocence, <strong>and</strong> no amount <strong>of</strong> evidence will<br />

change that for the duration <strong>of</strong> the spell.<br />

<strong>The</strong> material component for this spell is a lock<br />

<strong>of</strong> hair <strong>of</strong> a virgin. If the caster is a virgin herself, her<br />

own hair will suffice for the spell.<br />

Wave <strong>of</strong> Mutilation<br />

Necromancy<br />

Level: Wch 6<br />

Components: V S M<br />

Casting Time: 4 actions<br />

Range: Touch<br />

Target, Effect, Area: Cone 10’ +1 foot per level<br />

Duration: Instant


<strong>Liber</strong> Mysterium: Magic<br />

Saving Throw: Reflex Half<br />

Spell Resistance: Yes<br />

This spell sends out a cone <strong>of</strong> magical energy<br />

from your h<strong>and</strong> (or Athame). This energy cases all living<br />

matter to become twisted, cut, slashed or torn. <strong>The</strong> wave<br />

causes 12d6 points <strong>of</strong> damage to any within it’s area <strong>of</strong><br />

effect. Undead, magical constructs <strong>and</strong> non-living matter<br />

are not effected.<br />

This spell uses a drop Pixie blood for it’s<br />

component.<br />

Witch Wail<br />

Enchantment Compulsion [sonic]<br />

Level: Wch 3, Sor/Wiz 3<br />

Components: V S<br />

Casting Time: 1 Action<br />

Range: 10’ radius per level centered on caster<br />

Area: 1 or more creatures within the spell’s radius.<br />

Duration: 1 minute<br />

Saving Throw: See text<br />

Spell Resistance: Yes<br />

You let loose a mournful wail. Creatures with<br />

less than 5 hit dice must make a fortitude save or receive<br />

or receive 4d6 sonic damage, <strong>and</strong> then must make<br />

another will saving throw or come under the effects <strong>of</strong> a<br />

Scare spell. Creatures with more than 5 hit dice must<br />

make a fortitude save or take 2d6 points <strong>of</strong> sonic<br />

damage.<br />

Witch Writing<br />

Widdershins writing, left-h<strong>and</strong>ed writing.<br />

Illusion Pattern<br />

Level: Wch 3, Sor/Wiz 3<br />

Components: V S A<br />

Casting Time: 1 Action<br />

Range: Touch<br />

Target, Effect, Area: One page <strong>of</strong> text<br />

Duration: 1 day/level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

Witch Writing creates a disguised piece <strong>of</strong><br />

writing whose true message can only be read under<br />

certain circumstances. You decide on what<br />

circumstances will reveal the true writing, <strong>and</strong> you also<br />

decide what the false writing is. Common choices for<br />

circumstances are as such: Script can only be read in<br />

normal moon light, can only be read on a full moon, the<br />

blood <strong>of</strong> a virgin or an innocent man must be dripped on<br />

the writing, a particular comm<strong>and</strong> word must be spoken,<br />

etc. You can affect a number <strong>of</strong> pages equal to your<br />

caster level.<br />

At the end <strong>of</strong> the duration, both the true writing<br />

<strong>and</strong> the false writings become illegible, though you can<br />

re-cast the spell indefinitely.<br />

154<br />

<strong>The</strong> arcane focus for this spell are a special dual<br />

tipped writing pen (or quill), which is not consumed <strong>and</strong><br />

a special ink <strong>of</strong> lemon juice <strong>and</strong> silver dust, about 30gp<br />

per page.<br />

Withering Touch<br />

Crone’s Curse, Wretched Withering<br />

Necromancy<br />

Level: Wch 4, Clr 4<br />

Components: S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: Creature touched<br />

Duration: Instantaneous or 1 hour<br />

Saving Throw: Fortitude Halves<br />

Spell Resistance: Yes<br />

Upon casting the spell, roll 2d8. You can<br />

subtract this number <strong>of</strong> the targets strength <strong>and</strong><br />

constitution points in any way as temporary ability<br />

damage. So if you rolled the maximum sixteen, you<br />

could subtract 16 total constitution points (killing most<br />

people), 16 strength (paralyzing most), or you could<br />

subtract any combination.<br />

This spell can be countered with Bounty.<br />

Youthful Vigor<br />

<strong>The</strong> target gains the vigor <strong>of</strong> youth.<br />

Conjuration<br />

Level: Clr 3, Drd 3, Wch 3, Fertility 3<br />

Components: V S M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target, Effect, Area: One target<br />

Duration: 1 hour/level<br />

Saving Throw: None<br />

Spell Resistance: Yes (harmless)<br />

Often used during the celebrations at Beltane.<br />

This grants the recipient the vigor <strong>of</strong> someone <strong>of</strong> their<br />

race at the prime <strong>of</strong> their life. It grants a +2 to each<br />

Strength <strong>and</strong> Constitution <strong>and</strong> regenerates 1 hit point per<br />

hour. During the duration <strong>of</strong> the spell the subject does<br />

not need to sleep <strong>and</strong> feels well rested.<br />

<strong>The</strong> target needs to rest one extra hour for<br />

every hour spent under the effects <strong>of</strong> this spell, whether<br />

activity is used or not.<br />

Material Components: Special herbs or items<br />

known for their potency, such as powdered rhinoceros<br />

horn, marigold seeds gathered at midsummer’s eve, or<br />

m<strong>and</strong>rake root taken only during the dark <strong>of</strong> the moon.<br />

<strong>The</strong> material component needs to be ingested by the<br />

target.


Magic Items<br />

Magic items are as much a part <strong>of</strong> witch’s<br />

history as are spells.<br />

<strong>Witches</strong> may use any magic items that are<br />

usable by arcane spellcasters. Certain magic items should<br />

be lessened in effect when used by a witch: some<br />

suggestions are as follows: magic items created by<br />

another witch <strong>and</strong> items that oppose the witch’s religion;<br />

such as a sphere <strong>of</strong> continual light by a witch <strong>of</strong> Hecate,<br />

or curing potions by witches <strong>of</strong> Lovitar.<br />

Other magic items should improve under the<br />

witch’s use. Most notable are Brooms <strong>of</strong> Flying <strong>and</strong> many<br />

types <strong>of</strong> potions <strong>and</strong> w<strong>and</strong>s. Items that have sympathetic<br />

nature would also be improved by the witch’s use. In<br />

deciding which items are at a minus <strong>and</strong> which are at a<br />

plus keep in mind the witch’s coven, motives, deity <strong>and</strong><br />

campaign. Also try to keep the relative power balanced.<br />

Listed below are new magic items that are<br />

either usable by witches or items created by witches.<br />

Some items were also created<br />

to discover witches <strong>and</strong> used<br />

by witch hunters. Unless<br />

specified the items may by<br />

used by any appropriate class.<br />

Weapons <strong>and</strong> Armor<br />

Weapon Abilities<br />

Market Price<br />

Special Abilities<br />

Modifier<br />

Biting +1<br />

Lunar / Solar +1<br />

Razor Burst +2<br />

Biting: A Biting weapons can<br />

only be used on a weapon that<br />

deals slashing damage. Biting<br />

weapons deal an additional<br />

1d6 points <strong>of</strong> slashing damage<br />

on a successful attack.<br />

Caster Level: 10 th ;<br />

Prerequisites: Craft Magical<br />

Arms <strong>and</strong> Armor, Biting Blade<br />

or Phantom Lacerations<br />

Lunar / Solar: A Lunar or<br />

Solar weapon is a special<br />

weapon whose enhancement<br />

increases or decreases during the time <strong>of</strong> day. A Lunar<br />

weapon deals an additional 1d6 points <strong>of</strong> magical energy<br />

during the night, while a Solar weapon deals 1d6 magical<br />

energy during the day.<br />

155<br />

<strong>Liber</strong> Mysterium: Magic<br />

Caster Level: 6th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Astromancy<br />

Razor Burst: A Razor Burst weapon functions as a<br />

normal Biting weapon, except on a critical hit deals an<br />

additional 1d10. If the weapons critical multiplier is x3,<br />

add +2d10 points <strong>of</strong> bonus slashing damage instead, <strong>and</strong><br />

if the multiplier is x4, add +3d10 points <strong>of</strong> bonus<br />

slashing damage. A Razor Burst weapon can only be<br />

slashing weapons.<br />

Caster Level: 12 th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Biting Blade or Phantom Lacerations<br />

Specific Weapons<br />

Arrow, Witchfinder: This arrow when shot into the air<br />

will point in the direction <strong>of</strong> any witch within 200 yards.<br />

<strong>The</strong> arrow also confers a +1 to hit, but not damage to a<br />

witch. To all others it is a normal arrow.<br />

Caster Level: 5 th ; Prerequisites: Craft Magic Arms <strong>and</strong><br />

Armor, locate object; Market<br />

Price: 150 gp; Cost to<br />

Create: 75 gp + 10 XP.<br />

Athame +1, +3<br />

Witchkiller<br />

This dire weapon is made<br />

from a common harmless<br />

witch’s athame to hunt<br />

<strong>and</strong> kill witches. It<br />

provides a +1 to normal<br />

attacks but against witches<br />

(hermetics, warlocks, <strong>and</strong><br />

other classes in this book)<br />

it provides a +3.<br />

Caster Level: 10 th ;<br />

Prerequisites: Craft Magical<br />

Arms <strong>and</strong> Armor, a<br />

witch’s athame, Market<br />

Price: 8,000 GP, Cost to<br />

Create 8,000 GP + 160 XP<br />

Blade <strong>of</strong> the Sun <strong>and</strong><br />

Moon<br />

During the daytime, this<br />

longsword functions as a<br />

+2 flaming burst weapon.<br />

During the night, it<br />

functions as an icy<br />

weapon, with the<br />

additional ability that<br />

whenever it strikes a<br />

critical hit, the victim must make a will save DC 15 or<br />

come under the effects <strong>of</strong> a Sleep spell.<br />

Caster Level: 15 th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Astromancy, Sleep Market Price: 50,000 GP, cost<br />

to Create: 25,000 GP + 1000 XP


<strong>Liber</strong> Mysterium: Magic<br />

Dagger +1, Deep Sleep: This dagger appears as a<br />

normal dagger, a Detect Magic spell will reveal that it is a<br />

+1 dagger. <strong>The</strong> true nature <strong>of</strong> this dagger is revealed in<br />

combat. When ever <strong>and</strong> any time the dagger scores a hit<br />

<strong>and</strong> causes at least 1 point <strong>of</strong> damage the victim must<br />

make a Will save (DC 15) or fall into a deep sleep similar<br />

to a Sleep spell. <strong>The</strong> sleep lasts for 2-5 rounds.<br />

Caster Level: 5 th ; Prerequisites: Craft Magic Arms <strong>and</strong><br />

Armor, sleep; Market Price: 5,000 gp; Cost to Create:<br />

4,000 gp + 350 XP.<br />

Luna’s Bow: This appears to be a normal bow +2,<br />

except when used in direct moonlight it becomes a +4<br />

bow, <strong>and</strong> deals an extra 2d6 against lycanthropes.<br />

Caster Level: 13 th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Moonbow Cost to Create: 50,000 GP, Cost to<br />

Create: 25,000 GP + 1000 XP<br />

Specific Armors<br />

Blade Resistant Armor: This Leather Armor +1<br />

provides damage resistance 4/+2 against slashing <strong>and</strong><br />

piercing attacks only.<br />

Caster Level: 13 th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Blade Resistance Market Price: 18,000 GP, Cost to<br />

create: 9,000 GP + 360 XP<br />

Death Armor: This black leather armor +1 is <strong>of</strong>ten<br />

crafted by witches to be worn by the Witch Knights<br />

sworn to protect them. Anyone touching, through<br />

grappling or otherwise, the Death Armor receives 2d6<br />

points <strong>of</strong> Acid damage.<br />

Death Armor’s acid effect is dormant when not being<br />

worn, so it can be put on without burning yourself.<br />

Caster Level: 8 th ; Prerequisites: Craft Magical Arms <strong>and</strong><br />

Armor, Death Armor Market Price: 40,000 GP, Cost to<br />

create: 20,000 GP + 800 XP<br />

Potions, Oils, <strong>and</strong> Powders<br />

Flying Ointment: This oily rub is made from the fat <strong>of</strong><br />

a consecrated animal. <strong>The</strong> ointment is rubbed over the<br />

witch’s body <strong>and</strong> it allows her to fly as per the Fly spell.<br />

This potion can also be safely used by Earth Elemental<br />

witches. It is noted that many non-witches believe that<br />

witches actually use rendered babies to make this potion<br />

adding to the distrust <strong>of</strong> witches.<br />

Caster Level: 4 th ; Prerequisites: Brew Potion, fly,<br />

spellcaster level 3 rd +; Market Price: 250 gp.<br />

Lethe Potion: This potion will cause a person to forget<br />

the events <strong>of</strong> the last hour. A Remove Curse or Heal<br />

spell will return the lost memory.<br />

Caster Level: 5 th ; Prerequisites: Brew Potion, Lethe,<br />

spellcaster level 5 th +; Market Price: 200 gp.<br />

156<br />

Oil <strong>of</strong> Death Armor: Created <strong>and</strong> used by powerful<br />

necromancers <strong>and</strong> warlocks. This oil is rubbed onto the<br />

user’s body. Anyone touching the user with bare skin<br />

must save vs. Death or take 2d4 points <strong>of</strong> damage (save<br />

negates). This spell lasts a number <strong>of</strong> rounds equal to<br />

2d6. Many Goddesses could consider use <strong>of</strong> this potion<br />

evil.<br />

Caster Level: 3 rd ; Prerequisites: Brew Potion, death armor,<br />

spellcaster level 3 rd +; Market Price: 300 gp.<br />

Potion <strong>of</strong> Magic Resistance: This rare potion will<br />

confer a magic resistance <strong>of</strong> 10-40% (1d4x10) for an<br />

equal number <strong>of</strong> rounds (1 to 4).<br />

Caster Level: 5 th ; Prerequisites: Brew Potion, magical circle<br />

or protection, spellcaster level 5 th +; Market Price: 100 gp +<br />

50gp times strength (1 to 4)<br />

Powder <strong>of</strong> the Pentagram: This magical powder can<br />

used to make more powerful magical circles. Magical<br />

circles created have bonus +4 added to the spell’s Magic<br />

Circle against Evil/ Good/ Chaos/ Law/ Fire/ Earth/ Air/<br />

Water effects. <strong>The</strong> powder can only be used once per<br />

magic circle. A pouch will contain enough for 2 to 5<br />

(1d4+1) such circles.<br />

Caster Level: 5 th ; Prerequisites: Brew Potion, Craft<br />

Magical Circle; Market Price: 500 gp.<br />

Sky Clad Oil: This oil is rubbed on the body to protect<br />

the user from the elements while sky-clad (nude). <strong>The</strong> oil<br />

is only effective on bare skin. <strong>The</strong> user can survive<br />

temperatures <strong>of</strong> -60 degrees to +200 degrees Fahrenheit,<br />

but only when uncovered. Any part <strong>of</strong> her body covered<br />

by clothes will not receive the magical protection.<br />

Any other class can use this oil, but witches are very<br />

secretive about its nature (reflected in the price). This oil<br />

can also safely used with any other type <strong>of</strong> body potion<br />

or oil, in particular Flying Ointment.<br />

<strong>The</strong> oil’s effects last 6 hours, typically midnight till dawn.<br />

Caster Level: 1 st Venefica (3 rd for all others);<br />

Prerequisites: Brew Potion, endure elements, spellcaster level<br />

1 st +; Market Price: 200 gp.<br />

Talismans<br />

Talismans can have any spell <strong>of</strong> third level or<br />

lower. <strong>The</strong> talisman can be made <strong>of</strong> paper, wood, clay or<br />

even metal. Often they are worn <strong>and</strong> kept till evoked.<br />

To evoke a talisman takes one st<strong>and</strong>ard action <strong>and</strong> the<br />

effects are instant. <strong>The</strong> comm<strong>and</strong> word or gesture to<br />

evoke the talisman is <strong>of</strong>ten inscribed on the talisman<br />

itself.<br />

Unless otherwise noted a talisman can only be<br />

used once.<br />

Dizzying Talisman: This appears to be a normal<br />

talisman. Once per day it can be used to create a large,<br />

swirling motion <strong>of</strong> colors directly above the wearer.<br />

Anyone who views the swirling must make a will save


(DC 11) or come under the effects <strong>of</strong> a Vertigo spell as<br />

cast by a 5th level sorcerer.<br />

Caster Level: 8 th ; Prerequisites: Craft Talisman, Vertigo<br />

Market Price: 1,500 GP<br />

H<strong>and</strong> <strong>of</strong> Fatima: A small brass talisman in the shape <strong>of</strong><br />

a h<strong>and</strong>. Provides protection against any evil spell or spell<br />

like effect directed at the wearer, in particular the evil eye.<br />

Caster Level: 2 nd ; Prerequisites: Craft Talisman, Protection<br />

against Evil; Market Price: 200 gp.<br />

Isis’ Talisman <strong>of</strong> Protection: This talisman confers a<br />

+1 protection bonus to saves <strong>and</strong> AC. Effects last as per<br />

level <strong>of</strong> creator. This talisman is usually in the form <strong>of</strong> a<br />

fine crafted gold ahnk.<br />

Caster Level: 3 rd ; Prerequisites: Craft Talisman, bless;<br />

Market Price: 500 gp.<br />

Talisman <strong>of</strong> Good Luck: This talisman is one <strong>of</strong> the<br />

most <strong>of</strong>ten found. This minor magic item provides +1 to<br />

any single roll. <strong>The</strong> talisman must be invoked before the<br />

action is taken (before the roll is made).<br />

Typically luck talismans are in the form <strong>of</strong> a four-leaf<br />

clover, a rabbit’s foot, a horseshoe or a copper coin. Any<br />

other small item maybe use. <strong>The</strong> item is not consumed in<br />

the invocation.<br />

Caster Level: 1 st ; Prerequisites: Craft Talisman, bless;<br />

Market Price: 100 gp.<br />

Talisman <strong>of</strong> Protection Against Conception: Even in<br />

historical times there were means <strong>of</strong> birth control<br />

practiced, this is one <strong>of</strong> the magical ones. Worn by<br />

tantric witches during their worship pratices, witches<br />

during the rites <strong>of</strong> Beltane or any woman that wishes to<br />

prevent an unwanted pregnancy.<br />

<strong>The</strong> talisman provides protection for one full lunar<br />

month (one moon phase to the next) then it becomes<br />

inert. This is if the talisman is used or not.<br />

Mundane (non magical) pregnancies are completely<br />

blocked <strong>and</strong> magical ones (via a fertility spell) give a +1<br />

to any saves.<br />

<strong>The</strong> price is comparatively low due to the high dem<strong>and</strong><br />

for these. Since they only last one month regardless <strong>of</strong> if<br />

it is used or not the materials are <strong>of</strong>ten not the highest<br />

quality. Also an owner can return to the witch to have<br />

the talisman “recharged” at the same price.<br />

Note: A lot <strong>of</strong> these talismans are sold that are<br />

completely useless. Only the witch’s reputation, or the<br />

ability to detect magic, can one be sure. In places where<br />

witchcraft is outlwaed possession <strong>of</strong> these talismans is<br />

also considered a crime.<br />

Caster Level: 6 th ; Prerequisites: Craft Talisman, Any<br />

Fertility domain spell; Market Price: 50 gp.<br />

Rods<br />

157<br />

<strong>Liber</strong> Mysterium: Magic<br />

Pentacle Rod: This magic item usually has a pentacle or<br />

an inverted pentacle at the end. All pentacle rods have<br />

an alignment. Three times per day, this rod can spout a<br />

ray that casts Grasp <strong>of</strong> the Endless War as if cast by<br />

someone <strong>of</strong> the alignment <strong>of</strong> the w<strong>and</strong>. Anyone not <strong>of</strong><br />

the alignment <strong>of</strong> the rod (within one step) has the spell<br />

cast against them each time they attempt to use the rod.<br />

For instance, a neutral good person using a chaotic good<br />

rod would be fine, but not a chaotic good person using a<br />

lawful neutral rod. In this instance the spell does not<br />

affect the intended target, nor does it harm the user.<br />

A pentacle rod is always the alignment <strong>of</strong> the creator.<br />

Caster Level: 5th ; Prerequisite: Craft Rod, Grasp <strong>of</strong> the<br />

Endless War Market Price: 4,500 gp.<br />

Rod <strong>of</strong> Witch Detection: Favored by witch hunters <strong>of</strong><br />

all sorts. This rod will determine if someone is a witch.<br />

<strong>The</strong> w<strong>and</strong> will grow warm in the presence <strong>of</strong> a witch or<br />

warlock. <strong>The</strong> rod will be able to identify 3d6 witches,<br />

regardless <strong>of</strong> alignment. When using this in conjunction<br />

with reading warlock signs or spot checks the rod adds a<br />

+10 to the user’s ability to discover a witch or a warlock.<br />

Caster Level: 10 th ; Prerequisites: craft rod, locate object;<br />

Market Price: 20,000 gp.<br />

Staffs <strong>and</strong> Distaffs<br />

Few items are associated with women as the<br />

distaff. <strong>The</strong> distaff is used to hold<br />

wool or flax when spinning thread.<br />

It is longer than the typical w<strong>and</strong><br />

but usually shorter than the<br />

average staff. Typically 2’ to 4’<br />

long. <strong>The</strong> top is usually crowned to<br />

hold the material for spinning, but<br />

some are also flat with a rough<br />

surface.<br />

A witch can opt to use a<br />

distaff instead <strong>of</strong> a staff, since<br />

there is nothing out <strong>of</strong> the ordinary<br />

<strong>of</strong> a woman carrying a distaff, but a<br />

staff might draw attention.<br />

Production requirements<br />

<strong>and</strong> costs for a magical distaff are<br />

the same as for a staff. <strong>The</strong><br />

differences in size <strong>and</strong> amount <strong>of</strong><br />

materials is <strong>of</strong>fset by the rarity <strong>of</strong><br />

magical distaffs. Otherwise any<br />

magical staff might be used as a<br />

magical distaff. <strong>The</strong> exception <strong>of</strong><br />

course is the Staff <strong>of</strong> the Warlock<br />

which will never be found in<br />

distaff form. Of course certain<br />

female warlocks might create one<br />

<strong>of</strong> their own.<br />

Staff <strong>of</strong> the Blade: This metal


<strong>Liber</strong> Mysterium: Magic<br />

staff is actually crafted to look like a greatsword.<br />

However, the blade is dull <strong>and</strong> can only deal 1d6+1<br />

bludgeoning damage when wielded as a weapon. It<br />

allows use <strong>of</strong> the following spells.<br />

Phantom Lacerations (1 Charge)<br />

Dreadful Bloodletting (2 Charges)<br />

Wave <strong>of</strong> Mutilation (2 Charges, DC 16)<br />

Caster Level: 12th ; Prerequisites: Craft Staff, Phantom<br />

Lacerations, Dreadful Bloodletting, Wave <strong>of</strong> Mutilation Market<br />

Price: 31,000 GP<br />

Staff <strong>of</strong> the Warlock: Similar to the legendary Staff <strong>of</strong><br />

Power, but only effective in the h<strong>and</strong>s <strong>of</strong> warlocks. Some<br />

<strong>of</strong> its powers drain charges, while others do not. <strong>The</strong><br />

following powers can be used draining one charge per<br />

use.<br />

· Produce Flame<br />

· Detect Magic<br />

· Light/Darkness<br />

<strong>The</strong>se powers will drain two charges per use.<br />

· Cone <strong>of</strong> Cold (15d6, DC 15)<br />

· Fireball or Lightning Bolt (one or the other, 10th level,<br />

10d6, DC 17)<br />

· Hold Monster (DC 14)<br />

· Invisibility<br />

<strong>The</strong> staff adds +2 to the<br />

warlock’s saving throws<br />

against spell based attacks. <strong>The</strong><br />

staff can not absorb wizard<br />

spell energy <strong>and</strong> must be<br />

recharged by the warlock<br />

himself. <strong>The</strong> staff is also<br />

capable <strong>of</strong> acting as a<br />

QuarterStaff +2. Unlike a staff<br />

<strong>of</strong> power, the Staff <strong>of</strong> the<br />

Warlock has no retributive<br />

strike. Breaking a Staff <strong>of</strong> the<br />

Warlock destroys the staff<br />

beyond repair.<br />

Caster Level: 15 th ;<br />

Prerequisites: Craft Staff, Craft<br />

Magical Arms <strong>and</strong> Armor,<br />

Heighten Spell, continual flame,<br />

lightning bolt or fireball, cone <strong>of</strong><br />

cold, hold monster, invisibility;<br />

Market Price: 150,000 gp.<br />

Wondrous Items<br />

Bell <strong>of</strong> Opening: A bell <strong>of</strong> opening is a silver bell. It is<br />

similar in nature to the Chime <strong>of</strong> Opening. When struck,<br />

it sends forth magic vibrations that cause locks, lids,<br />

doors, valves, <strong>and</strong> portals to open. <strong>The</strong> device functions<br />

against normal bars, shackles, chains, bolts, <strong>and</strong> so on.<br />

<strong>The</strong> chime <strong>of</strong> opening also automatically dispels a hold<br />

158<br />

portal spell or an arcane lock cast by a wizard <strong>of</strong> less than<br />

10th level.<br />

<strong>The</strong> bell must be pointed at the item or gate to<br />

be loosed or opened (which must be visible <strong>and</strong> known<br />

to the user). <strong>The</strong> chime is then struck, a clear tone rings<br />

forth, <strong>and</strong> in 1 round the target lock is unlocked, the<br />

shackle is loosed, the secret door is opened, or the lid <strong>of</strong><br />

the chest is lifted. Each sounding only opens one form <strong>of</strong><br />

locking. A silence spell negates the power <strong>of</strong> the device.<br />

A br<strong>and</strong>-new chime can be used a total <strong>of</strong> 50 times<br />

before it cracks <strong>and</strong> becomes useless.<br />

Caster Level: 10th; Prerequisites: Craft Wondrous Item,<br />

knock; Market Price: 2,000 gp; Weight: 1 lb.<br />

Broom <strong>of</strong> Flying, Greater: This broom is in all respects<br />

the same as a Broom <strong>of</strong> Flying, save is can carry a total <strong>of</strong><br />

500lbs.<br />

Caster Level: 11 th Prerequisites: Craft Wondrous Items,<br />

Fly, Permanency. Market Price: 17,000 GP Weight: 3.5 lbs.<br />

Broom <strong>of</strong> Flying, Speed: This broom is designed for<br />

speed <strong>and</strong> maneuverability. It can fly at a speed <strong>of</strong> 120<br />

feet <strong>and</strong> has a maneuverability <strong>of</strong> perfect. Otherwise it is<br />

the same as a normal<br />

Broom <strong>of</strong> Flying.<br />

Caster Level: 12 th<br />

Prerequisites: Craft<br />

Wondrous Items, Fly,<br />

Haste, Permanency. Market<br />

Price: 18,000 GP Weight:<br />

2.5 lbs.<br />

Weight: 1 lbs.<br />

Broom <strong>of</strong> Protection:<br />

This broom appears to be<br />

an ordinary witch’s besom<br />

or other mundane broom.<br />

It’s magic is revealed when<br />

the witch uses it to sweep.<br />

This broom provided<br />

protection as a Sanctuary<br />

spell when the witch<br />

sweeps a clockwise circle<br />

around herself <strong>and</strong> others.<br />

<strong>The</strong> effects last five rounds<br />

<strong>and</strong> may be repeated 3d6<br />

times.<br />

Caster Level: 5 th<br />

Prerequisites: Craft<br />

Wondrous Items, Sanctuary.<br />

Market Price: 500 GP<br />

Coat <strong>of</strong> Darkness: This black coat provides a +4 bonus<br />

to hide checks, <strong>and</strong> once times per day can cast Intangible<br />

Cloak <strong>of</strong> Shadows on the wearer.<br />

Caster Level: 8 th ; Prerequisites: Craft Wondrous Items,<br />

Intangible Cloak <strong>of</strong> Shadows Market Price: 1,500 GP


Dowsing Stick: This appears to be a normal stick that<br />

could be used for a Dowsing spell. It can cast dowsing at<br />

will.<br />

Caster Level: 3 rd ; Prerequisites: Craft Wondrous Items,<br />

Dowse Market Price: 300 GP<br />

Earrings <strong>of</strong> Timeless Beauty: <strong>The</strong>se earrings are<br />

usually very elegant <strong>and</strong> decorated. <strong>The</strong> wearer <strong>of</strong> these<br />

earrings is granted a +6 bonus to seduction checks, <strong>and</strong> a<br />

+2 bonus to all other charisma based skills.<br />

Caster Level: 4 th ; Prerequisites: Craft Wondrous Items,<br />

Beguile, Glamour Market Price: 900 GP<br />

H<strong>and</strong> <strong>of</strong> Glory: This was a right h<strong>and</strong> <strong>of</strong> a murderer that<br />

was severed while the corpse was still hanging from the<br />

gallows. This mummified human h<strong>and</strong> hangs by a leather<br />

cord around a character’s neck (taking up space as a<br />

magic necklace would). When the h<strong>and</strong> was ready,<br />

c<strong>and</strong>les were fitted on it between the fingers. <strong>The</strong>se were<br />

called the “dead man’s c<strong>and</strong>les” were made from another<br />

murderer’s fat, with the wick being made from his hair.<br />

Another method <strong>of</strong> curing the severed <strong>and</strong> dried h<strong>and</strong><br />

was to dip it in wax. After this process the fingers<br />

themselves could be lit. If a magic ring is placed on one<br />

<strong>of</strong> the fingers <strong>of</strong> the h<strong>and</strong>, the wearer benefits from the<br />

ring as if wearing it him or herself, <strong>and</strong> it does not count<br />

against the wearer’s two-ring limit. <strong>The</strong> h<strong>and</strong> can wear<br />

only one ring at a time.<br />

Even without a ring, lighting the h<strong>and</strong> itself allows its<br />

wearer to use daylight <strong>and</strong> see invisibility each once per<br />

day.<br />

<strong>The</strong> following phrase is spoken to invoke the h<strong>and</strong>:<br />

“Let those who rest, more deeply sleep;<br />

Let those awake their vigils keep.<br />

Oh, H<strong>and</strong> <strong>of</strong> Glory, shed thy light<br />

And guide us to our spoil tonight.”<br />

Caster Level: 9th; Prerequisites: Craft Wondrous Item,<br />

daylight, detect invisibility, animate dead; Market Price:<br />

7,200 gp; Weight: 2 lb.<br />

S<strong>and</strong>als <strong>of</strong> Air Walk: <strong>The</strong>se s<strong>and</strong>als hover slightly <strong>of</strong>f<br />

the ground, just as though the wearer had the spell Air<br />

Walk cast on them.<br />

Caster Level: 6 th ; Prerequisites: Craft Wondrous Items,<br />

Air Walk Market Price: 1,000 GP<br />

Scrying Crystal: A crystal suspended on a silver chain<br />

can be used by a witch to scry. <strong>The</strong> chain is spun <strong>and</strong> the<br />

crystal is dropped on a map or an Ouija like board to<br />

spell out answers. Magical scrying crystals add to the<br />

level <strong>of</strong> success.<br />

Caster Level: 6 th ; Prerequisites: Craft Wondrous Items,<br />

Air Walk Market Price: 1,000 GP<br />

159<br />

<strong>Liber</strong> Mysterium: Magic<br />

Voodoo Doll: This doll is usually crafted to vaguely<br />

resemble a particular person, though it can be altered to<br />

resemble someone else after it’s creation. If a personal<br />

item is attached to the doll (for instance, the targets ring,<br />

or a lock <strong>of</strong> the persons hair), the Voodoo doll can be<br />

used to cast Ghostly Slashing as a first level sorcerer on the<br />

target once per day, regardless <strong>of</strong> the distance between<br />

the target <strong>and</strong> the user. A person may only be the target<br />

<strong>of</strong> one Voodoo doll at a time. You may not make<br />

yourself the target <strong>of</strong> a Voodoo doll in order to make<br />

yourself invulnerable to other dolls.<br />

Caster Level: 5th ; Prerequisites: Craft Wondrous Item,<br />

Ghostly Slashing; Market Price: 1250 gp.<br />

Books, Manuals, & Tomes<br />

Book Cover, Magical: This leather looking book cover<br />

will grow or shrink to fit any size book. One place on the<br />

book the cover provides +1 magical protection to the<br />

book.<br />

Caster Level: 1 st ; Prerequisites: Craft Wondrous Item, any<br />

protection spell; Market Price: 500 gp.<br />

Book <strong>of</strong> Shadows, Magical: Designed for a witch to<br />

record her spells. <strong>The</strong> book can only be opened by that<br />

witch or any she invites to open it. If lost the book will<br />

act as if a Locate Object spell was cast on it, allowing the<br />

witch to find it. <strong>The</strong> book is flame pro<strong>of</strong> <strong>and</strong> has a +2<br />

protection bonus to any saving throws to prevent the<br />

destruction <strong>of</strong> the book.<br />

Caster Level: 2 nd ; Prerequisites: Craft Wondrous Item,<br />

locate object; Market Price: 1,000 gp. Weight: 3 lb.<br />

Masters Astronomy Book: This book’s only value is<br />

that it records the placement <strong>of</strong> astronomical objects, <strong>and</strong><br />

records them into the book. A person with ranks in<br />

Pr<strong>of</strong>ession: Astrologer can use the book to look up any<br />

bit <strong>of</strong> information since the book’s creation. <strong>The</strong> book’s<br />

information is 100% accurate, providing a +5 bonus for<br />

readings with the Astrology skill. It can record a near<br />

infinite amount <strong>of</strong> information (up to 1000 years), but<br />

only records the placement <strong>of</strong> objects starting at the date<br />

it was created. Finding an old elf’s Masters Astronomy<br />

Book is <strong>of</strong>ten quite a happy day for a pr<strong>of</strong>essional<br />

astrologer.<br />

Witch covens <strong>of</strong>ten have a Masters Astronomy Book that<br />

may be hundreds, even up to a thous<strong>and</strong> years old.<br />

Covens <strong>of</strong> elven witches may own series <strong>of</strong> books, dating<br />

in total to eons ago.<br />

Caster Level: 3 rd ; Prerequisites: Craft Wondrous Items,<br />

Market Price: 1000 GP + 100 GP for every year old the<br />

book is.<br />

Manual <strong>of</strong> Druthers: A druther is a special type wooden<br />

golem that a witch can create. <strong>The</strong> druther costs only<br />

about 1,000 GP to create <strong>and</strong> can take any form as long<br />

as it is all wood. <strong>The</strong> druther can be carved from wood


<strong>Liber</strong> Mysterium: Magic<br />

or it can be made <strong>of</strong> wooden twigs <strong>and</strong> boards attached<br />

together. Creation time takes one month.<br />

Once the druther is finished the writing fades <strong>and</strong> the<br />

book is consumed in flames. When the ashes <strong>of</strong> the<br />

manual are sprinkled upon the druther, the figure<br />

becomes fully animated.<br />

<strong>The</strong> user <strong>of</strong> the manual needs to be <strong>of</strong> 10th or higher<br />

level. To use the manual <strong>of</strong> druthers, you must succeed a<br />

caster level check DC 20.<br />

Note: Druthers are extremely flammable. Any fire-based<br />

attack will always cause double the amount the damage.<br />

Any cold-based attack does no damage. See Chapter 7:<br />

Bestiary for more information on Druthers.<br />

Caster Level: 10th ; Prerequisites: Craft Wondrous Item,<br />

minor creation; Market Price: 3,500 gp.<br />

Page, Magical: This blank page can be inserted into any<br />

mundane Book <strong>of</strong> Shadows or Book <strong>of</strong> Law. It confers<br />

+1 magical bonus to saving throws to the book. Also,<br />

twice the amount <strong>of</strong> text can be recorded on the page.<br />

Typically the witch will record something begin on the<br />

page while the true text is hidden underneath.<br />

Up to 10 such pages may be added to any one book.<br />

Caster Level: 1 st ; Prerequisites: Craft Wondrous Item, any<br />

protection spell, witch writing; Market Price: 500 gp.<br />

Permanent Magic Circles<br />

Some Magic Circles’ only affect their creator. A<br />

caster with the Create Magic Circle feat can assume the<br />

position <strong>of</strong> creator to an already existing magic circle by<br />

expending the experience points normally necessary,<br />

though the actual crafting <strong>of</strong> the magic circle is negligible.<br />

Creating a magic circle costs 100 xp for every 5’<br />

diameter the circle, regardless <strong>of</strong> material, plus an<br />

additional 20 XP for each caster level required to create<br />

the circle. <strong>The</strong> time it takes to craft a magic circle is <strong>of</strong>ten<br />

dependent on what was used to create it. Placing the final<br />

enchantments on the circle takes 1 minute per foot in its<br />

diameter. So if the witch were to create a 20’ long<br />

Thaumaturgic Magic Circle out <strong>of</strong> tile in her home, it<br />

would require an 860 xp sacrifice, <strong>and</strong> would take 20<br />

minutes to enchant, plus the time it actually took to craft<br />

the magic circle out <strong>of</strong> tile.<br />

Hexagram <strong>of</strong> Protection: When the caster is st<strong>and</strong>ing<br />

within a Hexagram, she grants damage reduction equal to<br />

her own wisdom modifier to herself <strong>and</strong> all allies.<br />

Caster Level: 7 th ; Prerequisites: Craft Magic Circle, Aid<br />

Inverted Pentagram <strong>of</strong> Harming: All harming spells<br />

cast within an Inverted Pentagram <strong>of</strong> Harming are cast at<br />

+2 caster level.<br />

Caster Level: 5 th ; Prerequisites: Craft Magic Circle, Inflict<br />

Moderate Wounds<br />

160<br />

Metamagical Thaumaturgic Circle: Any spell cast<br />

within a Metamagical Thaumaturgic Circle is blessed with<br />

the appropriate metamagic feat. Only 3 spells per day<br />

can be blessed as such.<br />

Caster Level: 15 th + 1 per level for every additional level<br />

<strong>of</strong> preparation normally needed; Prerequisites: Craft<br />

Magic Circle, the appropriate metamagic feat.<br />

Octogram <strong>of</strong> Binding: Unlike other Magic Circles, the<br />

crafter does not st<strong>and</strong> within the magic circle. Rather,<br />

any outsider that is either summoned into the circle<br />

(Through a Summon Planar Ally spell or otherwise), or has<br />

had the circle created around them, may never leave the<br />

circle, or disrupt the circle in any way. Also, spells or<br />

natural abilities may not extend beyond the circle, nor<br />

may they harm anyone outside the circle in any way, until<br />

the circle is either disrupted or the creator <strong>of</strong> the circle<br />

chooses to release them.<br />

Caster Level: 9 th ; Prerequisites: Craft Magic Circle,<br />

Dismissal<br />

Octogram <strong>of</strong> Protection: Anyone st<strong>and</strong>ing within an<br />

Octogram <strong>of</strong> Protection is protected from outsiders <strong>of</strong> a<br />

particular type, chosen by the crafter when the circle was<br />

created. Under no circumstances can the outsider<br />

interfere or otherwise harm those st<strong>and</strong>ing within the<br />

circle, nor can they enter or disrupt the circle on their<br />

own. Roll 1d12 to determine the type <strong>of</strong> Octogram <strong>of</strong><br />

Protection found.<br />

1-3 Protection against Good<br />

4-6 Protection against Evil<br />

7 Protection against Chaos<br />

8 Protection against Law<br />

9 Protection against Air<br />

10 Protection against Earth<br />

11 Protection against Fire<br />

12 Protection against Water


Caster Level: 7 th ; Prerequisites: Craft Magic Circle, Magic<br />

Circle Against a specific alignment<br />

Supreme Octogram <strong>of</strong> Protection: This magic circle<br />

functions just like an Octogram <strong>of</strong> Protection, except<br />

that it extends to all creatures with the noted alignment,<br />

not just outsiders <strong>and</strong> elementals.<br />

Caster Level: 14 th ; Prerequisites: Craft Magic Circle,<br />

Magic Circle against Good / Chaos /Evil / Law<br />

Octogram <strong>of</strong> Neutrality: Anyone st<strong>and</strong>ing within an<br />

Octagon <strong>of</strong> Neutrality gains spell resistance equal to the<br />

crafter’s caster level x2 versus arcane magic. Divine<br />

Magic is not affected by this.<br />

Caster Level: 9 th ; Prerequisites: Craft Magic Circle, Dispel<br />

Magic<br />

Pentagram <strong>of</strong> Healing: All healing spells cast within a<br />

Pentagram <strong>of</strong> Healing are cast at +2 caster level.<br />

Caster Level: 5 th ; Prerequisites: Craft Magic Circle, Cure<br />

Moderate Wounds<br />

Thaumaturgic Circle: When the crafter is st<strong>and</strong>ing<br />

within a thaumaturgic circle, she casts all her spells at +1<br />

caster level.<br />

Caster Level: 3 rd ; Prerequisites: Craft Magic Circle, Bless<br />

Thaumaturgic Circle <strong>of</strong> Teleportation: This Magic<br />

Circle is actually two different magic circles. Anyone<br />

who steps within the circle <strong>and</strong><br />

speaks a comm<strong>and</strong> word (or any<br />

other requirement that the<br />

creator designates), they are<br />

instantly teleported to the other<br />

circle.<br />

<strong>The</strong> XP cost <strong>of</strong> creating a<br />

Thaumaturgic Circle <strong>of</strong><br />

Teleportation is only the cost <strong>of</strong><br />

creating a single magic circle.<br />

Caster Level: 12 th ; Prerequisites:<br />

Craft Magic Circle, Teleport<br />

Without Error<br />

Triangular Circle <strong>of</strong> Energy:<br />

When casting a spell or using a<br />

natural ability that deals damage<br />

<strong>of</strong> a particular type <strong>of</strong> elemental energy (Electric, Acidic,<br />

Fire, or Frost) while st<strong>and</strong>ing within a triangular circle <strong>of</strong><br />

energy, that type <strong>of</strong> energy deals double damage.<br />

Furthermore, those st<strong>and</strong>ing within the magic circle<br />

receive double damage from a particular type <strong>of</strong> energy,<br />

as noted below.<br />

Electricity - Acid<br />

Fire / Heat - Frost<br />

Caster Level: 12 th ; Prerequisites: Craft Magic Circle,<br />

Chain Lightning, Cone <strong>of</strong> Cold, Wall <strong>of</strong> Fire, or Cloudkill,<br />

161<br />

<strong>Liber</strong> Mysterium: Magic<br />

depending on which type <strong>of</strong> energy you wish to<br />

empower.<br />

Magic C<strong>and</strong>les<br />

Magic c<strong>and</strong>les must be burned to to activate<br />

their magic. Some require a certain amount <strong>of</strong> time to be<br />

lit <strong>and</strong> then their magic takes effect, other must burn for<br />

a time <strong>and</strong> then their magic takes effect when blown or<br />

snuffed out.<br />

C<strong>and</strong>les are created using the Craft Magic<br />

C<strong>and</strong>le feat.<br />

Black C<strong>and</strong>le <strong>of</strong> Negativity Removal: Anyone who<br />

stays near a Black C<strong>and</strong>le <strong>of</strong> Negativity Removal for<br />

more than 15 minutes comes under the affect <strong>of</strong> a Calm<br />

Emotions spell (no save).<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Calm Emotions. Caster<br />

Level: 4 th ; Market Price: 800 GP<br />

Blue C<strong>and</strong>le <strong>of</strong> Health <strong>and</strong> Well Being: Anyone near<br />

a Blue C<strong>and</strong>le for 8 hours or more can have the spell<br />

Remove Disease on them.<br />

Caster Level: 10 th ; Prerequisites: Craft Magic C<strong>and</strong>le,<br />

Remove Disease. Market Price: 3,000 GP<br />

C<strong>and</strong>le <strong>of</strong> Truth: This c<strong>and</strong>le, when burned, calls into<br />

place a zone <strong>of</strong> truth spell in a 30-foot radius centered on<br />

the c<strong>and</strong>le. <strong>The</strong> zone lasts for 1 hour, as the c<strong>and</strong>le<br />

burns. If the c<strong>and</strong>le is snuffed<br />

before that time, the effect is<br />

canceled <strong>and</strong> the c<strong>and</strong>le<br />

ruined.<br />

Caster Level: 5th;<br />

Prerequisites: Craft Wondrous<br />

Item, zone <strong>of</strong> truth; Market<br />

Price: 2,500 gp; Weight: 1/2<br />

lb.<br />

Crimson C<strong>and</strong>le <strong>of</strong> Courage<br />

<strong>and</strong> Protection: Anyone who<br />

stays near a Crimson C<strong>and</strong>le<br />

<strong>of</strong> Courage <strong>and</strong> Protection<br />

receives the effect <strong>of</strong> an<br />

Emotion Hope spell, but with its<br />

effects doubled.<br />

Prerequisites: Craft Magic<br />

C<strong>and</strong>le, Emotion. Caster Level: 10 th ; Market Price: 3,000<br />

GP<br />

Emerald C<strong>and</strong>le <strong>of</strong> Growth: Anyone or anything near<br />

an Emerald C<strong>and</strong>le <strong>of</strong> Growth for more than 15 minutes<br />

has the spell Bless Growth cast on them, except the effects<br />

last for 24 hours only. This can include plants, people, or<br />

potential mothers.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Bless Growth. Caster<br />

Level: 7 th ; Market Price: 2,100 GP


<strong>Liber</strong> Mysterium: Magic<br />

Lemon C<strong>and</strong>le <strong>of</strong> Freshness: This c<strong>and</strong>le will cleanse<br />

an area as per the spell cleanse. <strong>The</strong> number <strong>of</strong> beings<br />

effected will be per the level <strong>of</strong> the caster (typically 7th ).<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Cleanse. Caster Level:<br />

7th ; Market Price: 2,100 GP<br />

Orange C<strong>and</strong>le <strong>of</strong> Innocence: <strong>The</strong> user must stay near<br />

an Orange C<strong>and</strong>le <strong>of</strong> Innocence for at least 8 hours. <strong>The</strong><br />

next day, 2d6 people come under the effects <strong>of</strong> a Virgin<br />

Innocence spell (Will Save DC 15) for a single thing that<br />

the user wishes.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Virgin Innocence. Caster<br />

Level: 12 th ; Market Price: 3,600 GP<br />

Peach C<strong>and</strong>le <strong>of</strong> New Beginnings: A Peach C<strong>and</strong>le <strong>of</strong><br />

New Beginnings can be lit alongside a dead body. It<br />

must remain lit for at least 8 hours. After 8 hours, the<br />

body is resurrected; however, the person affected will<br />

have no memory <strong>of</strong> her previous life. Such people retain<br />

their class abilities, except those related to alignment. In<br />

a sense, they a born anew, <strong>and</strong> the target will need to<br />

relearn all the things about the world. Nothing short <strong>of</strong> a<br />

Wish spell can restore their memory.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Raise Dead, Lethe.<br />

Caster Level: 18 th ; Market Price: 8,000 GP<br />

Red C<strong>and</strong>le <strong>of</strong> Love: Anyone who stays near a Red<br />

C<strong>and</strong>le <strong>of</strong> Love for more than 15 minutes develops a<br />

strong sense for their own life <strong>and</strong> their loved ones,<br />

bestowing an effect identical to both the Emotion: Hope<br />

<strong>and</strong> Emotion: Friendship spell.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Emotion. Caster Level:<br />

12 th ; Market Price: 3,600 GP<br />

Scarlet C<strong>and</strong>le <strong>of</strong> Lust: Anyone who is near a Scarlet<br />

C<strong>and</strong>le <strong>of</strong> Lust for more than 15 minutes must succeed a<br />

saving throw vs. DC 15 or become Beguiled to the user, as<br />

per the spell.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Beguile. Caster Level:<br />

8 th ; Market Price: 2,400 GP<br />

Sun C<strong>and</strong>le <strong>of</strong> Wisdom: <strong>The</strong> user must stay near the<br />

Sun C<strong>and</strong>le for at least 8 hours. Once this duration has<br />

passed, the next day the user is granted +5 bonus to<br />

sense motive checks.<br />

Prerequisites: Craft Magic C<strong>and</strong>le. Caster Level: 7 th ;<br />

Market Price: 2,100 GP<br />

Teal C<strong>and</strong>le <strong>of</strong> Awakening: A Teal C<strong>and</strong>le <strong>of</strong><br />

Awakening is burnt while sleeping. While sleeping, you<br />

gain a +5 bonus to listen checks to wake up.<br />

Prerequisites: Craft Magic C<strong>and</strong>le. Caster Level: 5 th ;<br />

Market Price: 1,500 GP<br />

Violet C<strong>and</strong>le <strong>of</strong> Knowledge: A violet c<strong>and</strong>le <strong>of</strong><br />

Knowledge is usually burned while researching. It grants<br />

162<br />

a +4 bonus to any Knowledge checks done while<br />

researching.<br />

Prerequisites: Craft Magic C<strong>and</strong>le. Caster Level: 8 th ;<br />

Market Price: 2,400 GP<br />

White C<strong>and</strong>le <strong>of</strong> Healing: <strong>The</strong> user must be near a<br />

White C<strong>and</strong>le <strong>of</strong> Healing for at least 8 hours before h<strong>and</strong>.<br />

<strong>The</strong> user’s Healing spells cure additional 1d4 points per<br />

spell level.<br />

Prerequisites: Craft Magic C<strong>and</strong>le, Cure Moderate Wounds.<br />

Caster Level: 10 th; Market Price: 3,000 GP<br />

Yellow C<strong>and</strong>le <strong>of</strong> Clarity: When scrying near a Yellow<br />

C<strong>and</strong>le <strong>of</strong> Clarity, the user gains a +10 bonus to Scry<br />

checks.<br />

Prerequisites: Craft Magic C<strong>and</strong>le. Caster Level: 7 th ;<br />

Market Price: 2,100 GP<br />

Magic Cords<br />

Magic cords are typically woven str<strong>and</strong>s <strong>of</strong><br />

fibers, flax, hemp, threads or yarn. <strong>The</strong>ir magical effect<br />

comes when they are tied, either in a knot or around<br />

something.<br />

Magical cords maybe produced by the Craft<br />

Magic Cords feat.<br />

Cingulum: This nine-foot long cord in <strong>of</strong>ten worn<br />

around the waist as a belt. Magical varieties confer +1 to<br />

+5 luck bonuses to AC. <strong>The</strong> material to make this cord<br />

maybe anything the witch has on h<strong>and</strong> (leather, hemp<br />

rope, cotton, silk) but the manufacture must be <strong>of</strong> high<br />

quality. <strong>The</strong> cingulum typically has a number <strong>of</strong> knots<br />

equal to its bonuses. <strong>The</strong> magic does not become active<br />

till it is wrapped around the waist <strong>and</strong> knotted.<br />

Bonus Caster Level Market Price<br />

+1 2 nd 1,000 gp<br />

+2 4 th 2,000 gp<br />

+3 6 th 3,500 gp<br />

+4 8 th 5,000 gp<br />

+5 10 th 7,000 gp<br />

Prerequisites: Craft Magic Cord. Any protection spell,<br />

Bless. Caster level: 2 nd to 10 th<br />

Market Price 750 gp per caster level.<br />

Cord <strong>of</strong> Binding: Made with items from the person to<br />

be bound. Once the cord is made the witch needs to tie<br />

the items into the cord (typically hair or cloth) three<br />

times. <strong>The</strong> intended victim is treated as if under a Geas.<br />

Prerequisites: Craft Magic Cord. Geas. Caster level: 12 th<br />

Market Price 20,000 gp.<br />

H<strong>and</strong>fasting Cord: Made <strong>of</strong> three separate cords, one<br />

each made by the couple to be married, the other by the<br />

witch. Once tied around the couple’s h<strong>and</strong>s they are<br />

treated as if they have a Bless spell on them for a year


<strong>and</strong> a day as long as they are within eyesight <strong>of</strong> each<br />

other.<br />

Prerequisites: Craft Magic Cord. Bless. Caster level: 10 th<br />

Market Price 5,000 gp.<br />

Happiness Cord: A minor cord, this is usually a length<br />

<strong>of</strong> thin rope decorated with beads. Once invoked<br />

provides the effects <strong>of</strong> a Bless spell.<br />

Prerequisites: Craft Magic Cord. Caster Level: 1 st ; bless;<br />

Market Price: 100 gp.<br />

Witch Knot: This cord is made <strong>of</strong> woven plant material<br />

seem simple at first but this cord can hold up 3 to 8<br />

levels (1d6+2) <strong>of</strong> witch spells. <strong>The</strong> witch casts her spell<br />

into the cord <strong>and</strong> ties it up in a knot. To release the spell<br />

the knot is untied or cut. Cutting the cord does render it<br />

useless for futer uses.<br />

Prerequisites: Craft Magic Cord. Caster level: 1 st<br />

Market Price 1,500 gp + 100 GP per level <strong>of</strong> spells cast<br />

into the cord.<br />

Witch Stone Cord: This cord holds naturally occurring<br />

“witch stones”, stones that have naturally occurring holes<br />

in them. For every stone collected <strong>and</strong> enchanted the<br />

cord provides a level <strong>of</strong> protection against hostile magic.<br />

Prerequisites: Craft Magic Cord. Caster level: 1 st<br />

Market Price 1,500 gp + 500 GP per stone on the cord.<br />

Cursed Items<br />

Evil witches are well known for their curses. In<br />

has been postulated by many sages that the abundance <strong>of</strong><br />

cursed items to be found are a result <strong>of</strong> vengeful witches.<br />

<strong>Witches</strong> <strong>of</strong>ten counter that this is nothing more than<br />

rumor <strong>and</strong> more sl<strong>and</strong>er against them.<br />

Broom <strong>of</strong> Animated Attack: This item is<br />

indistinguishable in appearance from a normal broom. It<br />

is identical to a broom <strong>of</strong> flying by all tests short <strong>of</strong><br />

attempted use.<br />

If a comm<strong>and</strong> is spoken, the broom does a loop-the-loop<br />

with its hopeful rider, dumping him on his head from<br />

1d4+5 feet <strong>of</strong>f the ground (no falling damage, since the<br />

fall is less than 10 feet). <strong>The</strong> broom then attacks the<br />

victim, swatting the face with the straw or twig end <strong>and</strong><br />

beating him with the h<strong>and</strong>le end.<br />

<strong>The</strong> broom gets two attacks per round with each end<br />

(two swats with the straw <strong>and</strong> two with the h<strong>and</strong>le, for a<br />

total <strong>of</strong> four attacks per round). It attacks with a +5<br />

bonus on each attack roll. <strong>The</strong> straw end causes a victim<br />

to be blinded for 1 round when it hits. <strong>The</strong> h<strong>and</strong>le deals<br />

1d6 points <strong>of</strong> damage when it hits. <strong>The</strong> broom has AC<br />

13, 18 hit points, <strong>and</strong> hardness 4.<br />

Caster Level 10 th ; Create Wondrous Item, fly, animate<br />

objects; Market Price 5,200 gp.<br />

Broom <strong>of</strong> Flying, Cursed: This broom appears as any<br />

other magical or mundane broom. That is until a witch<br />

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<strong>Liber</strong> Mysterium: Magic<br />

(no other class) attempts to ride it. <strong>The</strong> broom then<br />

takes <strong>of</strong>f in any r<strong>and</strong>om direction at top speed as per a<br />

Broom <strong>of</strong> Flying. <strong>The</strong> only way to stop it is to cast a<br />

Remove Curse. If the witch riding attempts to cast she is<br />

under normal restrictions to cast while mounted plus an<br />

extra –2 to cast.<br />

Caster Level 9th ; Craft Wondrous Item, bestow curse,<br />

overl<strong>and</strong> flight, permanency; Market Price 7,000 gp; Weight 3<br />

lb.<br />

Artifacts<br />

Powerful witches make power magic items.<br />

Some are so well known or infamous that they have<br />

become legends.<br />

BabaYaga’s Hut: <strong>The</strong> legendary abode <strong>of</strong> the witch<br />

Baba Yaga has appeared in various tales over the years.<br />

And predictably, the details have varied over the years.<br />

Baba Yaga <strong>of</strong>ten herself lies <strong>and</strong> spreads rumors <strong>of</strong> the<br />

Hut’s abilities.<br />

<strong>The</strong> hut appears as a small, 15’ by 15’ by 10’,<br />

windowless <strong>and</strong> doorless Izba made <strong>of</strong> logs with a<br />

thatched ro<strong>of</strong>. It stood on two (sometimes three) giant<br />

chicken legs, <strong>and</strong> spun rapidly in a yard that contained<br />

her geese <strong>and</strong> horses. <strong>The</strong> hut was surrounded by 11<br />

skull-lanterns on poles with a 12 th pole st<strong>and</strong>ing empty.<br />

<strong>The</strong> hut could spin faster than any person could run <strong>and</strong><br />

if someone managed to grab on it would fling them <strong>of</strong><br />

into the woods.<br />

Getting inside the hut was a secret only Baba<br />

Yaga knew. She could will it to stop spinning <strong>and</strong> open it<br />

up, but other times it took the use <strong>of</strong> a comm<strong>and</strong> in folk<br />

magic to get the hut to obey; usually something like,<br />

“Hut, hut! Still you should be, with your back to the<br />

forest <strong>and</strong> your door to me!”<br />

Inside the hut was much larger than the<br />

outside, at least 10 times greater. Also no one could<br />

leave the hut unless Baba Yaga willed it, this includes the<br />

souls <strong>of</strong> the dead. Occupants inside were immune to all<br />

magical effects from the outside.<br />

<strong>The</strong> hut is known to have the following powers,<br />

all are at caster level <strong>of</strong> 20.<br />

Movement. <strong>The</strong> hut could travel over any l<strong>and</strong><br />

terrain or water at speeds <strong>of</strong> 60 feet. It could not fly, but<br />

it could go up shear cliffs <strong>and</strong> mountains or over seas.<br />

Protection. <strong>The</strong> hut has protections against all<br />

forms <strong>of</strong> magic, psionics <strong>and</strong> environment. In each case<br />

the proper protection spell is used at 20 th level<br />

spellcaster. Magic effects are also hampered inside the<br />

hut. Spells cast within the confines <strong>of</strong> the hut have their<br />

DCs increased by +5.<br />

Travel. In edition the travel over l<strong>and</strong> the hut<br />

could become Ethereal or Astral when needed.<br />

In every case Baba Yaga could invoke these<br />

powers by will. Others will need to learn the folk magic<br />

comm<strong>and</strong> phrases in order to use the powers.


<strong>Liber</strong> Mysterium: Magic<br />

Semi-Sentient. <strong>The</strong> hut is semi-sentient. Not truly<br />

alive, it does have an awareness about itself. It mimics<br />

Baba Yaga’s personality in that attempts to lure people to<br />

it <strong>and</strong> it then spirits them <strong>of</strong>f to Baba Yaga who will<br />

decide what to do with them. Usually it is a split between<br />

putting them to work or eating them. Other times the<br />

hut stays in possession <strong>of</strong> someone for a much longer<br />

time before disappearing again. It is rumored that the<br />

mage responsible for the Tiny Hut spell was in possession<br />

<strong>of</strong> Baba Yaga’s hut for years.<br />

Caster Level: 20th ; Weight: NA.<br />

Baba Yaga’s Mortar <strong>and</strong> Pestle: <strong>The</strong> Hungry witch is<br />

known not only for her famous abode, but for her rather<br />

unique means <strong>of</strong> travel. Baba Yaga can travel about the<br />

forest in a large mortar <strong>and</strong> pestle. She sits in the mortar,<br />

steers with the pestle <strong>and</strong> sweeps up her tracks with her<br />

broom behind her. This way she can travel over any<br />

surface, including water, but not air.<br />

<strong>The</strong> mortar <strong>and</strong> pestle’s only power is it’s speed<br />

<strong>and</strong> it travels at a blinding 120 feet. At this speed most<br />

spells are at an increased +5 to affect the person driving<br />

the pestle <strong>and</strong> AC is increased by +12. Within the pestle<br />

the driver also acts as if they had a metamagically<br />

164<br />

heightened haste spell cast on them. Only one person<br />

may sit in the mortar at one time.<br />

Caster Level: 20 th ; Weight: 200 lbs.<br />

<strong>The</strong> Sampo: In the epic Finnish myth, the Kalevala, the<br />

Sampo is a precious object, a magical mill that grinds out<br />

meal, salt <strong>and</strong> gold. <strong>The</strong>re is more than one Sampo, but<br />

no more than one ever appeared at one time. <strong>The</strong> great<br />

smith Seppo Ilmarinen, friend to Väinämöinen, knew the<br />

secret to making one, but he seems to be the only one,<br />

<strong>and</strong> the one he made was destroyed in a battle with the<br />

great witch Louhi. Väinämöinen claims that he will one<br />

day bring a new Sampo to his people.<br />

<strong>The</strong> Sampo can create ten pounds <strong>of</strong> meal, one<br />

pound <strong>of</strong> salt or 100 gold pieces per hour for anyone that<br />

knows the comm<strong>and</strong> words. <strong>The</strong> Sampo is sought after<br />

so much because there is no end to amount <strong>of</strong> items it<br />

can make.<br />

Due to its magical nature, the Sampo is very<br />

rare <strong>and</strong> wildly sought after. Characters that gain<br />

possession <strong>of</strong> one my find themselves with an endless<br />

supply <strong>of</strong> trouble as well.<br />

Caster level: 19 th ; Weight: 500 lbs.


Chapter VII: Bestiary<br />

“Whoever fights monsters should see to it that in the<br />

process he does not become a monster.<br />

And when you look into an abyss, the abyss also looks<br />

into you”.<br />

Friedrich Nietzsche,<br />

Thus Sprach Zarathrusa<br />

“Here there be monsters”.<br />

Warning on maps <strong>of</strong> the edge <strong>of</strong> the world<br />

<strong>Witches</strong> have graced the pages <strong>and</strong> stories <strong>of</strong><br />

fantasy <strong>and</strong> myth for ages. Along with the<br />

witches have come creatures. Some have<br />

been seen as allies to the witches, others have been the<br />

creations <strong>of</strong> witches, <strong>and</strong> still others are seen as<br />

associated with witches, for good or ill. Adding these<br />

monsters to the game will provide a backdrop for the<br />

witches to work against.<br />

Using Monsters in Your Campaign<br />

As in any game, monsters are designed to add a<br />

challenge to player characters. Some <strong>of</strong> these monsters<br />

are from the literature <strong>of</strong> the Faerie Tradition. GM’s<br />

should add them to the same areas that Faerie <strong>Witches</strong><br />

are found. Others, such as the Earth Troll, have had<br />

long associations with the witch.<br />

Monster Types<br />

For better or worse, witches have always been<br />

associated with various monsters. Many <strong>of</strong> the signs that<br />

one might be a witch are also the same that one might be<br />

a vampire or a fey. <strong>The</strong> Mara coven certainly lend<br />

credence to this stereotype, but Lorelei do as well since<br />

they are <strong>of</strong>ten accused <strong>of</strong> being Banshees. <strong>Witches</strong> are<br />

believed to be in league or have dealings with various<br />

demons <strong>and</strong> devils as well.<br />

This section presents monsters for use in the<br />

worlds that the witch is likely to inhabit or that have<br />

dealing with witches.<br />

Crossbreeds<br />

<strong>The</strong> witch has access to spells outside the<br />

normal scope <strong>of</strong> wizards <strong>and</strong> clerics. Some <strong>of</strong> these spells<br />

can allow the witch to create cross-breeds <strong>of</strong> a strange<br />

nature. Some, such as the Batlings, are a benign race that<br />

has bred true. Others are abominations like the Owl<br />

Bear.<br />

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<strong>Liber</strong> Mysterium: Bestiary<br />

For whatever reason the witch chooses to create<br />

these new monsters they have been linked to witches<br />

forevermore.<br />

Fey<br />

<strong>The</strong> various members <strong>of</strong> the faerie races are<br />

known as the Fey <strong>and</strong> they have had a long a varied<br />

association with witches over the years. This association<br />

is not just with the Faerie Tradition, but with all witches<br />

in general. Most <strong>of</strong>ten it is believed that the witch’s<br />

familiar is a shape-shifted faerie.<br />

Hags Hags <strong>and</strong> witches have <strong>of</strong>ten been confused<br />

with each other, or believed to be in some sort <strong>of</strong><br />

alliance. This is just another example <strong>of</strong> deceptive<br />

appearances. While hags do gather in Coveys <strong>and</strong> witches<br />

gather in Covens, there is no reasoning to believe that the<br />

two are related, except semantically.<br />

Of course Hags are highly intelligent <strong>and</strong><br />

magical beings, <strong>and</strong> if it is to their advantage to form an<br />

alliance with a witch, then she will do so. It is important<br />

to remember that all hags are evil <strong>and</strong> despise all <strong>of</strong><br />

humanity <strong>and</strong> ultimately work to humanity’s destruction.<br />

No good aligned witch would ever be associated with a<br />

hag. <strong>The</strong> Makava, or Wood Hag, is most <strong>of</strong>ten accused<br />

<strong>of</strong> confusing the populace into think that hags are a type<br />

<strong>of</strong> witch <strong>and</strong> vice versa. <strong>The</strong>re is however an ancient<br />

Teutonic goddess known as Holda, or sometimes Holga,<br />

that is said to be the Goddess <strong>of</strong> both witches <strong>and</strong> hags.<br />

Hags may advance as witches. Hags also have<br />

access to many <strong>of</strong> the skills, feats <strong>and</strong> spell presented in<br />

this book. Any hag listed elsewhere is also assumed to<br />

have the Ritual Casting <strong>and</strong> Knowledge (Witchcraft)<br />

skills.<br />

Monsters from Other Sources<br />

Monsters have always been associated with<br />

witches, either as familiars or other antagonists in “fairy<br />

tales”. Many good <strong>and</strong> neutral aligned witches befriend<br />

many <strong>of</strong> the creatures <strong>of</strong> the forest or their locale to aid<br />

them. This is especially true for witches <strong>of</strong> the Faerie<br />

Traditions. Evil witches <strong>and</strong> warlocks associate with<br />

many humanoid monsters <strong>and</strong> undead creatures. Other<br />

monsters, such as the Lamia <strong>and</strong> the Penanggalan are<br />

believed to be or have been witches in a former life.


<strong>Liber</strong> Mysterium: Bestiary<br />

Batlings<br />

Small Fey<br />

Hit Dice: 1d6+1 (5 hp)<br />

Initiative: +4 Dex<br />

Speed: 10 ft., fly 30 ft. (perfect)<br />

AC: 20 (+4 dex, +3 size, +3 Natural)<br />

Attacks: Unarmed +2, +2<br />

Damage: Unarmed 1d4, small sword 1d6<br />

Face/Reach: 1 ft. by 1 ft.<br />

Special Attacks: Hypersonic Shriek<br />

Special Qualities: SR 20, Damage Reduction 10/+2<br />

Saves: Fort +2, Ref +6, Will +5<br />

Abilities: Str 4, Dex 18, Con 15, Int 10, Wis 16, Cha 18<br />

Skills: H<strong>and</strong>le Animal +10, Hide +16, Heal +5, Listen<br />

+5, Spot +5, Sense Motive +5<br />

Feats: Ambidexterity, Blind Fight, Flyby Attack<br />

______________________________________<br />

Climate/Terrain: Temperate Caves<br />

Organization: Gang (2-4), b<strong>and</strong> (6-11) or tribe (20-80)<br />

Challenge Rating: 5<br />

Treasure:<br />

Alignment: Always Chaotic Good<br />

Advancement: 1-3 HD (small)<br />

Batlings are magical crossbreeds <strong>of</strong> pixies <strong>and</strong><br />

bats. Batlings look like 1’ to 2’ tall pixies with bat-like<br />

wings <strong>and</strong> features. <strong>The</strong>ir feet are like those <strong>of</strong> a bat with<br />

small claws for hanging upside down. <strong>The</strong>ir bodies<br />

resemble pixies with a short s<strong>of</strong>t fur covering. <strong>The</strong>ir fur<br />

ranges from light brown to a deep black. <strong>The</strong>ir faces are<br />

also like those <strong>of</strong> pixies, but with some bat-like<br />

characteristics. <strong>The</strong>y have a sharp teeth <strong>and</strong> large ears<br />

like a bat. <strong>The</strong>y have smallish eyes <strong>and</strong> small slightly<br />

upturned noses. Batlings can speak with bats <strong>and</strong> pixies<br />

in their own languages. Many have been able to learn elf<br />

or common. Batlings speak with high-pitched voices.<br />

<strong>The</strong>y tend not to wear clothing when young or<br />

among their own kind. <strong>The</strong>y have been known to wear<br />

clothing similar to that <strong>of</strong> other pixies, only drabber <strong>and</strong><br />

more functional.<br />

Due to their appearance <strong>and</strong> origin Batlings are<br />

<strong>of</strong>ten believed to be small demons or at the very least<br />

evil. However nothing could be farther from the truth.<br />

An insane warlock who was researching new familiar<br />

types created the Batlings. He believed that by<br />

combining the appearance <strong>of</strong> the bat with the intelligence<br />

<strong>of</strong> a pixie he would have a frightening ally. His<br />

experiments were a tremendous success; he created a race<br />

that could breed true. However he underestimated the<br />

natures <strong>of</strong> both the pixie <strong>and</strong> the bat. He produced a<br />

race that was both intelligent <strong>and</strong> good.<br />

Batlings tend not to enter act with other races<br />

other than pixies. This is not out <strong>of</strong> choice, but necessity.<br />

Batlings are usually hunted down because they are<br />

believed to be evil. Batlings tend to be a very gregarious<br />

166<br />

race that centers on the extended family. Batlings get<br />

along well with other faerie races especially pixies <strong>and</strong><br />

slyphs. Grigs tend to avoid them.<br />

Like bats, Batlings live in dark places, such as<br />

caves. <strong>The</strong>y are nocturnal, which only adds to the<br />

superstition that surrounds them. Batlings come out at<br />

night to socialize <strong>and</strong> feed. An adult Batling can eat 3 to<br />

4 times his own weight a night in flying insects. This<br />

helps support their high metabolic rate. Batlings are also<br />

found <strong>of</strong> fruits, especially grapes. <strong>The</strong>y make an<br />

extremely potent wine from grapes <strong>and</strong> a fungus that<br />

grows in their caves.<br />

Batlings mate once a year in the spring <strong>and</strong> the<br />

female gives birth to a clutch <strong>of</strong> two young. Batlings<br />

usually mate for life. Batlings keep their lair far from<br />

humanoid eyes. Usually they have many regular bats in<br />

their lair to keep guard.<br />

<strong>The</strong> young reach maturity in seven years.<br />

Batlings typically live 40 to 50 years.<br />

Combat: Batlings are not strong fighters. <strong>The</strong>y prefer<br />

to use their small size <strong>and</strong> speed to avoid confrontations.<br />

However they will go to any lengths to protect their<br />

homes or their young. Males <strong>and</strong> females are equal in<br />

combat. Young Batlings are non-combative. Batlings<br />

may attack with their feet claws twice per round doing 1<br />

to 4 hp <strong>of</strong> damage. Some Batlings do carry small thin<br />

swords. <strong>The</strong>y use this swords two-h<strong>and</strong>ed for 1d6 hp <strong>of</strong><br />

damage.<br />

Blindsight (Ex): Batlings, like most fey, have<br />

low light vision, but they prefer to rely on their<br />

echolocation ability. Batlings can recognize each other<br />

with their echolocation, but only distinguish rough details<br />

<strong>of</strong> other humanoid creatures. Attacks that effect hearing<br />

effect the Batling as if it were effecting their eyes instead.<br />

Thus any deafening attack is treated like blindness.<br />

Batlings are immune to gaze attacks while using this<br />

ability.<br />

Hypersonic Shriek (Ex): If threatened<br />

Batlings may let out a hypersonic shriek. This shriek may<br />

be done three times per day. Anyone under 5 HD within<br />

hearing distance <strong>of</strong> the Batling must make a Fortitude<br />

save or become deaf, as per the spell, for 2d6 rounds.<br />

<strong>The</strong>y also suffer 2d10 hp <strong>of</strong> damage. If they save or are<br />

above 5 HD then they only take 2d6 hp <strong>of</strong> damage.<br />

Even though they are a “created” race, Batlings<br />

have found a niche in the ecology <strong>of</strong> the world. <strong>The</strong>ir<br />

diet has placed no strain on the local ecology. If Batlings<br />

have a natural enemy it would be goblins. Goblins<br />

capture Batlings in suspended steel traps. <strong>The</strong>y gag the<br />

Batlings <strong>and</strong> enjoy pulling <strong>of</strong>f their wings. Goblins<br />

usually eat the males <strong>and</strong> children but keep the females<br />

around as slaves. A particularly ugly breed <strong>of</strong> Bendith Y’<br />

Mamau are born to these unfortunate Batlings.<br />

Batlings have been the subject <strong>of</strong> recent debate<br />

<strong>and</strong> experiments by wizards. Batling fur or guano has


een used in place <strong>of</strong> bats’ in spell components. <strong>The</strong><br />

spell Wave <strong>of</strong> Mutilation (q.v.) was discovered in this<br />

research.<br />

Advancement<br />

Batlings are generally too small to make effective<br />

characters. Those that chose to advance as a character<br />

class <strong>of</strong>ten opt for Ranger.<br />

Butterfae<br />

Fine Fey<br />

Hit Dice: ¼ d6+2 (3 hp)<br />

Initiative: +4 Dex<br />

Speed: 10 ft., fly 30<br />

ft. (perfect)<br />

AC: 20 (+4 dex, +3<br />

size, +3 Natural)<br />

Attacks: Unarmed<br />

+0<br />

Damage: Unarmed<br />

1d1 -3<br />

Face/Reach: 1 ft.<br />

by 1 ft.<br />

Special Attacks:<br />

Spell-like abilities,<br />

w<strong>and</strong><br />

Special Qualities:<br />

SR 20, Speak with<br />

Plants <strong>and</strong> Animals,<br />

Damage Reduction<br />

10/+2<br />

Saves: Fort +2, Ref +6, Will +5<br />

Abilities: Str 4, Dex 18, Con 15, Int 10, Wis 16, Cha 18<br />

Skills: H<strong>and</strong>le Animal +10, Hide +16, Heal +5, Listen<br />

+5, Spot +5, Sense Motive +5<br />

Feats:<br />

______________________________________<br />

Climate/Terrain: Any<br />

Organization: Gang (2-4), b<strong>and</strong> (6-11) or tribe (20-80)<br />

Challenge Rating: 5<br />

Treasure: W<strong>and</strong><br />

Alignment: Always Neutral<br />

Advancement: 1-3 HD (Fine)<br />

Distant cousins to pixies, Butterfae are among<br />

the smallest <strong>of</strong> fey, rarely reaching 8 inches in height.<br />

<strong>The</strong>y also contain some <strong>of</strong> the greatest affinity to magic<br />

<strong>of</strong> all fae. Like pixies, they enjoy sylvan life <strong>and</strong> <strong>of</strong>ten take<br />

their homes deep in forests.<br />

Butterfae vaguely resemble tiny little elves with<br />

insect wings. Despite what the name implies, Butterfae<br />

wings can be <strong>of</strong> any sort, resembling butterfly wings,<br />

moth, or plain gossamer wings.<br />

Combat<br />

167<br />

<strong>Liber</strong> Mysterium: Bestiary<br />

Butterfae rarely ever engage people in battle.<br />

When they do, they use their spell-like abilities or their<br />

w<strong>and</strong>s, or they flee.<br />

Butterfae W<strong>and</strong>: Upon reaching adulthood,<br />

Butterfae receive a special w<strong>and</strong>. All w<strong>and</strong>s have the<br />

following traits. At will, Animal Messenger, Calm Animals,<br />

Dancing Lights, Invisibility (Self only), Light. 3 times per day:<br />

Chill Metal, Heat Metal, Synthesis, Goodberry, Entangle, Magic<br />

Fang. Once per day: Polymorph Other, Summon Nature’s Ally<br />

IV. Butterfae w<strong>and</strong>s also contain one other spell usable<br />

once per day (a 1st level druid spell or a 0 level cleric,<br />

witch, or sorcerer spell), another usable three times per<br />

day (a 1st or 2nd level druid spell or a 0 level cleric,<br />

witch, or sorcerer spell),<br />

<strong>and</strong> one other spell usable<br />

once per day (4th level<br />

druid or 2nd level cleric,<br />

witch, or sorcerer spell.<br />

<strong>The</strong>se w<strong>and</strong>s are useless by<br />

anyone than who the w<strong>and</strong><br />

was given to.<br />

Speak with<br />

Plants <strong>and</strong> Animals:<br />

Butterfae can speak with<br />

plants <strong>and</strong> animals as per<br />

the spells at will.<br />

Druther<br />

Medium Construct<br />

Hit Dice: 9d10 (45 hp)<br />

Initiative: -1 Dex<br />

Speed: 20 ft.<br />

AC: 17 (-1 Dex, +8 Natural)<br />

Attacks: 2 Limbs (fists or constructed weapons) +9<br />

Damage: Slam 2d6+6<br />

Face/Reach: 5 ft. by 5ft./5ft.<br />

Special Qualities: Construct, Damage reduction 15/+1,<br />

Immune to piercing, water <strong>and</strong> cold-based attacks.<br />

Double damage from fire based attacks.<br />

Saves: Fort +3, Ref +2, Will +4<br />

Abilities: Str 20, Dex 9, Con -, Int -, Wis 11, Cha 3<br />

______________________________________<br />

Climate/Terrain: Any<br />

Organization: Solitary<br />

Challenge Rating: ??<br />

Treasure: None<br />

Alignment: Always Neutral<br />

Advancement: 10-15 (Large); 15-20 (Huge)<br />

A Druther is a type <strong>of</strong> weaker wood golem that<br />

can only be created by a witch. <strong>The</strong> name comes from<br />

an old piece <strong>of</strong> doggerel <strong>of</strong>ten muttered by witches,<br />

“If I really had my druthers,<br />

I’d have my wooden druthers too.”


<strong>Liber</strong> Mysterium: Bestiary<br />

A “Wooden Druther” is a corrupt form <strong>of</strong><br />

“wouldn’t I’d rathers”, or something the witch doesn’t<br />

want. So the Wooden Druther performs tasks that the<br />

witch would rather not do herself. <strong>The</strong> druther can<br />

underst<strong>and</strong> simple comm<strong>and</strong> phrases <strong>of</strong> about 15 words<br />

each. Typically druthers are used for menial labor or to<br />

perform a task that the witch can not do or won’t do<br />

herself, like killing or scaring an enemy. Often a witch<br />

will have a few druthers protecting her home while<br />

disguised as trees (Spot DC 25 when so disguised).<br />

A druther cannot communicate at all. Some<br />

witches have used woody reeds in the construction <strong>of</strong><br />

their druthers. When the wind blows across the druther<br />

it sounds like a deep bassoon.<br />

Druthers can appear in any form. Usually they<br />

are biped <strong>and</strong> always made <strong>of</strong> wood. <strong>The</strong> wood can be<br />

carved or a collection<br />

<strong>of</strong> sticks tied<br />

together. <strong>The</strong><br />

appendages need to<br />

be attached<br />

separately if the<br />

druther is to move at<br />

all. <strong>The</strong>y can be<br />

precisely carved to<br />

appear as anything<br />

the witch wants, but<br />

they typically look<br />

like walking bunches<br />

<strong>of</strong> sticks. Legend has<br />

it that there was a<br />

witch that had such<br />

beautifully carved<br />

druthers that they<br />

were <strong>of</strong>ten mistaken<br />

for wood nymphs.<br />

Treants,<br />

dryads, <strong>and</strong> wood<br />

nymphs view a<br />

druther in the same<br />

manner a human<br />

views the undead or<br />

a flesh golem. Most<br />

will attempt to<br />

destroy them when<br />

they can. Some witches <strong>and</strong> wizards value the wood from<br />

an inanimate druther to use to make magical fires.<br />

Combat<br />

A druther is mindless in combat. It strikes with<br />

its wood fists with almost no regard to what else is going<br />

on.<br />

Construct: Immune to mind-influencing<br />

effects, poison, disease, <strong>and</strong> similar effects. Not subject<br />

to critical hits, subdual damage, ability damage, energy<br />

drain, or death from massive damage.<br />

168<br />

Damage Reduction: <strong>The</strong> druther can ignore<br />

the first 15 points <strong>of</strong> damage dealt, unless the weapon is<br />

+1 or better. Arrows or other piercing items, such as<br />

spears or thrust daggers, only do 1 point <strong>of</strong> damage per<br />

hit. Water base attacks have no effect on the druther<br />

whatsoever. Fire based attacks always do double damage.<br />

Cold based attacks do no damage.<br />

Construction<br />

<strong>Witches</strong> <strong>of</strong> 10th level or better can construct a<br />

druther. If the witch has access to a Manual <strong>of</strong> Druthers,<br />

then she can create a Druther from that work.<br />

Otherwise a witch may opt to create one from scratch.<br />

<strong>The</strong> witch will need at least 200 pounds <strong>of</strong> wood, either<br />

as sticks, planks or individually carved pieces. She must<br />

gather these herself. <strong>The</strong> witch will need her consecrated<br />

witch tools <strong>and</strong> fine incense, which will cost the witch<br />

2,000 GP. After creating<br />

the body for the druther,<br />

the witch will have to cast<br />

Air Walk, Bless Growth,<br />

Feral Spirit, Lesser<br />

Strengthening Rite <strong>and</strong> Minor<br />

Creation. <strong>The</strong> ashes from<br />

the burned incense is then<br />

sprinkled on the wood.<br />

<strong>The</strong> process takes the<br />

witch one month to create<br />

<strong>and</strong> drains 1,000 XP.<br />

Drudges<br />

Sometimes<br />

druthers are referred to as<br />

“Drudges”, mostly due to<br />

their ability to menial work,<br />

usually around the home.<br />

While a druther may be<br />

used to do the witch’s dirty<br />

work, a drudge will do the<br />

witch’s dirty laundry.<br />

Adventurers have reported<br />

<strong>of</strong> a witch with intricately<br />

carved wood drudges as<br />

her household staff. A<br />

drudge butler was so well<br />

made that they could not<br />

tell it was a magical construct at all.<br />

Rogue Druthers<br />

<strong>The</strong> druther has a great tie to its animating<br />

elemental force. But sometimes the druther will break<br />

free <strong>of</strong> the witch’s control, but not <strong>of</strong> its wooden body.<br />

<strong>The</strong>se druthers are known as rogues <strong>and</strong> take out their<br />

frustration the only way know, to throw themselves into<br />

any combative situation it can.


Leprechaun<br />

169<br />

<strong>Liber</strong> Mysterium: Bestiary<br />

Leprechaun Cluracan Fir Darrig<br />

Small Fey Small Fey Small Fey<br />

Hit Dice: 1d6 (3 hp) 2d6 (5 hp) 2d6 (7 hp)<br />

Initiative: + 7 ( + 3 Dex, +4 Improved + 7 ( + 3 Dex, +4 Improved + 7 ( + 3 Dex, +4 Improved<br />

Initiative )<br />

Initiative )<br />

Initiative )<br />

Speed: 40 ft. 40 ft. 40 ft.<br />

AC: 14(+l size,+3 Dex) 14(+l size,+3 Dex) 14(+l size,+3 Dex)<br />

Attacks: Dagger +4 melee none Dagger +4 melee<br />

Damage: Dagger Id4-2 none Dagger 1d4<br />

Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.<br />

Special Attacks: Spell-like abilities Spell-like abilities Spell-like abilities<br />

Special Qualities: SR 27, low-light vision low-light vision, iron SR 27, low-light vision, iron<br />

vulnerability<br />

vulnerability<br />

Saves: Fort +0, Ref +5, Will +4 Fort +0, Ref +5, Will +3 Fort +0, Ref +5, Will +3<br />

Abilities: Str 7, Dex 16, Con 11, Int Str 8, Dex 14, Con 16, Int Str 9, Dex 16, Con 10, Int<br />

16, Wis 15, Cha 16<br />

16, Wis 13, Cha 12<br />

16, Wis 13, Cha 9<br />

Skills: Bluff + 7, Concentration +4, Bluff + 9, Escape Artist + 9, Bluff + 7, Concentration +4,<br />

Craft (any one) +5, Escape Hide + 15, Listen + 14, Craft (any one) +5, Escape<br />

Artist + 7, Hide + 11, Listen Move Silently + 11, Open Artist + 7, Hide + 11, Listen<br />

+ 14, Move Silently + 7, Lock +11, Perform (comedy, + 14, Move Silently + 9,<br />

Open Lock +7, Perform dance, limericks, melody) + 5 Open Lock +8, Perform<br />

(comedy, dance, limericks, , Pick Pocket + 8, Search + (comedy, dance, limericks,<br />

melody) + 7 , Pick Pocket + 5, Spot +6<br />

melody) + 7 , Pick Pocket +<br />

7, Search + 5, Sense Motive<br />

+6, Spot +6<br />

5, Search + 5, Spot +6<br />

Feats: Dodge, Improved Initiative, Dodge, Improved Initiative Dodge, Improved Initiative,<br />

Mobility, Weapon Finesse<br />

(dagger)<br />

Weapon Finesse (dagger)<br />

Climate/Terrain: Temperate forest Temperate forest Temperate forest<br />

Organization: Gang (2-4 ), b<strong>and</strong> (6-11 ), or Solitary (1-2) Solitary (1-2), Gang (2-4), or<br />

family ( 12-20)<br />

family (12-20)<br />

Challenge Rating: 4 3 5<br />

Treasure: Double coins; 50% goods; single coin Double coins; 50% goods;<br />

50% items<br />

50% items<br />

Alignment: Always neutral Usually chaotic good. Usually chaotic neutral<br />

Advancement: 2-3 HD (Small) 2-3 HD (Small) 2-3 HD (Small)<br />

Leprechauns are short fey creatures, about 2<br />

feet tall with pointed nose <strong>and</strong> ears. A leprechaun usually<br />

dresses in bright clothes <strong>of</strong> green or red, complete with<br />

either a wide- brimmed hat or stocking-cap. Leprechauns<br />

are a jovial people, enjoying fine food <strong>and</strong> drink; some<br />

leprechauns also enjoy a good smoke from a long-<br />

stemmed pipe. <strong>The</strong>y are a tricky folk <strong>and</strong> enjoy jokes <strong>and</strong><br />

pranks, al- though they usually do not appreciate being<br />

the victims <strong>of</strong> such acts.<br />

Most leprechauns are skilled pickpockets, <strong>and</strong> it<br />

is a favored prank <strong>of</strong> these wee folk to filch items from<br />

unsuspecting travelers in their domain <strong>and</strong> then taunt the<br />

intruders into pursuit. <strong>The</strong> leprechaun so involved in the<br />

prank <strong>of</strong>ten alternates between being visible <strong>and</strong> invisible<br />

as he teases <strong>and</strong> pesters his pursuers in a merry chase.<br />

Leprechauns tire <strong>of</strong> pranks quickly, how- ever, <strong>and</strong> will<br />

give up the stolen item <strong>and</strong> sneak away. Some say<br />

leprechauns are descendants <strong>of</strong> halflings <strong>and</strong> pixies.<br />

Leprechauns summarily dismiss this rumor, how- ever,<br />

sc<strong>of</strong>fing at those who repeat it.<br />

Combat<br />

Leprechauns are fun-loving creatures <strong>and</strong> prefer<br />

to avoid combat. When facing opponents, a leprechaun<br />

usually turns invisible <strong>and</strong> flees. If forced into melee, a<br />

leprechaun uses its abilities to their fullest extent, seeking<br />

to drive an opponent <strong>of</strong>f rather than kill it.<br />

Spell-Like Abilities: At will- dancing lights,<br />

invisibility (self only ), permanent image (visual <strong>and</strong> auditory<br />

elements only), polymorph any object, <strong>and</strong> ventriloquism. <strong>The</strong>se


<strong>Liber</strong> Mysterium: Bestiary<br />

abilities are as the spells cast by a 7th-level sorcerer (save<br />

DC 13 + spell level).<br />

Skills: Leprechauns receive a +8 racial bonus to<br />

Listen checks.<br />

<strong>The</strong> Cluracan (or Cluricaune) is a cousin <strong>of</strong> the<br />

Leprechaun that is inordinately fond <strong>of</strong> wine, spirits,<br />

beer, <strong>and</strong> ale. <strong>The</strong>y look like leprechauns or small old<br />

men that are constantly intoxicated.<br />

<strong>The</strong>y are solitary creatures, although they tend to happily<br />

latch themselves onto unsuspecting folk. Once attached<br />

to a dwelling, they stay in the wine cellar (or equivalent),<br />

where they poach the supply. One benefit is that servants<br />

<strong>and</strong> the like who attempt to take a drink without the<br />

owner’s permission will likely be scared <strong>of</strong>f by the little<br />

fellow, but it is doubtful that the cost is worth it. Families<br />

have been known to move their entire household in the<br />

hopes that the Cluracan plaguing them will not follow,<br />

but these mischievous little fellows will <strong>of</strong>ten stow away<br />

in the packed goods <strong>and</strong> follow the family.<br />

Clurancan usually get along fine with<br />

Leprechauns <strong>and</strong> Fir Darrigs, their closest relatives. Like<br />

them, Clurancan are tricksters <strong>and</strong> their favorite victims<br />

are humans.<br />

When not drinking the Clurancan can be found<br />

chasing nymphs <strong>and</strong> other female fairies or riding their<br />

favorite steeds, sheep dogs. So far only males have ever<br />

been seen, leading many sages to wonder if the females<br />

exist at all <strong>of</strong> if they are only an <strong>of</strong>fshoot <strong>of</strong> leprechaun.<br />

It is believed that the Clurancan can mate with<br />

leprechaun <strong>and</strong> pixie females.<br />

<strong>The</strong> Cluracan is sometimes addressed as<br />

“Naggeneen”, a word implying a small quantity <strong>of</strong> drink.<br />

He always appears as an old-looking, diminutive man <strong>of</strong><br />

no more than three feet in height, well-dressed. It is said<br />

that all Cluracan carry a little leather purse, the Spre’na<br />

Skillenagh (or Shilling Fortune), which contains a single<br />

coin which, once spent, renews itself. <strong>The</strong>y are said to<br />

enjoy fine tobacco as well, <strong>and</strong> <strong>of</strong>ten know the way to<br />

hidden treasure. Cluracan are tricky <strong>and</strong> clever, <strong>and</strong> they<br />

will avoid skirmishes to the best <strong>of</strong> their (considerable)<br />

ability. Even if trapped, they will seek (<strong>and</strong> usually find) a<br />

way out.<br />

Combat<br />

Clurancan do not enter into combat.<br />

Spell-Like Abilities: If pressed they can use<br />

their magical abilities once per day at will. Invisibility,<br />

Levitation, Shape Change, <strong>and</strong>, Shrink. It will use these<br />

powers to prevent from actually having to attack.<br />

Immunity (Ex): Clurancan can consume a<br />

large quantity <strong>of</strong> drink. <strong>The</strong>y seem to enjoy being drunk<br />

even though they do not suffer the dilbilitating effects <strong>of</strong><br />

intoxication.<br />

Vulnerability (Ex): Weapons <strong>of</strong> pure or coldforged<br />

iron are more harmful to many fey races.<br />

170<br />

Weapons made from this material grant an additional +2<br />

to hit <strong>and</strong> damage to the Clurancan.<br />

<strong>The</strong> Fir Darrig (also Fir Dhearga or Fear Dearg) are<br />

diminutive, simian Hobgoblins/Leprechaun crossbreeds.<br />

<strong>The</strong>y are a bit taller than their leprechaun cousins (2 to<br />

2½ ft on average) <strong>and</strong> much uglier. <strong>The</strong>y typically wear a<br />

red cap <strong>and</strong> coat, <strong>and</strong> thus their name, Red Cap or the<br />

Red Man. <strong>The</strong> Fir Darrig are inordinately fond <strong>of</strong> cruel<br />

practical jokes, <strong>and</strong> they tend to be rude. <strong>The</strong>y <strong>of</strong>ten<br />

travel alone, although there are occasional incidents<br />

where an unlucky victim has run across multiple Fir<br />

Darrigs having a little fun. Many Fir Darrigs have taken<br />

up the habit <strong>of</strong> traveling <strong>and</strong> seeking to warm themselves<br />

by others’ fires, <strong>and</strong> the Fir Darrig so refused is likely to<br />

play harmful pranks on anyone that refuses them. <strong>The</strong><br />

correct response to such a request (<strong>and</strong> one which will<br />

leave the Fir Darrig kindly disposed towards the<br />

individual <strong>and</strong> unlikely to harm him) would be “Na dean<br />

fochmoid fainn” (“Do not mock us”). <strong>The</strong> Fir Darrigs are<br />

rumored to be shape-shifters, <strong>and</strong> they <strong>of</strong>ten use this<br />

ability to strike fear into those that they wish to annoy.<br />

Fir Darrigs are on reasonably good terms with<br />

other fairy races. <strong>The</strong>ir love <strong>of</strong> home, hearth, <strong>and</strong> good<br />

tobacco puts them at ease with Leprechauns, Cluracan<br />

<strong>and</strong> halflings, although halflings tend to think <strong>of</strong> them as<br />

rude <strong>and</strong> inconsiderate guests. Fir Darrigs are disliked by<br />

dwarves, but not hated. Fir Darrigs think dwarves take<br />

themselves too seriously. No love is shared between the<br />

Fir Darrig <strong>and</strong> their closest non-faerie cousins,<br />

Hobgoblins. Fir Darrigs enjoy most <strong>of</strong> the same things<br />

that leprechauns do, gold, a good drink <strong>and</strong> smoking long<br />

pipes. Like the Cluracan (q.v.) no female Fir Darrigs have<br />

ever been seen.<br />

Some Fir Darrigs have been known to be evil<br />

(rarely). It is believed that they get their red coat <strong>and</strong> hat<br />

by dying them in blood.<br />

Combat<br />

Like many <strong>of</strong> the fey races, Fir Darrigs prefer<br />

not to enter into physical combat, but unlike the other<br />

fey, they can <strong>and</strong> will enter into melee when the need<br />

arises. <strong>The</strong>y are usually stronger <strong>and</strong> are better fighters<br />

than their cousins the leprechauns <strong>and</strong> the cluracan. If<br />

forced into combat, Fir Darrigs use long knives.<br />

Also like many members <strong>of</strong> the fey race, Fir Darrigs can<br />

only be struck or harmed by cold forged iron.<br />

Spell-Like Abilities: <strong>The</strong> Fir Darrig has the<br />

following powers, useable once per day; Invisibility, Fear<br />

(100’ radius), Shape Shift <strong>and</strong> Teleport (self). It will use these<br />

powers to prevent from actually having to attack.<br />

Vulnerability (Ex): Weapons <strong>of</strong> pure or coldforged<br />

iron are more harmful to many fey races.<br />

Weapons made from this material grant an additional +2<br />

to hit <strong>and</strong> damage to the Fir Darrig.


Lesser Hag (Template)<br />

<strong>The</strong> true origins <strong>of</strong> Hags are an ancient mystery,<br />

but the utter hatred that most Hag’s have towards good<br />

witches tends to indicate that some sort <strong>of</strong> division once<br />

occurred between the two. Some believe that hags are the<br />

descendants <strong>of</strong> ancient malefic witches whose souls were<br />

so dark, their bodies became twisted <strong>and</strong> wretched. A<br />

ritual exists that somewhat supports this theory. <strong>The</strong><br />

ritual is utterly evil in itself, <strong>and</strong> therefore nearly all <strong>of</strong> it’s<br />

casters are evil too. It transforms the caster into<br />

something that is a bit <strong>of</strong> a monster, but gives the<br />

recipient some powers.<br />

<strong>The</strong> Lesser Hag template does not necessarily<br />

make the caster a true Hag, but it does give them certain<br />

abilities that are very similar to most types Hag’s own<br />

abilities.<br />

Creating a Lesser Hag<br />

A Lesser Hag is a<br />

template that can be added<br />

to any humanoid (referred<br />

to hereafter as the “base<br />

creature”). <strong>The</strong> creatures<br />

type changes to monstrous<br />

humanoid. All lesser hags<br />

have the following<br />

characteristics.<br />

Bonus Ability Scores:<br />

Lesser hags receive a +2 to<br />

their strength, a +6 to their<br />

wisdom, <strong>and</strong> a +2 to their<br />

charisma.<br />

Deformation: A lesser<br />

hag’s skeleton turns<br />

outward, creating a sort <strong>of</strong><br />

exoskeleton. While her skin<br />

may be tough, her bones are<br />

more spread out <strong>and</strong><br />

therefore more brittle. She<br />

gains damage reduction 2<br />

versus piercing <strong>and</strong> slashing<br />

weapons, but bludgeoning<br />

weapons deal an extra2<br />

points <strong>of</strong> damage.<br />

Long Body: A lesser hag’s<br />

body becomes long <strong>and</strong> wiry. <strong>The</strong> base creatures size is<br />

increased one category, incurring all penalties that this<br />

normally brings (-1 to attacks, -1 to AC, -4 to hide, etc.).<br />

Ugliness: A lesser hag’s appearance is fearsome. Her<br />

skin appears withered <strong>and</strong> scrunched, like that <strong>of</strong> a very<br />

old woman. Her hair becomes ratted <strong>and</strong> tangled.<br />

Spell Like Abilities: At Will - Ghost Sound, Touch <strong>of</strong><br />

Hideousness, 3 Times per Day - Darkness, Doom, Charm<br />

Person, 1 per day - Contagion, Scare<br />

Challenge Rating: Base Creature +2<br />

171<br />

<strong>Liber</strong> Mysterium: Bestiary<br />

Becoming a Lesser Hag<br />

<strong>The</strong> ritual requires that the caster know the<br />

following spells: Permanency, Touch <strong>of</strong> Hideousness, <strong>and</strong><br />

Contagion. All three spells are cast into a cauldron <strong>of</strong><br />

boiling water, creating pitch black, boiling water. <strong>The</strong>n,<br />

the caster needs the proper material components, some<br />

<strong>of</strong> the most gruesome <strong>of</strong> spellcasters. First, a sacrifice <strong>of</strong><br />

a woman who has not yet given birth is needed. She must<br />

be killed within 4 hours <strong>of</strong> the ritual, with an athame by<br />

the witches h<strong>and</strong>. First, her skin is put into the cauldron<br />

<strong>of</strong> water, while her bones are ground into a powder. A<br />

small amount <strong>of</strong> water is added to the bone dust to give<br />

them a glue-like texture. <strong>The</strong> bone-goo is smeared over<br />

the her skin, <strong>and</strong> she then drinks from the boiling black<br />

water. <strong>The</strong> ritual causes the caster to sleep for 24 hours.<br />

In this period, the caster metamorphoses into the hag.<br />

Makva (Wood Hag)<br />

Large Monstrous Humanoid<br />

(Hag)<br />

Hit Dice: 8d8+8 (45 hp)<br />

Initiative: +2 (Dex)<br />

Speed: 40ft.<br />

AC: 17 (-1 size, +2 Dex, +6<br />

natural)<br />

Attacks: 2 claws +12, bite +12<br />

Damage: claw 3d6, bite 2d6<br />

Face/Reach: 5ft. by 5ft/10ft.<br />

Special Attacks: Blood drain,<br />

Spells<br />

Special Qualities: Dark<br />

Vision 120ft., Fast Healing 5,<br />

Iron Vulnerability<br />

Saves: Fort +4, Ref +8, Will<br />

+8<br />

Abilities: Str 20, Dex 14, Con<br />

15, Int 16, Wis 15, Cha 9<br />

Skills: Concentration +12,<br />

Hide +10, Knowledge<br />

(Witchcraft) +9, Listen +8,<br />

Spot +8,<br />

Feats: Alertness, Blindfighting,<br />

Combat Casting, Fear<br />

Resistance<br />

______________________________________<br />

Climate/Terrain: Any<br />

Organization: Solitary or Covey (3 hags <strong>of</strong> any type plus<br />

2-12 trolls)<br />

Challenge Rating: 6 or 13 (covey)<br />

Treasure: St<strong>and</strong>ard<br />

Alignment: Always Chaotic Evil<br />

Advancement: As witch


<strong>Liber</strong> Mysterium: Bestiary<br />

<strong>The</strong> Makva, or the Wood Hag, is a relative <strong>of</strong><br />

the other Hags <strong>and</strong> possibly the Night Hag. <strong>The</strong> Makva<br />

makes her home in the deepest forests where she feeds<br />

on unsuspecting travelers. She is particularly fond <strong>of</strong><br />

children. Her normal appearance is very hag-like, tall (7’<br />

tall), green skin with black hair, although some have been<br />

spotted with green or red hair. She also has long clawed<br />

h<strong>and</strong>s with nails as hard as iron talons. <strong>The</strong>ir mouths are<br />

filled with rotting black teeth <strong>and</strong> foul breath. <strong>The</strong> Wood<br />

Hag can appear as kindly gr<strong>and</strong>mother, or a fetching<br />

young wood nymph as she chooses. <strong>The</strong> wood hag loves<br />

nothing more than to temp men <strong>of</strong> good character into a<br />

wanton embrace <strong>and</strong> then switch back to their normal<br />

form before killing them. She is also fond <strong>of</strong> attacking<br />

people as they sleep in the woods.<br />

<strong>The</strong> wood hag is more solitary than the other<br />

Hags. More <strong>of</strong>ten than not a wood hag will be found<br />

alone. Wood hags <strong>of</strong>ten employ trolls to protect their<br />

homes <strong>and</strong> for mutual protection. At any given time<br />

there will be 2 to 12 trolls around the wood hag’s home.<br />

<strong>The</strong>y will fight for the wood hag, but they are not<br />

comm<strong>and</strong>ed to do so. <strong>The</strong>y will retreat or flee if the<br />

combat goes against them. <strong>The</strong> wood hag will also ally<br />

her self with evil witches <strong>and</strong> warlocks. <strong>The</strong>y have also<br />

been known to consort with demons <strong>and</strong> vampires as<br />

well. Makva do not get along well with Night Hags.<br />

Some have theorized that Makva were once part <strong>of</strong> the<br />

Night Hag “society” but were removed for being too<br />

chaotic.<br />

Wood Hags have <strong>of</strong>ten been confused with<br />

witches <strong>and</strong> many <strong>of</strong> the tales told to frighten children<br />

about witch have been about wood hags. It is almost<br />

certain that the tale <strong>of</strong> Hansel <strong>and</strong> Gretel could have<br />

been about a wood hag (or even the witch Baba Yaga).<br />

Makva are believed to live up to 800 years, but<br />

this has never been confirmed. <strong>The</strong>y have been known<br />

to keep harpies as pets. Wood Hags usually have a grove<br />

<strong>of</strong> Elder trees growing nearby.<br />

Combat<br />

<strong>The</strong> wood hag is very strong (strength 20) <strong>and</strong><br />

will attack with her claws <strong>and</strong> a bite. She is also a<br />

competent spellcaster <strong>and</strong> may use spells from the<br />

witch’s spell list.<br />

Spell-Like Abilities: <strong>The</strong> Makva can also<br />

employ the following spell like powers three times per<br />

day at will: Ray <strong>of</strong> Enfeeblement <strong>and</strong> Magic Missile. <strong>The</strong>y<br />

can cast an Advanced Illusion four times per day <strong>and</strong> can<br />

use the following powers at will, Know Alignment,<br />

Polymorph Self <strong>and</strong> Sleep. Wood hags are immune to<br />

Sleep, Charm, <strong>and</strong> Hold spells.<br />

Blood drain (Su): <strong>The</strong> bite <strong>of</strong> a Wood Hag<br />

also drains blood. Any successful bite hit can<br />

permanently drain one point <strong>of</strong> Constitution unless the<br />

172<br />

victim can make a Fortitude save (DC 13). Any character<br />

drained to zero will become a wraith haunting the woods<br />

around the wood hag. Constitution points can be healed<br />

normally.<br />

Vulnerability (Ex):. A Makva cannot touch<br />

iron <strong>and</strong> takes extra damage from weapons made <strong>of</strong> pure<br />

or cold forged iron. Weapons made from this material<br />

grant an additional +3 to hit <strong>and</strong> damage per hit.<br />

Nymph, Sea<br />

Medium-Size Fey (Aquatic)<br />

Hit Dice: 6d6 (24 hp)<br />

Initiative: +1 (Dex)<br />

Speed: 20 ft., swim 40 ft.<br />

AC: 16 (+2 Dex, +4 Deflection)<br />

Attacks: Dagger +6 melee<br />

Damage: Dagger 1d4<br />

Face/Reach: 5 ft. by 5 ft./5 ft.<br />

Special Attacks: Blinding beauty, spells, spell-like<br />

abilities, unearthly beauty<br />

Special Qualities: dark vision, unearthly grace<br />

Saves: Fort +1, Ref +4, Will +8<br />

Abilities: Str 10, Dex 15, Con 10, Int 16, Wis 17, Cha 19<br />

Skills: Animal Empathy +10, Craft (any one) or<br />

Knowledge (any one) +7, Escape Artist +7, Heal +9,<br />

Hide +14, Listen +11, Move Silently +11, Sense Motive<br />

+9, Swim +20, Spot +11<br />

Feats: Ability Focus (unearthly beauty), Alertness,<br />

Dodge, Iron Will<br />

______________________________________<br />

Climate/Terrain: Fresh water (Naiad) or Salt water<br />

(Nereids)<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: St<strong>and</strong>ard (mostly items related to the sea)<br />

Alignment: Usually chaotic good, some chaotic neutral<br />

Advancement: 7-12 HD (Medium-size)<br />

Level Adjustment: +7<br />

Naiads <strong>and</strong> Nereids are fresh <strong>and</strong> salt water<br />

nymphs respectively. Like the nymphs <strong>of</strong> the forest,<br />

these “water nymphs” are nature’s personification <strong>of</strong> the<br />

beauty, grace <strong>and</strong> mystery <strong>of</strong> the sea.<br />

<strong>The</strong>y always appear female, but the individuals<br />

vary. Most are described as having pale skin <strong>and</strong> golden<br />

hair, but others are described as having skin colors from<br />

white, to dark tan, to sea foam blues <strong>and</strong> greens. Her<br />

hair also can range from blonde, to dark brunette, to<br />

varying shades <strong>of</strong> blue, green <strong>and</strong> coral pink. Also some<br />

water nymphs are described as having the legs <strong>of</strong> a<br />

mortal woman or even the fins <strong>of</strong> a mermaid.<br />

Naiads occupy fresh water bodies, such as<br />

streams, rivers, lakes <strong>and</strong> such. Even a small brook or<br />

marsh can contain a naiad. Historically nereids were


elieved to be the daughters <strong>of</strong> Nereus who resides in the<br />

Mediterranean Sea <strong>and</strong> were said to helpful to sailors<br />

during storms.<br />

Typically shy <strong>and</strong> reclusive, these nymphs will<br />

approach sailors <strong>and</strong> water traveling mortals if they feel<br />

that they mean them no harm. While they loathe to<br />

physically attack they do have a number <strong>of</strong> supernatural<br />

abilities to call on if needed. <strong>The</strong>y are actually fond <strong>of</strong><br />

mortals, just wary <strong>of</strong> them. If the mortal meets with their<br />

approval they will attempt to seduce him. Unless the<br />

potential male can breath underwater, the mating process<br />

usually kills the mortal<br />

via drowning. It should<br />

be noted that this<br />

doesn’t make the<br />

nymph evil, but rather<br />

compelled by her own<br />

desires for mating. <strong>The</strong><br />

<strong>of</strong>fspring <strong>of</strong> a water<br />

nymph <strong>and</strong> a human<br />

(or humanoid) is always<br />

another water nymph.<br />

Like dryads,<br />

naiads <strong>and</strong> nereids are<br />

linked to their body <strong>of</strong><br />

water. If their stream,<br />

lake or sea were to dry<br />

up, it would kill the<br />

nymphs linked with it.<br />

<strong>The</strong>y can<br />

survive a short period<br />

on l<strong>and</strong>, but never<br />

more than a few hours.<br />

Typically they can only<br />

be removed from their<br />

body <strong>of</strong> water for 6<br />

hours. Every hour after<br />

that they must make a<br />

Fortitude save at a<br />

cumulative –1 or permanently loose 1d6 hit points.<br />

<strong>The</strong>se points can not be healed on l<strong>and</strong>. Any Nymph<br />

reaching zero hit points is forever dead. Even before her<br />

time on l<strong>and</strong> is up a water nymph will be very awkward<br />

on l<strong>and</strong>.<br />

Water nymphs speak Aquan <strong>and</strong> Common.<br />

Combat<br />

Naiads <strong>and</strong> nereids will avoid combat whenever<br />

they can, preferring to swim away. <strong>The</strong>y do have some<br />

supernatural abilities to aid them when needed.<br />

Blinding Beauty (Su): This ability operates<br />

continuously, affecting all humanoids within 60 feet <strong>of</strong><br />

the water nymph. Those who look directly at the nymph<br />

must succeed at a Fortitude save (DC 15) or be blinded<br />

permanently as though by the blindness spell. <strong>The</strong><br />

nymph can suppress or resume this ability as a free<br />

action.<br />

173<br />

<strong>Liber</strong> Mysterium: Bestiary<br />

Unearthly Beauty (Su): <strong>The</strong> water nymph can<br />

evoke this ability once every 10 minutes. Those within 30<br />

feet <strong>of</strong> the water nymph who look directly at it must<br />

succeed at a Will save (DC 17) or die.<br />

Unearthly Grace (Su): A nymph adds her<br />

Charisma modifier as a bonus on all her saving throws,<br />

<strong>and</strong> as a deflection bonus to her Armor Class. (<strong>The</strong><br />

statistics block already reflects these bonuses).<br />

Spell-Like Abilities: Water nymphs can use<br />

dimension door once per day as cast by a 7th-level<br />

sorcerer. <strong>The</strong>y can also replicate druid spells as 7th-level<br />

casters (save DC 13+ spell level).<br />

In both cases these spells will be<br />

ones native to their underwater<br />

environment. No fireballs for<br />

example.<br />

Poludnica<br />

Medium-size Monstrous<br />

Humanoid (Fire)<br />

Hit Dice: 7d8+28 (59 hp)<br />

Initiative: +6 (+2 Dex,<br />

Improved Initiative)<br />

Speed: 50 ft.<br />

AC: 20 (+2 Dex, +8 natural)<br />

Attacks: Stinging-nettle + 10/+8<br />

melee, or 2 claws + 10 melee<br />

Damage: Stinging-nettle 1d4<br />

Con damage, claw 1d4+3<br />

Face/Reach: 5 ft. by 5 ft./5 ft.<br />

Special Attacks: Stinging-nettle,<br />

domination<br />

Special Qualities: Fire subtype,<br />

immunities, bestow immunity,<br />

devouring<br />

Saves: Fort +6, Refl +7, Will +8<br />

Abilities: Str 16, Dex 14, Con 19, Int 14, Wis 16, Cha 17<br />

Skills: Climb +9, Hide +9, Intimidate +10, Jump +10,<br />

Listen +9, Wilderness Lore +10<br />

Feats: Alertness, Improved Initiative, Run<br />

______________________________________<br />

Climate/Terrain: Any temperate, warm, <strong>and</strong><br />

underground<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: St<strong>and</strong>ard<br />

Alignment: Always chaotic evil<br />

Advancement: By character class<br />

A distant cousin to the more common hags,<br />

Poludnica (PO-LOO-DNEE-TSA, from: poludne, podne =<br />

noon) appears as a very tale, beautiful pale woman with<br />

long white hair, but she is in fact anything but. Her skin


<strong>Liber</strong> Mysterium: Bestiary<br />

is warty <strong>and</strong> leathery; she resembles an ancient, wrinkled<br />

woman. Her nose is long <strong>and</strong> bent downward, <strong>and</strong> her<br />

chin bends upward, so that they almost meet when she<br />

grins.<br />

Poludnica lives in vast underground complexes,<br />

filled with ovens <strong>and</strong> roaring fires. Her dominated slaves<br />

fulfil her wishes, roasting sheep <strong>and</strong> baking bread for her,<br />

all day long. poludnica exits her underground lair only<br />

during sunlight hours. She usually perches in the<br />

immediate vicinity <strong>of</strong>her lair, waiting for unwary<br />

travellers to pass.<br />

Poludnica is always hungry, <strong>and</strong> always looking<br />

for her next meal.<br />

She is not commonly encountered, but parents<br />

<strong>of</strong> children commonly warn about her. Any child that<br />

w<strong>and</strong>ers <strong>of</strong>f, especially into fields <strong>of</strong> rye, run the risk <strong>of</strong><br />

being captured by a poludnica. Parents will <strong>of</strong>ten warn<br />

“Don’t go to the rye, poludnica will eat you!” or<br />

“Poludnica will burn you up!”<br />

Polucncia advance as witches.<br />

Combat<br />

In combat, poludnica relies on her stealth <strong>and</strong><br />

quickness to surprise opponents, <strong>and</strong> then render them<br />

unconscious with her stinging-nettle.<br />

Stinging-nettle (Su): With a successful<br />

stinging-nettle attack, poludnica inflicts 1d4 points <strong>of</strong><br />

Strength damage. When a creature’s Strength drops to 0,<br />

he falls helpless <strong>and</strong> unconscious on the ground.<br />

Domination (Sp): Poludnica can dominate person<br />

as per the spell, at will, by breathing on an unconscious<br />

creature. <strong>The</strong> Will DC to save against this ability is 18.<br />

Fire Subtype (Ex): Fire immunity, double<br />

damage from cold, except on a successful save.<br />

Bestow Immunity (Su): By breathing on a<br />

creature, poludnica can bestow total immunity to fire on<br />

that creature. <strong>The</strong> immunity lasts for 24 hours.<br />

Immunity (Ex): Poludnica has total immunity<br />

to poison <strong>and</strong> disease.<br />

Devouring (Ex): Poludnica can devour<br />

incredible amounts <strong>of</strong> food, without any ill effects. She<br />

can eat virtually anything s<strong>of</strong>t enough to chew, but<br />

prefers roast sheep <strong>and</strong> bread straight from the oven.<br />

Poludnica can devour a helpless Medium-size creature in<br />

but a minute.<br />

Poludnica’s Sheep<br />

<strong>The</strong> sheep Poludnica keeps are anything but<br />

ordinary. Each is a Large sized monstrosity, with wool<br />

the colour <strong>of</strong> fresh blood.<br />

For Poludnica’s sheep, use statistics for Bison<br />

from Core Rulebook III (Appendix I: Animals), <strong>and</strong> add<br />

the Fire Subtype. <strong>The</strong> Poludnica’s sheep creature type<br />

changes to Magical Beast.<br />

174<br />

Poppet<br />

Diminutive Construct<br />

Hit Dice: 1d10 (5 hp)<br />

Initiative: +2 (+2 Dex)<br />

Speed: 30 ft.<br />

AC: 18 (+4 size, +2 Dex, +2 natural)<br />

Touch AC: 16 (+4 size, +2 Dex)<br />

Flatfooted AC: 16 (+4 size, +2 natural)<br />

Attacks: Small halberd -1 melee<br />

Damage: Small halberd 1 d6-1<br />

Face/Reach: 1 ft. by 1 ft./0<br />

Special Attacks: Assassination<br />

Special Qualities: Construct, diminutive, find target,<br />

immunities, self-repair<br />

Saves: Fort +0, Ref +2, Will+0<br />

Abilities: Str 8, Dex 15, Con -, Int 4, Wis 10, Cha 1<br />

______________________________________<br />

Climate/Terrain: Any l<strong>and</strong><br />

Organization: Solitary or collection (2-5)<br />

CR: 1/2<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: -<br />

Background<br />

(Note: This background information is PI <strong>of</strong> Eden Studios <strong>and</strong><br />

is used with explicit permisson <strong>of</strong> Eden Studios. It is not OGC.)<br />

<strong>The</strong> poppet is a tiny animated doll made out <strong>of</strong><br />

rags, leather, <strong>and</strong> the hair <strong>of</strong> a living thing. Created by a<br />

powerful mage or witch, they labor as menial servants for<br />

their master until dispatched to kill the being from whose<br />

hair they were created.<br />

Poppet creation utilizes sympathetic magic.<br />

During construction, a tuft <strong>of</strong> an individual’s hair is<br />

wound into the poppet’s body, creating a magical link<br />

between the poppet <strong>and</strong> the victim. <strong>The</strong> poppet takes on<br />

a sinister caricature <strong>of</strong> the victim’s personality,<br />

mannerisms, <strong>and</strong> bearing. In addition, when comm<strong>and</strong>ed<br />

the poppet uses this link to flawlessly track its victim as<br />

long as they are on the same plane.<br />

<strong>The</strong> magic used to create poppets is rare among<br />

traditional mages, perhaps because <strong>of</strong> their crude<br />

appearance <strong>and</strong> limited capability. Instead, poppets are<br />

favorites among adepts, hedge wizards, witches,<br />

humanoid shamans <strong>and</strong> followers <strong>of</strong> similar traditions.<br />

Physilogy/Habitat<br />

Poppets are small, between six <strong>and</strong> nine inches<br />

tall, each weighing less than a pound. <strong>The</strong>y are made <strong>of</strong><br />

numerous strips <strong>of</strong> cloth or leather wrapped around a<br />

central core <strong>of</strong> hair. After many combats ,older poppets -<br />

having employed their self-repair ability-are <strong>of</strong>ten very


colorful, incorporating strips from,a variety <strong>of</strong> fabrics<br />

into their tiny frames.<br />

Like most constructs poppets cannot speak,<br />

although they can underst<strong>and</strong> any language spoken by the<br />

hair donor.<br />

A poppet is commonly found working for a<br />

spellcaster as a servant or laboratory assistant. When<br />

employed as an assassin it is rarely seen until it is too late.<br />

Combat<br />

Poppets are stealthy, relying on their size <strong>and</strong><br />

skill at remaining concealed to avoid a straight fight.<br />

Instead, the poppet attacks its victim while she sleeps.<br />

Poppets must be armed by their creator. <strong>The</strong>y can wield<br />

any weapon, even to using knives <strong>and</strong> forks if proper<br />

weapons are not available. If a poppet is discovered, it<br />

will flee unless a chance it could kill its prey within a<br />

round.<br />

Poppets can be created <strong>and</strong> used in bunches. In<br />

general it takes half again as many poppets to make a<br />

decent as their prey’s hit dice. So a 10th level fighter be<br />

challenged to some degree by 15 poppets.<br />

Assassination (Sp): Once per day, a poppet<br />

can attack with true strike, gaining a +20 insight bonus to<br />

its attack. If it hits with this ability, it automatically scores<br />

a critical hit, <strong>and</strong> triples damage.<br />

Construct: Immune to mind-influencing<br />

effects, poison, paralysis, disease, <strong>and</strong> similar effects. Not<br />

subject to stunning, critical hits, subdual damage, ability<br />

damage, energy drain, or death from massive damage.<br />

Diminutive (Ex): While poppets have no<br />

skills, their small size makes them difficult to spot.<br />

Opponents must make a Spot check against DC 14 to<br />

notice a poppet that is using its Find Target ability.<br />

Find Target (Sp): When ordered to find its<br />

chosen a poppet does so unerringly, as though guided by<br />

location. When it finds its target, it bides its time attacks<br />

with its assassination ability.<br />

Immunities (Ex): Due to their peculiar<br />

construction, poppets take no damage from blunt attacks<br />

<strong>and</strong> only half damage from piercing attacks.<br />

Self-repair (Sp): Given enough time, <strong>and</strong><br />

access to enough cloth, a poppet can repair itself by<br />

tearing <strong>of</strong>f strips <strong>of</strong> cloth <strong>and</strong> adding them to its own<br />

body. This takes one hour per hit point regained,<br />

although there must be some cloth or fabric nearby. In<br />

general, if a poppet is not killed <strong>and</strong> escapes, it will return<br />

the next day fully healed.<br />

Poppets are a great, non-threatening way to<br />

directly attack a PC. <strong>The</strong>y are not very dangerous, but<br />

they are difficult to attack, tend to scurry away after a<br />

failed attempt, <strong>and</strong> generally serve more as a disturbing<br />

nuisance. You certainly do not want to kill a PC as she<br />

sleeps with no warning, but a poppet attack implies that<br />

some- one is out to get the PC-someone who may resort<br />

to something nastier after the initial attacks fail.<br />

175<br />

<strong>Liber</strong> Mysterium: Bestiary<br />

Of course, poppets can succeed in killing their target. A<br />

series <strong>of</strong> mysterious murders around a city prompt an<br />

investigation. People are found dead, stabbed in their<br />

sleep, apparently by dozens <strong>of</strong> tiny knives. <strong>The</strong>re is no<br />

way for a human to get in or out <strong>of</strong> the victim’s rooms. A<br />

poppet, on the other h<strong>and</strong>, can easily slip in places no<br />

normal human could gain access to.<br />

Adventure Hook: <strong>The</strong> PCs discover an<br />

assassination attempt on a local lord when a group <strong>of</strong><br />

poppets r<strong>and</strong>omly terrorize the city. <strong>The</strong> mage who<br />

created them made too many, <strong>and</strong> was unable to control<br />

them all. <strong>The</strong> tiny golems are little more than a nuisance,<br />

but <strong>of</strong> significance to a sage. <strong>The</strong> PCs can learn from a<br />

sage what the poppets are for, <strong>and</strong> then the game’s afoot!<br />

Scarecrow Guardian<br />

Medium-Sized Construct<br />

Hit Dice: 3d10 (15 hp)<br />

Initiative: -2 (Dex)<br />

Speed: 30 ft.<br />

AC: 10 (-2 Dex, +2 Natural)<br />

Attacks: Slam +2<br />

Damage: Slam 1d6<br />

Face/Reach: 5 ft by 5 ft<br />

Special Attacks: Paralyzing Gaze<br />

Special Qualities: Construct, Fire Vulnerability, damage<br />

reduction 15/+1<br />

Saves: Fort +3, Ref -1, Will +4<br />

Abilities: Str 10, Dex 6, Con --, Int --, Wis 16, Cha 1<br />

______________________________________<br />

Climate/Terrain: Any<br />

Organization: Solitary or gang (2-4)<br />

Challenge Rating: 4<br />

Treasure: None<br />

Alignment: Always Neutral<br />

Advancement: 4-8 HD (Medium) 9-12 HD (Large)<br />

Scarecrow Guardians are basic guardians similar<br />

to golems, but not nearly as powerful. Like typical<br />

scarecrows, their bodies are made <strong>of</strong> straw <strong>and</strong> cloth. <strong>The</strong><br />

stumble about their assigned area poorly <strong>and</strong> attack most<br />

anything that w<strong>and</strong>ers through it. Some Scarecrow<br />

Guardians are bound to a post, <strong>and</strong> use their paralyzing<br />

gaze to imprison any trespassers.<br />

Combat<br />

Scarecrow Guardians are assigned to protect a<br />

particular area. <strong>The</strong>y never leave the area, even when<br />

chasing an intruder. <strong>The</strong>y will attack anything, humanoid<br />

or animal like in appearance that walks into it’s territory<br />

unless otherwise instructed by their creator.<br />

Paralyzing Gaze: Target can not move, as per<br />

the Hold Person spell as cast by a 10th level cleric, 30 ft.,<br />

Will Save DC 15


<strong>Liber</strong> Mysterium: Bestiary<br />

Construct: Immune to mind-influencing<br />

effects, poison, disease, <strong>and</strong> similar effects. Not subject<br />

to critical hits, subdual damage, ability damage, energy<br />

drain, or death from massive damage.<br />

Fire Vulnerability: Because <strong>of</strong> their straw<br />

bodies, Scarecrow Guardians are extremely vulnerable to<br />

attacks from fire. <strong>The</strong>y take double damage from all fire<br />

attacks.<br />

In addition, a scarecrow guardian will catch fire<br />

easily after any attack that would normally ignite<br />

mundane items. A scarecrow on fire receives 2d6 damage<br />

each round (do not double this damage)<br />

Undead Scarecrow<br />

Some Scarecrow Guardians are imbued with a<br />

spirit <strong>of</strong> a person. <strong>The</strong>se scarecrows have all the same<br />

traits as a normal Scarecrow Guardian, except their<br />

creature type is undead, <strong>and</strong> have the same hit dice<br />

(though the type <strong>of</strong> die is changed to d12) <strong>and</strong> skills as<br />

their previous incarnations. Undead Scarecrows can still<br />

be bound to an area to protect, <strong>and</strong> still obey the<br />

comm<strong>and</strong>s <strong>of</strong> their creator. An Undead Scarecrow has<br />

the same CR as when he was living +1.<br />

176<br />

An Undead Scarecrow whose master is killed<br />

has a 10% chance <strong>of</strong> being freed from his control, 25%<br />

chance <strong>of</strong> dying <strong>and</strong> a 65% chance <strong>of</strong> continuing to<br />

guard his specified area.<br />

Construction<br />

A Scarecrow Guardian can be created easily by<br />

a st<strong>and</strong>ard ritual. A basic scarecrow is used for the body.<br />

<strong>The</strong> material components necessary for creating a<br />

Scarecrow Guardian costs 2,000 GP <strong>and</strong> require the<br />

Craft Wondrous Item feat. Underst<strong>and</strong>ing the ritual<br />

necessary for creating the Scarecrow can be done by a<br />

caster <strong>of</strong> at least 10th level.<br />

Completing the ritual drains 500 XP from the<br />

creator <strong>and</strong> requires the spell Animate Objects. <strong>The</strong><br />

material components necessary for creating an Undead<br />

Scarecrow cost 10,000 GP <strong>and</strong> require the Craft<br />

Wondrous Item feat. Completing the ritual drains the<br />

creator <strong>of</strong> 1,200 XP <strong>and</strong> requires the spells Trap the Soul,<br />

Animate Objects, <strong>and</strong> Animate Dead, not to mention a living<br />

sacrifice (usually a small animal) which must be killed<br />

during the ritual to provide the life force.


177<br />

<strong>Liber</strong> Mysterium: Witch Stories<br />

Chapter VIII: Witch Stories<br />

“Well-behaved women rarely make history.”<br />

Laurel Thatcher Ulrich,<br />

Pr<strong>of</strong>essor Harvard University<br />

Y<br />

ou have read about them in fairy tales. You<br />

have heard about them in myth <strong>and</strong> legend.<br />

<strong>The</strong>y live out there on the edge <strong>of</strong> the wood,<br />

on a secret isl<strong>and</strong>, or a lonely mountain home.<br />

<strong>The</strong>se are the witches <strong>of</strong> myth, legend <strong>and</strong> tale.<br />

Presented to you for your enjoyment <strong>and</strong> game use are<br />

the following witch adventures <strong>and</strong> NPCs.<br />

Where possible, adventure hooks are included<br />

with each witch. <strong>The</strong>re are also hooks independent <strong>of</strong><br />

the various witches included.<br />

Witch Adventures<br />

So now you are playing a witch. What can you<br />

do with her? Here are some adventure ideas to use with<br />

your witch characters, either featuring the witch as<br />

protagonist or antagonists. With each adventure seed,<br />

alternate plot lines are also discussed.<br />

A Curse on <strong>The</strong>e<br />

A very traditional problem; PC’s or an NPC<br />

w<strong>and</strong>er inadvertently on a witch in her home or out<br />

performing a ritual, the witch curses the PC <strong>and</strong> now<br />

they must find the witch <strong>and</strong> convince her to reverse it.<br />

<strong>The</strong> effects <strong>of</strong> the curse while trivial are causing great<br />

problems. Example, the player speaks in tongues so no<br />

one can underst<strong>and</strong> him/her<br />

Fairy Tales<br />

<strong>The</strong> PCs come to a new l<strong>and</strong> <strong>and</strong> discover that<br />

everyone knows everything about them. <strong>The</strong>y are hailed<br />

as celebrities, <strong>and</strong> not as heroes. <strong>The</strong>y discover a young<br />

bard, who is also a witch has been telling tales <strong>of</strong> the PCs<br />

for the local children as fairy stories. She had no idea that<br />

her stories were based on the true lives <strong>of</strong> the characters.<br />

Adventure possibilities: <strong>The</strong> might be<br />

celebrities in the eyes <strong>of</strong> the youth <strong>of</strong> this l<strong>and</strong>, but the<br />

parents think they are a menace. One group has even<br />

decried the stories as corrupting the youth. Now they<br />

have a target for all their hate.<br />

Biggest Fan: <strong>The</strong> PCs aren’t just popular with<br />

the children, some <strong>of</strong> the adults also love the stories;<br />

some, a little too much.<br />

14:59: <strong>The</strong> storyteller finds that once the real<br />

life adventurers show up she is no longer needed or<br />

wanted. This most certainly will become a big problem<br />

for the once very famous <strong>and</strong> loved storyteller.<br />

Journey to the Rock<br />

<strong>The</strong> party is directed to the great Xothia <strong>of</strong> the<br />

Rock (See NPCs below) for advice. Great for dwarven<br />

characters.<br />

Old City Lady<br />

<strong>The</strong> old lady living in the small dark house has<br />

been their as long as any body remembers some say she<br />

is a witch others a necromancer or worst most think her<br />

a old lady who is starting to loose her mind.<br />

Adventure possibilities: When a witch hunter<br />

comes to town many have reason to fear even if they<br />

have committed no crime though at least in cities <strong>and</strong><br />

other areas <strong>of</strong> civilization pro<strong>of</strong> is required <strong>of</strong> something<br />

sinister. <strong>The</strong> PC’s could be hired not only to prove that<br />

the witch is a necromancer but also perhaps hired by the<br />

witch to prove her magic is only used for good. Either<br />

way it means the players gaining access to the witches<br />

house <strong>and</strong> making a judgment on what is good <strong>and</strong> evil.<br />

Old Lady <strong>of</strong> the Woods<br />

Everyone has heard about her, nearly everyone<br />

knows someone that has seen her perform magic, but<br />

really is the story with the old lady <strong>of</strong> the woods?<br />

Ideas: Use any one <strong>of</strong> these to flesh out this<br />

NPC. Who is she? <strong>The</strong> old lady is a good witch. <strong>The</strong> old<br />

lady is an evil witch. <strong>The</strong> old is some other type <strong>of</strong><br />

spellcaster. <strong>The</strong> old lady is a hag. <strong>The</strong> old lady is<br />

completely mundane.<br />

What is she doing out there in the woods? She is<br />

waiting for children to w<strong>and</strong>er by so she can eat them.<br />

She is protecting the local villagers from the things in the<br />

woods. She is protecting the woods from the villagers.<br />

She is investigating some portal to the lower planes so<br />

she can unleash a horde <strong>of</strong> demons. She is investigating<br />

some portal to the lower planes so she can seal it up. She<br />

just wants to be left alone.<br />

What about the villagers? <strong>The</strong>y know who she is<br />

<strong>and</strong> fear her. <strong>The</strong>y know who she is <strong>and</strong> respect her.<br />

<strong>The</strong>y know who she is <strong>and</strong> don’t really care. <strong>The</strong>y know<br />

who she is <strong>and</strong> are getting ready to aid her home.<br />

Potion Mistress<br />

A local noble has fallen ill to the plague <strong>and</strong> the<br />

only cure is held by three powerful witches who make up<br />

an infrequent coven, the pc’s not only have to convince


<strong>Liber</strong> Mysterium: Witch Stories<br />

the witches individually to meet but also gather the<br />

ingredients for the cure.<br />

Alternate: <strong>The</strong> witches are sisters who happen<br />

to be fighting amongst themselves over the love <strong>of</strong> the<br />

same man.<br />

Twist: One <strong>of</strong> the witch actually poisoned the<br />

noble <strong>and</strong> is going to set the other witches up for the fall.<br />

She Bewitched Me<br />

An alternate for the Witch Trial below. A local<br />

court case in which the prosecution claims a man<br />

murdered for money, claims he was bewitched by none<br />

other then the judges daughter, was the murder from<br />

witchcraft, beauty, love or as suspect simple greed.<br />

Strange Brew<br />

This one is so classic it is cliché. A witch,<br />

whose love was scorned by the h<strong>and</strong>some prince is<br />

dealing out love potions to all. Everyone is falling in love<br />

with the wrong person.<br />

Panic, confusion, fear<br />

<strong>and</strong> doubt rule the l<strong>and</strong>.<br />

<strong>The</strong> PC’s, as being new<br />

to the town <strong>and</strong> not<br />

effected (yet) need to<br />

help bring order to the<br />

town.<br />

Twist: <strong>The</strong><br />

prince actually loves the<br />

witch; it is the princess<br />

that is h<strong>and</strong>ing out the<br />

love potions to accuse<br />

the witch.<br />

<strong>The</strong> Call<br />

Great for<br />

lower level adventures.<br />

One <strong>of</strong> the PCs hears<br />

the Call <strong>of</strong> the Goddess<br />

to become a witch.<br />

<strong>The</strong> trouble is<br />

something in st<strong>and</strong>ing<br />

in her way.<br />

What the<br />

obstacle is will depend on the party. Maybe she does not<br />

want to be a witch, or witches are outlawed. Maybe she<br />

does want to be a witch but has prior commitments to<br />

her family, church, party or other group. <strong>The</strong> character<br />

could also be a low level cleric or paladin <strong>and</strong> this is<br />

coming at a time where she is feeling a crisis <strong>of</strong> faith.<br />

Alternate: <strong>The</strong> potential witch is not a player<br />

character, but an NPC or someone close to the PCs.<br />

<strong>The</strong> Lost<br />

<strong>The</strong> PC’s encounter two women, Saillie <strong>and</strong><br />

Teamhair (see NPCs below). <strong>The</strong>y are fleeing their<br />

178<br />

homes, but neither will say why. <strong>The</strong>y have been lost for<br />

days <strong>and</strong> need the PCs to help.<br />

Background <strong>and</strong> Goal: Saillie <strong>and</strong> Teamhair<br />

are not only fleeing because they are witches, but also<br />

because they are lovers. <strong>The</strong> PC’s job is to get them to<br />

the safty <strong>of</strong> the Daughters <strong>of</strong> the Flame Coven.<br />

<strong>The</strong> Exile<br />

<strong>The</strong> PCs encounter a lone, young witch. Her<br />

hometown has thrown her out for her ‘devilworshipping’<br />

ways. She wishes revenge, <strong>and</strong> tries to get<br />

the PCs to help her.<br />

<strong>The</strong> Expert<br />

In the course <strong>of</strong> adventuring the PCs come in<br />

contact with a powerful magical relic. It seems the only<br />

one who knows anything about it is this ancient witch.<br />

Alternate: <strong>The</strong> relic is cursed; only the witch<br />

can remove it.<br />

Alternate:<br />

<strong>The</strong> relic is cursed by<br />

the witch to lead it<br />

back to her via the<br />

party.<br />

nine year-old girl.<br />

<strong>The</strong> Imbolc<br />

Challenge<br />

<strong>The</strong> player’s<br />

witch is called to<br />

return to her coven.<br />

After centuries <strong>of</strong><br />

looking, a new Imbolc<br />

Mage has been called.<br />

<strong>The</strong> trouble is not only<br />

do you know, but so<br />

do her enemies <strong>of</strong> old,<br />

<strong>The</strong> Scholmance. To<br />

add problems to this,<br />

once the witch returns<br />

home she discovers<br />

that the Imbolc Mage,<br />

the human<br />

manifestation <strong>of</strong> the<br />

Goddess’ fury, is a<br />

<strong>The</strong> Orphan<br />

An orphan has come to live with the either the<br />

PC’s or a close friend or relative. <strong>The</strong> problem is the<br />

orphan is not at all what they seem. <strong>The</strong> child is beyond<br />

acting strange <strong>and</strong> you suspect that it might be a demon<br />

or some magical creation sent by a witch to kill its<br />

“parents”.<br />

Alternate: <strong>The</strong> PC’s while adventuring finds<br />

the orphan, he/she decides that they PC are heroes <strong>and</strong><br />

wants their protection.


Twist: <strong>The</strong> orphan is magical, but not evil.<br />

He/She was sent to protect the PC’s from an evil<br />

warlock, bent on killing them. Works well if one <strong>of</strong> the<br />

players is a witch the warlock is after.<br />

<strong>The</strong> Quester<br />

She has stumbled upon the ways <strong>of</strong> the Witch<br />

(almost always a solitaire), <strong>and</strong> wants to learn more about<br />

it. She sees the PCs as a good way to help her on her<br />

quest.<br />

Alternate: An apprentice ‘wise woman’<br />

approaches the PCs. Before she can take her mistress’<br />

place in the village, she must continue her learning by<br />

broadening her knowledge beyond the boundaries <strong>of</strong> her<br />

village. Going with the PCs should do the trick.<br />

<strong>The</strong> Witch Trial<br />

Another classic, or cliché, storylines to spring<br />

on your players using a witch. One <strong>of</strong> the player’s<br />

characters is accused <strong>of</strong> witchcraft. <strong>The</strong> rest have till<br />

sunrise to free her. Complications can occur if the party<br />

is lawful good since breaking her out <strong>of</strong> jail would be a<br />

crime <strong>and</strong> magic is an <strong>of</strong>fense punishable by death in this<br />

l<strong>and</strong>.<br />

Twist: Instead <strong>of</strong> a PC it is a local woman<br />

accused <strong>of</strong> witchcraft <strong>and</strong> not an innocent at all, but a<br />

real malefic witch bent on harm. She is playing on the<br />

PC’s willingness to help.<br />

Non-Player Characters<br />

Here follows a few non-player character<br />

witches. <strong>The</strong>se may be used in your game to add a bit <strong>of</strong><br />

background to the witch or they maybe used as players.<br />

Use the witches below as NPCs in your own<br />

campaign, <strong>and</strong> adjust them, as you feel necessary. When<br />

using NPCs in your game, avoid using them as “supermonsters”<br />

or just as a simple source <strong>of</strong> information.<br />

Read the stories that these characters have appeared in,<br />

they should have the same depth <strong>of</strong> personality <strong>and</strong><br />

motives as the Player Characters. Encounters with these<br />

characters should always be memorable.<br />

Royrn, Xothia <strong>of</strong> the Rock<br />

18 th level Witch<br />

Dwarven Classical Tradition (Xothia)<br />

Dwarf Female<br />

“Where are we headed Jornek?” asked Tuir, a young<br />

hill dwarf <strong>of</strong> only 80 summers. <strong>The</strong>y were walking in the rain up a<br />

mountain path, <strong>and</strong> Tuir hated the rain.<br />

“We are going to get answers.” repeated the older dwarf<br />

for what seemed like the thous<strong>and</strong>th time this morning. Jornek did<br />

not care for the rain either, but it was not as annoying as his young<br />

nephew’s constant complaining. Were he not his sisters son…<br />

“I thought we were going to go to the human city <strong>and</strong><br />

seek out one <strong>of</strong> their sages?” replied Tuir.<br />

179<br />

<strong>Liber</strong> Mysterium: Witch Stories<br />

“That is what I wanted the clan to think.” came<br />

Jornek’s short reply. “We are going to see Royrn, the Xothia <strong>of</strong> the<br />

Rock.”<br />

Tuir stopped dead in his tracks. “A Xothia!” he cried<br />

out. “what could *she* possibly do? Except maybe to bewitch us<br />

<strong>and</strong> make us her slaves!”<br />

Jornek grabbed his young charge <strong>and</strong> pulled him back on<br />

to the path. “Put your lips together you fool. You have the tongue<br />

<strong>of</strong> a gnome but none <strong>of</strong> their sense! This is why I did not tell you or<br />

anyone. <strong>The</strong> Xothia <strong>of</strong> the Rock has been known to our clan for<br />

centuries. Our problem is magical, no human sage could<br />

underst<strong>and</strong>!”<br />

Tuir was so quiet the rest the trip that Jornek almost<br />

regretted not telling him sooner. But soon enough they approached a<br />

small cave opening. Outside was small, but ornate gold gong.<br />

Jornek took the striker <strong>and</strong> hit the gong three times. Tuir looked at<br />

the gong quizzingly <strong>and</strong> then to Jornek. <strong>The</strong> older dwarf guessing<br />

his question only replied, “who would *dare* steal it?” Jornek<br />

then walked into the cave with a nervous Tuir close behind.<br />

<strong>The</strong> sight that met Tuir’s eyes was almost overwhelming.<br />

He had expected the cave to be dark, damp <strong>and</strong> gloomy, like a<br />

goblin’s hole, but instead it seemed, well more “elf” like. <strong>The</strong>re<br />

were brightly colored lamps hanging from outcroppings in the walls<br />

that sent an array <strong>of</strong> colors everywhere. <strong>The</strong> floor was amazingly<br />

flat <strong>and</strong> clean. To the back <strong>of</strong> this chamber were several doors.<br />

But Tuir was not prepared for what, or rather who, he saw next.<br />

She was young, maybe no older than himself. She wore<br />

brightly colored clothes that were still dwarven style, but some how<br />

seemed more elfish. Her most striking feature to Tuir was her face.<br />

While she was obviously beautiful, she had no beard. Among his<br />

clan a woman without a beard had no prospects <strong>of</strong> finding a<br />

husb<strong>and</strong>. This woman seemed not to care.<br />

“Merry Greetings, Jornek, Gornek’s son.” she said with<br />

a voice that sounded musical to Tuir’s ears. “Please do us the honor<br />

<strong>of</strong> your presence.” And with that she bowed slightly.<br />

“Greetings to you <strong>and</strong> may I return some <strong>of</strong> the<br />

hospitality that you show today.” Jornek said as he bowed even<br />

lower.<br />

“You’re the…the Xothia <strong>of</strong> the Rock?” Tuir<br />

stammered out. This got him a angry glare from Jornek, but a<br />

small musical laugh from the woman.<br />

“Not yet young Tuir, that honor belongs to my mistress<br />

<strong>and</strong> teacher. Come, she is waiting.”<br />

<strong>The</strong> followed the woman to another, even larger chamber<br />

filled with lights. Tuir was surprised to see a few other women, even<br />

a gnome woman. Most were writing in long scrolls, some were to<br />

busy starring at the new guests. <strong>The</strong>n an unbelievably old woman<br />

entered the room. <strong>The</strong> rest <strong>of</strong> the women snapped to attention, she<br />

made a motion with her h<strong>and</strong> <strong>and</strong> they all left. Like the first <strong>and</strong><br />

the current old woman, none <strong>of</strong> the women had beards.<br />

She repeated the greeting to Jornek as the younger<br />

woman had, only she added his gr<strong>and</strong>father, great-gr<strong>and</strong>father <strong>and</strong><br />

great-great gr<strong>and</strong>father as well. Jornek had bowed even lower than<br />

he had before, his great beard sweeping the floor. She then<br />

addressed Tuir. Jornek, as custom dictated, answered for his young<br />

charge. Tuir was too dazed to say anything or even move. It was


<strong>Liber</strong> Mysterium: Witch Stories<br />

not till he got a withering glance from the elder dwarf that he too<br />

bowed low.<br />

Finally the Xothia looked at Tuir, starring at him, or<br />

through him, as if to divine his need. She seemed to be unbelievably<br />

ancient to the young dwarf, <strong>and</strong> yet he still saw something in her<br />

eyes that spoke <strong>of</strong> youth. She addressed him in voice that reminded<br />

him <strong>of</strong> the echo <strong>of</strong> a subterranean pool.<br />

“Got yourself into a bit <strong>of</strong> trouble have we Tuir? Magic<br />

trouble no less.” She asked, but not waiting for an answer. “My,<br />

my quite a bit <strong>of</strong> trouble for one so young.”<br />

“He is a fool Xothia, were he not my sister’s son.”<br />

Jornek started but was cut short by the woman. To Tuir’s surprise,<br />

<strong>and</strong> he admitted delight, Jornek seemed quite taken aback at this.<br />

“It is the privilege <strong>of</strong> youth to be foolish, but the<br />

responsibility <strong>of</strong> the aged to be wise. If we wish not our younge ones<br />

to be fools then we must teach them.” She said without even looking<br />

at Jornek. In their clan no one would have silenced Jornek as if her<br />

were child. But no one in their clan was the Xothia either.<br />

“Now young Tuir” she continued “will you allow a old<br />

woman the chance to help <strong>and</strong> maybe even teach you a thing or two<br />

about this world?”<br />

Royrn began her life much like every other<br />

dwarven woman, she was taught the ways <strong>of</strong> the dwarven<br />

home <strong>and</strong> hearth, how to raise children <strong>and</strong> how judge a<br />

man by his proper qualities in producing good <strong>of</strong>fspring<br />

<strong>and</strong> how to provide for them. As a member <strong>of</strong> the noble<br />

class, Royrn’s husb<strong>and</strong> had been chosen on the day <strong>of</strong><br />

her birth. She felt fortunate that this man was not only<br />

from a well respected, honorable <strong>and</strong> wealthy family, but<br />

he also seemed to be a good <strong>and</strong> caring man. She even<br />

felt that in time she could grow to love this man, which<br />

would mean she had fared better than her sisters. One in<br />

a loveless marriage <strong>and</strong> the other in a marriage to man<br />

that could not support her or her children, a crime by<br />

dwarven st<strong>and</strong>ards. A man that could not provide was no<br />

man in dwarven society, her sister’s trouble was she<br />

loved him.<br />

When Royrn was approaching her 30 th year time<br />

was near for her coming <strong>of</strong> age ceremony. She had<br />

become to get concerned. She was 30, still very young by<br />

dwarven st<strong>and</strong>ards, but no sign <strong>of</strong> her first beard had<br />

shown. If she were not already betrothed, she would<br />

have been worried. All <strong>of</strong> her friends had developed their<br />

beards, even her sisters had by the time they were 30.<br />

Royrn was married soon after <strong>and</strong> her husb<strong>and</strong><br />

did not disappoint her. He kept his duties to provide a<br />

good home <strong>and</strong> she set out on her own task <strong>of</strong> be the<br />

new matriarch <strong>of</strong> his clan. She brought two sons <strong>and</strong><br />

three daughters into the world <strong>and</strong> her husb<strong>and</strong> became a<br />

wonderful father.<br />

<strong>The</strong>n one day she received a visitor. Much to<br />

her horror <strong>and</strong> dismay her visitor was a Xothia. Xothia<br />

were respected, but feared in dwarven culture. And this<br />

one was telling Royrn that her fate was not with a<br />

husb<strong>and</strong>, children <strong>and</strong> a place in dwarven society, but<br />

outside <strong>of</strong> it as a Xothia.<br />

180<br />

Royrn kicked the old, but beardless woman out<br />

<strong>of</strong> her home. She respected her elders as a good dwarf<br />

should, but no one told her what she could do in her<br />

own home. <strong>The</strong> woman only smiled, even at the<br />

indignanty <strong>of</strong> being forced out, <strong>and</strong> told her Royrn would<br />

be coming to her soon.<br />

Royrn did all she could to forget the encounter.<br />

As the years passed Royrn became highly respected in<br />

her new clan as a woman <strong>of</strong> both character <strong>and</strong><br />

determination. As she approached her 45 th year Royrn<br />

began to feel discontent in her life. She new something<br />

was missing, yet she could not tell what. Now even her<br />

husb<strong>and</strong> was beginning to notice her lack <strong>of</strong> beard <strong>and</strong><br />

she could not help but think back more <strong>and</strong> more to her<br />

visitor, the Xothia. Her discontent must have been<br />

more obvious than she thought, her husb<strong>and</strong> came to her<br />

<strong>and</strong> asked to seek out the Xothia for advice. She was<br />

about to protest when he told her that the Xothia had<br />

come to him as a child <strong>and</strong> told him one day he would be<br />

wed to a woman <strong>of</strong> extreme will <strong>and</strong> power, he thought<br />

at the time she meant wealth, but now he felt different.<br />

He told her that his clan had trusted the Xothia for<br />

untold generations. He would abide by her<br />

recommendations, but what he wanted was his wife to be<br />

at peace.<br />

Royrn, praising her luck at finding a good <strong>and</strong><br />

underst<strong>and</strong>ing husb<strong>and</strong> made arrangements for her<br />

younger sister to act as governess <strong>of</strong> her home <strong>and</strong><br />

children <strong>and</strong> she sought out the Xothia.<br />

What Royrn discovered there she never related<br />

to anyone. All that is known is some 50 years later, Royrn<br />

returned home. Her homecoming was timed with a war.<br />

<strong>The</strong> local goblin population had raided the dwarven<br />

settlement for ages, but never has there been all out war.<br />

That was until the goblins became organized <strong>and</strong> started<br />

fighting smarter. A new leader had risen, one with human<br />

blood in his veins. He was clamoring for open war with<br />

the dwarves. Both armies had gathered in a large<br />

subterranean cavern. <strong>The</strong> battle was going to be bloody<br />

<strong>and</strong> the outcome was uncertain, but both sides had made<br />

up their minds to war. <strong>The</strong> battle changed when Royrn<br />

returned. She was older, no doubt, <strong>and</strong> there was<br />

something different about her, she still did not have a<br />

beard, but she carried herself in a manner that told <strong>of</strong> her<br />

inner power. She walked, amongst the whisperings <strong>of</strong><br />

the troops, right up to the dwarven general. She asked<br />

him for a minute <strong>of</strong> council, <strong>and</strong> to everyone’s surprise<br />

he granted it. After talking she walked into the open<br />

towards the goblin army. She spoke <strong>and</strong> her voice<br />

echoed throughout the caves like thunder.<br />

“Goblins <strong>of</strong> the Bloodied Fist tribe! You invade<br />

our l<strong>and</strong>s to take what is ours. Return now to your holes<br />

or you will die on this day!”<br />

<strong>The</strong> goblins seemed taken aback until their<br />

leader began laughing. He was nearly as tall as a man <strong>and</strong><br />

a wide as an orc. “What woman gives me an order!” He<br />

cried back.


“I am Roryn. Xothia <strong>of</strong> this clan. I am it’s<br />

defender <strong>and</strong> if needs be your executioner.” This got<br />

whispers among both armies.<br />

Not to be forced into loosing face to a woman,<br />

the goblin leader motioned to his bowmen. An arrow<br />

was sent across the cavern directly to Royrn. Royrn held<br />

up her h<strong>and</strong> <strong>and</strong> the arrow harmlessly bounced <strong>of</strong>f an<br />

invisible shield she had magically erected.<br />

Reports conflict, but it is said that she then<br />

raised her double bladed axe <strong>and</strong> struck the ground with<br />

it. <strong>The</strong> earth changed to be like water <strong>and</strong> swallowed up<br />

the screaming goblins before becoming solid again.<br />

Others say that earth elementals came up out <strong>of</strong> the<br />

stone <strong>and</strong> smashed the goblin army. In any case it was<br />

known that no goblin survived <strong>and</strong> no dwarf, other than<br />

Royrn, lifted a weapon that day.<br />

Royrn returned to the Rock that day. But not<br />

before releasing her husb<strong>and</strong> from his marriage duty to<br />

her. He had fallen in love with her younger sister anyway.<br />

She bid her own grown children farewell. She told them<br />

<strong>and</strong> the entire clan she would be watching <strong>and</strong> would<br />

come again in their hour <strong>of</strong> need.<br />

Base Bonus<br />

Strength: 12 +1<br />

Dexterity: 13 +1<br />

Constitution: 19 +4<br />

Intelligence: 18 +4<br />

Wisdom: 22 +6<br />

Charisma: 16 +3<br />

HD/HP: 118 hp<br />

AC (normal/flatfooted/touch):<br />

11/10/10<br />

Melee: +10/+5<br />

Ranged: +10/+5<br />

Initiative: +1<br />

Speed: 20’<br />

Fortitude: +6 +4 +2*<br />

Reflex: +6 +1<br />

Will: +11 +6<br />

Face: 5’<br />

Alignment: CG<br />

Size: M<br />

Patron: <strong>The</strong> Earth Mother<br />

Race/Gender: Dwarf Female<br />

Height: 4”1’<br />

Weight: 127 lbs<br />

Eyes: Black<br />

Hair: Black, w/ gray streaks<br />

Age: At least 300 years old<br />

Languages Known: Draconic, Dwarven, Elven,<br />

Gnomish, Goblinoid, Human Common, Under<br />

Common, Terran.<br />

181<br />

<strong>Liber</strong> Mysterium: Witch Stories<br />

Racial Features: Darkvision 60 ft. *+2 to saves vs.<br />

Poison, *+2 to saves vs. Spells <strong>and</strong> Spell-like effects, +4<br />

to Dodge against Giants, +2 to appraise checks, +2 to<br />

Craft checks,<br />

Class Features: Summon Familiar, Occult Powers,<br />

Create Talisman feat<br />

Spells Known: (+coven spells, *wisdom bonus)<br />

0: 6, 1: 5+1 *2 , 2: 5+1 *2, 3: 5+1 *1, 4: 5+1 *1, 5: 4+1<br />

*1, 6: 4+1 *1, 7: 3+1, 8: 2+1, 9: 1+1<br />

Spells Typically Prepared:<br />

0 level: Arcane Mark, Cure Minor Wounds, Dancing Lights,<br />

Detect Magic, Guidance, Read Magic.<br />

1st Level: Bless, Comm<strong>and</strong>, Cure Light Wounds, Endure<br />

Elements, Identify, Protection from Evil, Sonic Blast, Magic<br />

Stone +<br />

2nd Level: Aid, Broca’s Curse <strong>of</strong> Babble, Consecrate, Detect<br />

Thoughts, Enthrall, Locate Object, Mind Obscure, S<strong>of</strong>ten Earth<br />

<strong>and</strong> Stone +<br />

3rd Level: Continual Fire, Dispel Magic, Elemental Armor,<br />

Major Image, Suggestion, Witch Writing, Stone Shape +<br />

4th Level: Cleanse, Divination, Intangible Cloak <strong>of</strong> Shadows,<br />

Masque, Polymorph Self, Scrying, Spike Stones +<br />

5th Level: Dismissal, False Vision, Major Creation, Primal<br />

Scream, Sending, Wall <strong>of</strong> Stone +<br />

6th Level: Find the Path, Legend Lore, Permanency, True Seeing,<br />

Wave <strong>of</strong> Mutilation, Stone Skin +<br />

7th Level: Control Weather, Dominate Person, Planar Binding,<br />

Earthquake +<br />

8th Level: Discern Location, Symbol, Iron Body +<br />

9th Level: Foresight, Elemental Swarm (Earth) +<br />

( + indicates Coven Spell)<br />

Feats/Special Powers:<br />

Feats: Alertness, Charm Resistance, Craft<br />

Magic C<strong>and</strong>le, Craft Magic Circle, Craft Wondrous Item,<br />

Extend Spell, Fear Resistance, Iron Will, Scribe Scroll,<br />

Silent Spell.<br />

Occult Powers: Minor: Immune to Fear.<br />

Medial: Spirit <strong>of</strong> Gaea (Earth).<br />

Skills: Knowledge (Witchcraft) +23, Spellcraft<br />

+22, Knowledge (Arcana) +21, Knowledge (Occult)<br />

+19, Concentration +18, Craft (stonework) +16, Scry<br />

+15, Pr<strong>of</strong>ession (Mid-wifery) +14, Alchemy +13,<br />

Appraise +12, Heal +12, Sense Motive +12, Spot +11,<br />

Intimidate +9, Intuit Direction +9, Meditative Trance<br />

+8, Climb +7, Diplomacy +7, Hide +4<br />

Serith Greenleaf<br />

11 th level Witch,<br />

Faerie Tradition,<br />

Astral Touched Coven<br />

Elf Male<br />

Serith Greenleaf is a leading scholar <strong>of</strong> his<br />

coven, Astral-Touched, dedicated to worshipping Luna, the<br />

Goddesses’ aspect <strong>of</strong> the moon. His coven secretly runs


<strong>Liber</strong> Mysterium: Witch Stories<br />

a university, where leading scholars from the world teach.<br />

He is extremely well versed in most subjects, but takes<br />

specail interest in Astronomy <strong>and</strong> Astrology.<br />

While certainly he’s earned his reputation as a<br />

hard teacher, Serith is well liked by his students, though<br />

is seen as eccentric at times. He is known for his sense<br />

<strong>of</strong> humor <strong>and</strong> ability to poke fun at himself at times.<br />

He’s <strong>of</strong>ten humble, though he is definitely confident in<br />

his abilities. In his spare time he is known to write<br />

poetry. <strong>The</strong> few people who have had the privilege <strong>of</strong><br />

reading find that long ago a lover left him due to a rivals<br />

conspiracy, <strong>and</strong> Serith still longs for her.<br />

When casting his spells, Serith uses his special<br />

staff, a normal wooden staff with a silver ball on one end<br />

<strong>and</strong> a gold ball on the other. Most <strong>of</strong>fensive spells focus<br />

on the gold, or sun, side <strong>of</strong> the staff. Healing <strong>and</strong><br />

defensive spells focus on using the silver, or moon, side<br />

<strong>of</strong> the staff. His divination spells focus on the twirling <strong>of</strong><br />

the staff, representing the passage <strong>of</strong> time <strong>and</strong> space. All<br />

witches <strong>of</strong> his coven use similar means <strong>of</strong> casting their<br />

spells.<br />

<strong>The</strong> staff can also be wielded as a quarterstaff.<br />

<strong>The</strong> gold staff has the solar property, while the silver side<br />

has the lunar property.<br />

Strength: 11 +<br />

Dexterity: 16 +3<br />

Constitution: 10 +<br />

Intelligence: 18 +4<br />

Wisdom: 19 +4<br />

Charisma: 15 +<br />

HD/HP: 22 Hp<br />

AC (normal/flatfooted/touch):<br />

13/10/13<br />

Melee: +<br />

Ranged: +<br />

Initiative: +3<br />

Speed: 30<br />

Fortitude: +4<br />

Reflex: +6<br />

Will: +13<br />

Face:<br />

Alignment: NG<br />

Size: M<br />

Patron: Luna<br />

Race/Gender: Elf Male<br />

Height: 5’5”<br />

Weight: 120#<br />

Eyes: Violet<br />

Hair White<br />

Languages Known: Draconic, Dwarven, Elven,<br />

Gnomish, Goblinoid, Human Common, Sylvan, Terran.<br />

182<br />

Class Features: Summon Familiar, Occult Powers,<br />

Create Talisman feat<br />

Racial Features: Immunity to sleep, Skill Bonus<br />

(Knowledge: Astronomy), Spells, High Secret Order<br />

(Knowledge), Automatic Search check if within 5’ <strong>of</strong><br />

secret/concealed door, save +2 vs enchantment spells<br />

(2); Vision: Low-light,Normal<br />

*Quarterstaff +0/-4/-9 (1d6/1d6 20/x2/2 Both L) or<br />

*Quarterstaff (Head 1 only) +6 / +1 0’/B (1d6 20/x2<br />

Both L, +1d6 during the day ) or *Quarterstaff (Head 2<br />

only) +6/+1 0’/B (1d6 20/x2 Both L, +1d6 during the<br />

night );<br />

Skills <strong>and</strong> Feats: Alchemy +18, Concentration +14,<br />

Knowledge (Arcana) +18, Knowledge (Law) +11,<br />

Knowledge (Literature) +11, Knowledge (Astronomy)<br />

+23, Pr<strong>of</strong>ession (Astrologer) +18, Pr<strong>of</strong>ession (Scribe)<br />

+18, Sense Motive +11, Spellcraft +18; Simple Weapon<br />

Pr<strong>of</strong>iciency, Create Talisman, Astromancy (+6 bonus to<br />

Spell DC <strong>and</strong> +4 saving throws during Lunar Eclipse),<br />

Skill Focus (Knowledge: Astronomy), Combat Casting,<br />

Craft Wondrous Items, Craft W<strong>and</strong>s, Quicken Spell,<br />

Craft Staff<br />

Possessions: 0 Outfit (Scholar’s), 1 Quarterstaff, 1 Robe<br />

<strong>of</strong> Stars<br />

Spells Known: (+coven spells, *wisdom bonus) 0: 6, 1:<br />

4+1, 2: 4+1, 3: 3+1, 4: 3+1, 5: 2+1, 6: 1 *1<br />

Spells Typically Prepared: 0 level: All.<br />

1 st Level: Bane, Bless, Charm Person, Comprehend Languages,<br />

Ghostly Slashing, Hypnotism, Minor Image, Sleep, Sonic Blast,<br />

Summon Monster I.<br />

2 nd Level: Aid, Detect Thoughts, Air Walk, Magic Circle<br />

Against Evil, Mind Obscure, Whispering Wind.<br />

3 rd Level: Astral Sense, Continual Fire, Major Image, Speak<br />

With Dead, Spirit <strong>of</strong> Avalon, Wind Wall.<br />

4 th Level: Charm Monster, Clense, Intangible Cloak <strong>of</strong> Shadows,<br />

Lesser Planar Ally, Polymorph Self.<br />

5 th Level: Blade Resistance, Dreadful Bloodletting, Major<br />

Creation, Sending.<br />

6 th Level: Legend Lore, Moonbow<br />

Saillie<br />

2 nd level Cleric / 5 th level Witch,<br />

Classic Tradition (Celtic),<br />

Daughters <strong>of</strong> the Flame Coven<br />

Human Female<br />

Saillie (“SAY-lee”) grew up in a family where<br />

business came before family or even love. Her father had<br />

made no secret his desire for a son <strong>and</strong> his wife made no<br />

secret <strong>of</strong> her desire never to become a mother again. So<br />

Saillie found solace in books <strong>and</strong> writing. All things<br />

different than her own mundane life fascinated her.<br />

When she got older she looked at her limited options in<br />

life. She could be like her mother <strong>and</strong> become stuck in a


loveless marriage <strong>and</strong> a meaningless existence, or she<br />

could join the Abbey in Glastonbury. At least with the<br />

former option she would have the chance to be<br />

surrounded by books.<br />

She found that in the Abbey yes, books<br />

surrounded her, but she also had a patriarchal tyrant<br />

ruling over her that despised her for her knowledge. At<br />

least hear father had nurtured her intelligence when he<br />

noticed.<br />

One day this all changed when she spied a<br />

“fairy woman” in woods. She had heard the other nuns<br />

whisper stories about a group <strong>of</strong> witches that lived in the<br />

wood <strong>and</strong> did unspeakable things. But to Saillie this girl,<br />

Teamhair, was not a hideous witch. She was a funny <strong>and</strong><br />

wise girl <strong>of</strong> her own age. <strong>The</strong> two became great, but<br />

secret friends. <strong>The</strong>y would <strong>of</strong>ten meet to discuss many<br />

things, their lives, their troubles <strong>and</strong> soon they were<br />

learning magic. Teamhair taught Saillie the secrets <strong>of</strong> her<br />

craft. <strong>The</strong>y shared a laugh that Teamhair was every bit<br />

the witch that the nuns feared, they just didn’t know<br />

what a witch was. Saillie taught Teamhair how to read<br />

<strong>and</strong> write, first English <strong>and</strong> then Latin. <strong>The</strong> first thing<br />

that Teamhair read to Saillie was I Corinthians 13, it<br />

brought her to tears.<br />

<strong>The</strong>ir secret was short lived. Both girls were<br />

discovered. Teamhair had to return to the wood, but<br />

Saillie was thrown in a dungeon. <strong>The</strong> Abbot, long<br />

looking for an excuse to rid himself <strong>of</strong> Saillie had her<br />

charged with witchcraft, a charge she couldn’t deny, but<br />

it did save her from being tortured. <strong>The</strong> Abbot had her<br />

inspected head to toe in the most violating manner<br />

possible searching for a witch’s mark. To his anger he<br />

not only did not find any, but discovered that she was<br />

also still a virgin. He ordered her immediate execution,<br />

death by hanging as was the law at the time.<br />

In the morning Saillie went to the gallows. She<br />

was sad, not that she was going to die, but that would<br />

never get to see Teamhair again or apologize to her for<br />

getting her into trouble with her mother. Just as the<br />

executioner was ready to carry out the sentence that<br />

would end her life Saillie did something she had never<br />

done before; she said a small prayer to the Goddess. She<br />

fell <strong>and</strong> expected the rope, <strong>and</strong> her life, to stop in an<br />

instant. Instead she crashed to the ground in a lump.<br />

<strong>The</strong> rope had been shot with an arrow. Before she could<br />

praise her luck she felt herself scooped up by Teamhair<br />

on her horse. In the ensuing chaos the girls rode out into<br />

the wood where they lost their pursuers.<br />

Teamhair initiated Saillie into the secrets <strong>of</strong><br />

witchcraft that night. In the morning both girls left<br />

Engl<strong>and</strong> with Teamhair’s mother’s blessings. <strong>The</strong>y now<br />

live in Kildare, Irel<strong>and</strong> where they have joined the<br />

Daughters <strong>of</strong> the Flame coven. Saillie is becoming a<br />

rather powerful witch in her own right though she still<br />

keeps many <strong>of</strong> the beliefs she had had as a nun.<br />

Saillie summoned a familiar once she became<br />

settled in Kildare. To everyone’s surprise the familiar the<br />

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<strong>Liber</strong> Mysterium: Witch Stories<br />

Goddess chose for her was a wolf. This wolf, named Cú<br />

Chuliann after the great Irish hero, is fiercely loyal to<br />

Saillie. He does not allow anyone but Teamhair to come<br />

close to her.<br />

Base Bonus<br />

Strength: 9 -1<br />

Dexterity: 11 0<br />

Constitution: 11 0<br />

Intelligence: 18 +4<br />

Wisdom: 16 +3<br />

Charisma: 17 +3<br />

HD/HP: 28 hp<br />

AC (normal/flatfooted/touch):<br />

10<br />

Melee: +4<br />

Ranged: +4<br />

Initiative: +0<br />

Speed: 30<br />

Fortitude: +5<br />

Reflex: +1<br />

Will: +7<br />

Face: 5’<br />

Alignment: LG<br />

Size: M<br />

Patron: Brigit<br />

Race/Gender: Human Female<br />

Height: 5’3”<br />

Weight: 100#<br />

Eyes: Green<br />

Hair: Red<br />

Age: 19<br />

Languages Known: English, Gaelic, Greek, Hebrew,<br />

Italian, Latin<br />

Racial Features: Bonus feat, +1 skill point per level<br />

Class Features: Turn Undead, Summon Familiar, Create<br />

Talisman feat<br />

Spells Known: Witch: 5 (0), 5 (1), 4 (2), 4 (3). Cleric: 4<br />

(0), 3 (1)<br />

Spells Typically Prepared: 0 level Witch: Arcane Mark,<br />

Ghost Sound, Mending, Resistance,Virtue 1 st Level Witch:<br />

Cure Light Wounds, Dowse, Identify, Glamour, Sanctuary*. 2 nd<br />

Level Witch: Broca’s Curse <strong>of</strong> Babble, Invisibility, Levitate,<br />

Protection from Elements* 3 rd Level Witch: Fly, Lesser<br />

Strengthening Rite, Witch Wail, Shield Othe* (* indicates<br />

Coven Spell)<br />

0 level Cleric: Cure Minor Wounds, Detect Magic, Guidance,<br />

Light 1 st Level Cleric: Bless, Comprehend Languages,<br />

Obscuring Mist, Endure Elements (Cold only).<br />

Feats/Special Powers: Turn Undead, Familiar powers<br />

(+2 to Fort Saves)<br />

Feats: Extra Turning, Communal Casting,<br />

Craft Wondrous Item, Craft Magical C<strong>and</strong>le


<strong>Liber</strong> Mysterium: Witch Stories<br />

Skills: Knowledge (Religion) +15, Knowledge<br />

(Arcana) +15, Spellcraft +15, Concentration +10, Heal<br />

+13, Diplomacy +11, Knowledge (Witchcraft) +12, Scry<br />

+10, Pr<strong>of</strong>ession (Fortune Teller) +7, Meditative Trance<br />

+5<br />

Animals: Cú Chuliann (Wolf, Familiar). Medium Sized<br />

Animal. HD 7d8* (14 hp). Initiative: +2 (DEX). Speed:<br />

50ft. AC: 18 (natural +2, dex +2, familiar +4). Att: Bite<br />

+3. Dmg: 1d6+1. F/R: 5ft by 5ft/5ft. SpAttacks: Trip.<br />

SpQualities: Scent. Saves: Fort +5, Ref +5, Will +7.<br />

Abilities: Str 13, Dex 15, Con 15, Int 9, Wis 12, Cha 8.<br />

Skills: Hide +3, Listen +6, Move Silently +4., Spot +4,<br />

Wilderness Lore +1 (+4 racial bonus). Feats: Weapon<br />

Finesse (bite). Alignment: Neutral (Lawful Good to<br />

Saillie <strong>and</strong> Teamhair). Special Abilities (Familiar):<br />

Alertness, improved evasion, share spells, empathic link,<br />

touch, Speak with Master, Speak with other wolves.<br />

Appearance: Cú is a smallish for a wolf, but still as large<br />

as a dog. His fur is dark russet <strong>and</strong> his eyes are yellow.<br />

He is fiercely loyal to Saillie, even beyond that <strong>of</strong> a<br />

normal familiar. He has told Saillie that the Goddess had<br />

sent him to her to be her protector. He claims that it is<br />

the role he has had in this life <strong>and</strong> many <strong>of</strong> their past<br />

lives. He trusts Teamhair but is weary <strong>of</strong> everyone else.<br />

Teamhair<br />

7 th level Witch,<br />

Classic Tradition (Celtic),<br />

Daughters <strong>of</strong> the Flame Coven<br />

Human Female<br />

Teamhair (“TOHR”) grew up in the relative<br />

peace <strong>and</strong> quite <strong>of</strong> the countryside <strong>of</strong> Engl<strong>and</strong> in 550 CE.<br />

She practiced her craft, which she learned from her<br />

mother, Deirdre, <strong>and</strong> gr<strong>and</strong>mother. She expected that<br />

she would also follow in their craft <strong>and</strong> become High<br />

Priestess like her mother had. Her tranquil world was<br />

broken when she was chosen to participate in the Great<br />

Rite during annual Beltane celebration. Teamhair did not<br />

want to participate, she knew it was a great honor <strong>and</strong><br />

one her own mother had participate in to conceive her,<br />

but she did not want this for herself.<br />

Lacking the courage, at first, to st<strong>and</strong> up to her<br />

mother <strong>and</strong> to tradition, Teamhair would steal away to be<br />

alone with her thoughts. It was on one <strong>of</strong> these trips that<br />

she met Saillie.<br />

Saillie was a nun at the Abbey in Glastonbury.<br />

When Teamhair had found her she had become<br />

separated from the other nuns. Teamhair had always<br />

assumed that the nuns were all old women that no man<br />

would want. She was very surprised to find that Saillie<br />

was not only her own age, but quite attractive <strong>and</strong> very<br />

intelligent. Teamhair also sensed that the girl had a<br />

hidden reserve <strong>of</strong> her own magic.<br />

<strong>The</strong> two girls became fast friends. Both would<br />

sneak away from their respective religious duties to meet.<br />

184<br />

Teamhair taught Saillie all about witchcraft <strong>and</strong> Saillie<br />

taught her how to read <strong>and</strong> write. <strong>The</strong> first thing that<br />

Saillie taught her to read was the Bible (she lived in an<br />

Abbey after all).<br />

<strong>The</strong>ir secret rendezvous were discovered on<br />

both sides. Teamhair’s mother forbade her from seeing<br />

the young nun again. Saillie faired worse <strong>and</strong> was put on<br />

trial for witchcraft. Teamhair discovered this <strong>and</strong> she<br />

prepared to leave to rescue her. Her mother interceded,<br />

but Teamhair stood her ground. Deirdre saw the resolve<br />

in her daughter’s eyes. She released her, not only to save<br />

Saillie, but also from participating in the Beltane rite.<br />

Harnessing her fastest horse, Teamhair rode to<br />

the Abbey. It was dawn <strong>and</strong> they were preparing to hang<br />

Saillie. Teamhair took her longbow <strong>and</strong> whispering a<br />

prayer to the Goddess to steady her h<strong>and</strong> she shot <strong>and</strong><br />

cut the rope that would have ended Saillie’s life. Riding<br />

in she scooped up Saillie in the confusion <strong>and</strong> rode <strong>of</strong>f.<br />

Teamhair <strong>and</strong> Saillie, now a witch in her own<br />

right, have since moved on, with her mother’s blessing,<br />

to Kildare where they have joined the Daughters <strong>of</strong> the<br />

Flame.<br />

Base Bonus<br />

Strength: 12 +1<br />

Dexterity: 9 -1<br />

Constitution: 12 +1<br />

Intelligence: 16 +3<br />

Wisdom: 18 +4<br />

Charisma: 16 +3<br />

HD/HP: 30 hp<br />

AC (normal/flatfooted/touch):<br />

10<br />

Melee: (sword) +4<br />

Ranged: (long bow) +2<br />

Initiative: -1<br />

Speed: 30<br />

Fortitude: +3<br />

Reflex: +1<br />

Will: +9<br />

Face: 5’<br />

Alignment: LG<br />

Size: M<br />

Patron: Brigit<br />

Race/Gender: Human Female<br />

Height: 5’5”<br />

Weight: 125#<br />

Eyes: Blue<br />

Hair: Blond<br />

Age: 20<br />

Languages Known: Speak: Gaelic, English, Latin,<br />

Sidhe. Write/Read: Latin, English<br />

Racial Features: Bonus feat, +1 skill point per level


Class Features: Summon Familiar, Occult Powers,<br />

Create Talisman feat<br />

Spells Known: (+coven spells, *wisdom bonus)<br />

0: 6, 1: 5+1, 2: 5+1, 3: 4+1, 4: 2+1<br />

Spells Typically Prepared: 0 level: Arcane Mark, Cure<br />

Minor Wounds, Dancing Lights, Daze, Guidance, Light.<br />

1 st Level: Bless Growth, Change Self, Dowse, Pop Corn,<br />

Sanctuary + . 2 nd Level: Calm Emotion, Consecrate, Levitate,<br />

Locate Object, Protection from Elements + 3 rd Level: Astral<br />

Sense, Continual Fire, Shield Other + , Spirit <strong>of</strong> Avalon 4 th Level:<br />

Cleanse, FireShield + ( + indicates Coven<br />

Spell)Feats/Special Powers:<br />

Feats: Communal Casting, Craft Wondrous<br />

Item, Mounted Archery, Mounted Combat<br />

Occult Power: Of <strong>The</strong> L<strong>and</strong><br />

Notes: Teamhair has only recently learned to read. She<br />

will not be caring any scrolls. She only can speak her<br />

native tongue (Gaelic) but not write it.<br />

Also, like many witches raised in this area, Teamhair<br />

believes she has some Sidhe blood in her veins.<br />

Skills: Knowledge (Witchcraft) +14, Heal +14,<br />

Pr<strong>of</strong>ession (Herbalist) +14, Pr<strong>of</strong>ession (Midwifery) +12,<br />

Spellcraft +11, Craft (Weaving) +10, Knowledge<br />

(Nature) +10, Knowledge (Religion) +9, Pr<strong>of</strong>ession<br />

(Fortune Telling -Chiromancy) +8, H<strong>and</strong>le Animal +6,<br />

Riding (Horse) +4,<br />

Animals: Rhiannon (Horse, Light, Mount). Large Sized<br />

Animal. HD 3d8+6 (21 hp). Initiative: +1 (DEX). Speed:<br />

60ft. AC: 13 (natural +3, dex +1, size -1). Att: 2 hooves<br />

+2. Dmg: ho<strong>of</strong> 1d4+1. F/R: 5ft by 10ft/5ft. SpQualities:<br />

Scent. Saves: Fort +5, Ref +4, Will +2. Abilities: Str 13,<br />

Dex 13, Con 15, Int 4, Wis 12, Cha 7. Skills: Listen +6,<br />

Spot +4. Alignment: Neutral (devoted to Teamhair).<br />

Rhiannon is a white mare that has been with Teamhair<br />

since both were very young. Teamhair is so devoted to<br />

her that she has chosen not to summon a familiar <strong>and</strong> no<br />

other animal could take her place in her heart.<br />

185<br />

<strong>Liber</strong> Mysterium: Witch Stories


<strong>Liber</strong> Mysterium: Witch Stories<br />

186


<strong>The</strong> Witch Team<br />

“Are you a good witch or a bad witch?”<br />

Here reads the roll <strong>of</strong> those who have<br />

contributed, aided or otherwise helped with this<br />

project. We all have shared in the creation<br />

document, <strong>and</strong> it could not have been done with<br />

out everyone. When a particular project is listed that<br />

person either wrote the original version or had significant<br />

input into its development. Everyone has, in one way or<br />

another, contributed to each part <strong>of</strong> this book.<br />

Main Contributors<br />

Timothy S. Brannan<br />

timothy.brannan@comcast.net<br />

FANCC Contributor ID #40<br />

Project Leader, Lead Designer.<br />

“I started this work on the witch class <strong>of</strong>f <strong>and</strong> on some<br />

10 years ago. Since that time I have released three<br />

netbooks that have gotten praise from all over the net.<br />

Working with a team this time was a great experience. I<br />

had to learn to give up a bit <strong>of</strong> a project that had been<br />

solely mine for more than two years. I have been forced<br />

to rethink the way I did things <strong>and</strong> why I did them that<br />

way. In the end I feel that this project only benefited<br />

from it”.<br />

Dominique Crouzet<br />

dominique.crouzet@libertysurf.fr<br />

FANCC Contributor ID #31<br />

Liaison to the <strong>Netbook</strong> <strong>of</strong> Classes Team.<br />

Author <strong>of</strong> the Witch Finder/Hunter Prestige Class.<br />

Gave advice on the classes <strong>and</strong> was instrumental in<br />

keeping our classes as balanced as they could be.<br />

Ravenscyre Grey Daegmorgan<br />

greyorm@yahoo.com<br />

FANCC Contributor ID #61<br />

Subject Matter Expert – Witch <strong>and</strong> Pagan practices<br />

Author <strong>of</strong> the Witch-knight Prestige Class <strong>and</strong> artist.<br />

Zdravko Ikica<br />

zdikica@pomsk.hr<br />

FANCC Contributor ID #75<br />

Authored the ‘Craft <strong>of</strong> the Wise Tradition’.<br />

Also did extensive work on the base witch class.<br />

Duane Nutley<br />

Glenda the Good Witch to<br />

Dorothy Gale <strong>of</strong> Kansas.<br />

<strong>The</strong> Wizard <strong>of</strong> Oz, Frank L. Baum<br />

187<br />

<strong>Liber</strong> Mysterium: <strong>The</strong> Witch Team<br />

maransreth@optushome.com.au<br />

deathduck101@yahoo.com<br />

FANCC Contributor ID #83<br />

Liaison to the <strong>Netbook</strong> <strong>of</strong> Classes Team.<br />

Author <strong>of</strong> the Malefic Witch Tradition<br />

Debra L. Ruh<br />

DRUH001@aol.com<br />

FANCC Contributor ID #66<br />

Subject Matter Expert – <strong>Witches</strong> in RPGs.<br />

Extensive pro<strong>of</strong>reading <strong>and</strong> content checking.<br />

“A not-so-serious gamer who likes horror <strong>and</strong> who reads<br />

way too many mystery <strong>and</strong> romance novels, Debby has<br />

been playing RPGs. since 1980 <strong>and</strong> playing <strong>and</strong> writing<br />

LARPs since the early 90’s. She’s been a long time<br />

member <strong>of</strong> the Philadelphia Science Fiction Society <strong>and</strong><br />

hopes to win the lottery so she can quit her serious day<br />

job <strong>and</strong> become a pr<strong>of</strong>essional loafer”.<br />

Brendan Quinn<br />

BloodyMediocrity@yahoogroups.com<br />

FANCC Contributor ID #02<br />

Assistant Project Leader<br />

Authored the Warlock class, most <strong>of</strong> the feats <strong>and</strong> many<br />

<strong>of</strong> the traditions. Provided much <strong>of</strong> the support <strong>and</strong><br />

editing to the current release.<br />

Rod Thompson, aka Nikolai<br />

gothologist@yahoo.com<br />

FANCC Contributor ID #63<br />

Subject Matter Expert – <strong>Witches</strong> <strong>and</strong> Pagans<br />

Helped us shape the initial views <strong>of</strong> what a witch is <strong>and</strong> is<br />

not. Extensive playtesting.<br />

Other Contributors<br />

Lisa Countryman<br />

Author. Developed the original Imbolc Guard, Imbolc<br />

Mage <strong>and</strong> its history. Also worked as a subject matter<br />

expert on witches <strong>and</strong> pagans <strong>and</strong> provided grammar<br />

checking.<br />

Michael Filkin<br />

Help develop the spell lists for the witch, re-developed<br />

the hedge-witch <strong>and</strong> adept NPC classes.<br />

Garner Johnson<br />

Editor <strong>and</strong> author. Worked on final versions <strong>of</strong> most<br />

prestige classes <strong>and</strong> worked out some playability issues.


<strong>Liber</strong> Mysterium: Game Licenses<br />

Game Licenses<br />

OPEN GAME LICENSE Version 1.0a<br />

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188


189<br />

<strong>Liber</strong> Mysterium: Game Licenses<br />

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15. COPYRIGHT NOTICE<br />

Open Game License v 1.0a Copyright 2000, Wizards <strong>of</strong> the Coast, Inc.<br />

System Reference Document Copyright 2003, Wizards <strong>of</strong> the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip<br />

Williams, Bruce R. Cordell, based on original material by E. Gary Gygax <strong>and</strong> Dave Arneson.<br />

“Witch-finder” Copyright 2003, DominiqueCrouzet.<br />

“Witch Knight”, Copyright 2001, Ravenscyre Grey Daegmorgan<br />

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days from the date <strong>of</strong> the notice (the “cure period”) to cure the breach to the satisfaction <strong>of</strong> Wizards <strong>of</strong> the Coast. If no


<strong>Liber</strong> Mysterium: Game Licenses<br />

Confirmation Card is on file, you will be considered to be in breach <strong>of</strong> this License immediately. If, at the end <strong>of</strong> the<br />

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Art Credits <strong>and</strong> Copyrights<br />

Daniel Brannan, danimal78@yahoo.com, Pages 22, 37, 46, 48, 60, 85, 90, 114, 119, 124, 133, 145, 157, 158, 161, 167, Copyright 2003.<br />

Dominique Crouzet, dominique.crouzet@libertysurf.fr, Pages 65, 149, Copyright 2002.<br />

Ravenscrye Grey Daegmorgan, sleipnir@daegmorgan.net, Pages 20, 71, 108, 144, Copyright 2003.<br />

Aitor Gonzalez, blackmage1834@hotmail.com, Pages 17, 78, 151, Copyright 2003.<br />

Nichole Marie Grubb, cutefairy@msn.com, Pages 14, 24, 29, 44, 49, 63, 68, 80, 88, 155, 166, 173, 178, Copyright 2000.<br />

Carrie Hall, bloom797@yahoo.com, Page 8, Copyright 2001.<br />

Tommie Leijs, the_peregrin@hotmail.com, Page 35, Copyright 1999.<br />

Daniel Rosenberg, aldhroin@hotmail.com, Page 169, Copyright 1999.<br />

Public Domain images <strong>and</strong> woodcuts, Pages 39, 54, 56, 111, 115.<br />

190


References<br />

191<br />

<strong>Liber</strong> Mysterium: References<br />

Anonymous. (1974). Encyclopedia <strong>of</strong> Witchcraft <strong>and</strong> Demonology. Octopus Books Ltd.: London. ISBN 0-<br />

7064-0395-9<br />

Ashley, Leonard R. N. (1996). <strong>The</strong> Complete Book <strong>of</strong> <strong>The</strong> Devil’s Disciples. Barricade Books Inc. : New York<br />

Buckl<strong>and</strong>, Raymond. (2002). <strong>The</strong> Witch Book. <strong>The</strong> Encyclopedia <strong>of</strong> Witchcraft, Wicca <strong>and</strong> Neo-paganism.<br />

Visible Ink Press: Detroit. ISBN 1-57859-114-7<br />

Cabot, Laurie. (1989). <strong>The</strong> Power <strong>of</strong> the Witch. Delaorte Press: New York. ISBN: 0-385-29786-6<br />

Coulter, Charles R. & Turner, Patricia. (2000). Encyclopedia <strong>of</strong> Ancient Deities. McFarl<strong>and</strong> & Company, Inc.:<br />

Jefferson, NC, <strong>and</strong> London. ISBN: 0-7864-0317-9<br />

Green, Mir<strong>and</strong>a J. (1997). <strong>The</strong> World <strong>of</strong> the Druids. Thames <strong>and</strong> Hudson Ltd, London: London; New York.<br />

ISBN 0-500-05083-X<br />

Finlay, Anthony (1999). Demons! <strong>The</strong> Devil, Possession & Exorcism. Bl<strong>and</strong>ford Books: London. ISBN 0-<br />

7137-2720-9<br />

Freke, Timothy & G<strong>and</strong>y, Peter. (1997). <strong>The</strong> Hermetica. <strong>The</strong> Lost Wisdom <strong>of</strong> the Pharaohs. Penguin Putnam<br />

Inc.: New York. ISBN: 0-87477-950-2<br />

Froud, Brian <strong>and</strong> Lee, Alan. (1978). Faeries. Rufus Publication, Inc. Harry N. Abrams, Inc.: New York. ISBN:<br />

0-8109-0901-4<br />

Gilbert, R. A. (1997). <strong>The</strong> Golden Dawn Scrapbook: <strong>The</strong> Rise <strong>and</strong> Fall <strong>of</strong> a Magical Order. Samuel Weiser,<br />

Inc.: York Beach, Maine. ISBN: 1-57869-037-1<br />

Guiley, Rosemary Ellen. (1999). <strong>The</strong> Encyclopedia <strong>of</strong> <strong>Witches</strong> <strong>and</strong> Witchcraft: Second Edition. Checkmark<br />

Books: New York.<br />

ISBN 0-8160-3848-1<br />

Grimassi, Raven (2000). Encyclopedia <strong>of</strong> Wicca & Witchcraft. Llewllyn Publications: St. Paul, MN. ISBN: 1-<br />

56718-257-7<br />

018-3<br />

K., Amber (1998). Covencraft, Witchcraft for 3 or more. Llewellyn Publications: St. Paul, MN. ISBN 1-56718-<br />

Kaye, Marvin, Eds. (1989). <strong>The</strong> Penguin book <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong>, tales <strong>of</strong> black magic old <strong>and</strong> new.<br />

Penguin Books: New York. ISBN 0-14014991-0<br />

Lehane, Brendan. (1984). <strong>The</strong> Enchanted World: Wizards <strong>and</strong> <strong>Witches</strong>. Time-Life Books: Alex<strong>and</strong>ria, VA.<br />

ISBN 0-8094-5204-9<br />

McIntosh, Chistopher. (1997). <strong>The</strong> Rosicrucians: <strong>The</strong> History, Mythology, <strong>and</strong> Rituals <strong>of</strong> an Esoteric Order.<br />

Samuel Weiser, Inc.: York Beach, Maine. ISBN: 0-87728-920-4<br />

Michelet, Jules (1995). Witchcraft, Sorcery, <strong>and</strong> Superstition. Citadel Press, Carol Publishing Group: New York.<br />

Netzley, Patricia D. (2002). <strong>The</strong> Greenhaven Encyclopedia <strong>of</strong> Witchcraft. Greenhaven Press, Inc., San Diego,<br />

CA. ISBN: 0-7377-0437-3


<strong>Liber</strong> Mysterium: References<br />

Ogden, Tom (1997). Wizards <strong>and</strong> Sorcerers: from Abracadabra to Zoroaster. Checkmark Books (Facts on<br />

File): New York. ISBN: 0-8160-3152-5<br />

Pickering, David (1996). <strong>The</strong> Cassell Dictionary <strong>of</strong> Witchcraft. Sterling Publishing Co.: New York.<br />

Ramsl<strong>and</strong>, Katherine. (1994). <strong>The</strong> <strong>Witches</strong>’ Companion. Ballantine Books: New York. ISBN: 0-345-38947-6<br />

Ravenwolf, Silver. (1999). To Ride a Silver Broomstick: New Generation Witchcraft. 14 th Printing. Llewellyn<br />

Publications: St. Paul, MN. ISBN: 0-87542-791-X<br />

York.<br />

Robbins, Rossell Hope (1959). <strong>The</strong> Encyclopedia <strong>of</strong> Witchcraft <strong>and</strong> Demonology. Crown Publishing: New<br />

Rolleston, T. W. (1917). Celtic Myths <strong>and</strong> Legends. Dover Publications Inc.: New York ISBN 0-486-26507-2<br />

Roob, Alex<strong>and</strong>er. (1997). <strong>The</strong> Hermetic Museum: Alchemy & Mysticism. Taschen: Köln, Germany. ISBN: 3-<br />

82288-653-X<br />

Stewart. R. J. (1990). Celtic Gods, Celtic Goddesses. Bl<strong>and</strong>ford: London. ISBN: 0-7137-2108-1<br />

Stewart. R. J. (1996). Celtic Myths, Celtic Legends. Bl<strong>and</strong>ford: London. ISBN: 0-7137-2621-0<br />

Time Life Books (1990). <strong>Witches</strong> <strong>and</strong> Witchcraft, part <strong>of</strong> the Mysteries <strong>of</strong> the Unknown series. Constable, G.,<br />

Editor. Time-Life Books: Morristown, NJ. ISBN: 0-8094-6392-X.<br />

Van Scott, Miriam. (1998). Encyclopedia <strong>of</strong> Hell. St. Martin’s Press: New York. ISBN:0-312-18574-X<br />

Whitcomb, Bill (1993). <strong>The</strong> Magician’s Companion. Llewellyn Publications: St. Paul, MN. ISBN: 0-87542-868-1<br />

192


Index<br />

Fertility Domain<br />

Bless Growth..............................................................134<br />

Control Outcome <strong>of</strong> Birth .......................................136<br />

Crossbreed..................................................................137<br />

Lust..............................................................................133<br />

Magickal Conception.................................................145<br />

Magickal Creation......................................................146<br />

Make Fertile................................................................146<br />

Strength to the Unborn ............................................135<br />

Youthful Vigor...........................................................154<br />

Moon Domain<br />

Astral Projection........................................................132<br />

Bestow Curse .............................................................134<br />

Curse <strong>of</strong> Lycanthropy ...............................................138<br />

Divine Power .............................................................139<br />

Etherealness ...............................................................141<br />

Insanity........................................................................143<br />

Moon Stone................................................................148<br />

Moonbow ...................................................................147<br />

Owl’s Wisdom............................................................148<br />

Spells<br />

Air Walk......................................................................131<br />

Analyze Magic............................................................131<br />

Arctic Grasp...............................................................132<br />

Astral Projection........................................................132<br />

Astral Sense ................................................................132<br />

Aura Manipulation.....................................................133<br />

Babble .........................................................................133<br />

Beguile.........................................................................133<br />

Bestow Curse .............................................................134<br />

Biting Blade ................................................................134<br />

Blade Resistance ........................................................134<br />

Bless Growth..............................................................134<br />

Blight Growth............................................................134<br />

Bounty.........................................................................135<br />

Broca’s Curse <strong>of</strong> Babel..............................................135<br />

Bull <strong>of</strong> Heaven...........................................................135<br />

Cleanse ........................................................................136<br />

Clothes <strong>of</strong> the Emperor............................................136<br />

Continual Fire ............................................................136<br />

Control Outcome <strong>of</strong> Birth .......................................136<br />

Create Poppet.............................................................136<br />

Crossbreed..................................................................137<br />

Curse <strong>of</strong> Lycanthropy ...............................................138<br />

Dance Macabre ..........................................................138<br />

Death Armor..............................................................138<br />

Discord .......................................................................138<br />

Divine Power .............................................................139<br />

Dowse .........................................................................139<br />

Dreadful Bloodletting ...............................................139<br />

Ears <strong>of</strong> the Bat ...........................................................139<br />

Elemental Armor.......................................................140<br />

Endless Sleep..............................................................140<br />

193<br />

<strong>Liber</strong> Mysterium: Index<br />

Enhanced Taste......................................................... 140<br />

Escape <strong>of</strong> the Snake.................................................. 140<br />

Etherealness............................................................... 141<br />

False Memory ............................................................ 141<br />

Famine........................................................................ 141<br />

Feral Spirit.................................................................. 141<br />

Ghostly Slashing........................................................ 142<br />

Glamour ..................................................................... 142<br />

Grasp <strong>of</strong> the Endless War........................................ 142<br />

Guard Watch ............................................................. 142<br />

Hallow ........................................................................ 142<br />

Hold Winds................................................................ 143<br />

Holy Steed.................................................................. 143<br />

Immunity.................................................................... 143<br />

Insanity ....................................................................... 143<br />

Intangible Cloak <strong>of</strong> Shadows................................... 143<br />

Itchweed..................................................................... 144<br />

Lesser Strengthening Rite ........................................ 144<br />

Lethe ........................................................................... 145<br />

Magic Circle Against<br />

Fire/Water/Cold/Air/Earth .............................. 145<br />

Magickal Conception................................................ 145<br />

Magickal Creation ..................................................... 146<br />

Make Fertile ............................................................... 146<br />

Martyr’s Cry ............................................................... 146<br />

Masque........................................................................ 147<br />

Mind Obscure............................................................ 147<br />

Minor Fighting Prowess........................................... 147<br />

Moon Stone ............................................................... 148<br />

Moonbow................................................................... 147<br />

Mystic Sleep ............................................................... 148<br />

Owl’s Wisdom........................................................... 148<br />

Phantasmal Spirit....................................................... 148<br />

Phantom Lacerations................................................ 148<br />

Pop Corn.................................................................... 149<br />

Primal Scream............................................................ 149<br />

Quick Sleeping........................................................... 149<br />

Quick Wakening........................................................ 149<br />

Rite <strong>of</strong> Remote Seeing.............................................. 150<br />

Shattering the Hourglass.......................................... 150<br />

Shriek.......................................................................... 150<br />

Silver Tongue............................................................. 150<br />

Song <strong>of</strong> Discord ........................................................ 151<br />

Sonic Blast.................................................................. 151<br />

Spirit <strong>of</strong> Avalon ......................................................... 151<br />

Spirit <strong>of</strong> the Season................................................... 152<br />

Spiritual Dagger......................................................... 151<br />

Synthesis..................................................................... 152<br />

Undead Destruction ................................................. 152<br />

Undead Enslavement................................................ 152<br />

Unholy Steed ............................................................. 152<br />

Vertigo........................................................................ 153<br />

Vile Extension ........................................................... 153


<strong>Liber</strong> Mysterium: Index<br />

Virgin Innocence .......................................................153<br />

Wall <strong>of</strong> Roses .............................................................153<br />

Wave <strong>of</strong> Mutilation....................................................153<br />

Witch Wail..................................................................154<br />

Witch Writing.............................................................154<br />

Withering Touch........................................................154<br />

Youthful Vigor...........................................................154<br />

TrueRituals<br />

Binding Ritual.............................................................122<br />

194<br />

Calling the Quarters.................................................. 122<br />

Consecration Ritual................................................... 120<br />

Descent <strong>of</strong> the Goddess........................................... 124<br />

Drawing Down the Moon ....................................... 121<br />

H<strong>and</strong>fasting................................................................ 119<br />

Protection <strong>of</strong> the Goddess....................................... 123<br />

Rites <strong>of</strong> Passage......................................................... 120<br />

Wheel <strong>of</strong> the Year ..................................................... 121


Character’s Name<br />

Witch<br />

Player’s Name<br />

<strong>Liber</strong> Mysterium<br />

<strong>The</strong> <strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong><br />

Player Character Record Sheet<br />

Class(es) Race Alignment Patron Coven Tradition<br />

Level Size Age Gender Height Weight Hair Eyes<br />

Ability Ability Ability Temporary Temporary Saving Save Base Ability Magic Misc. Temp<br />

Name Score Modifier Score Modifier Throws Total= Save+ Mod+ Mod+ Mod+ Mod+<br />

STR<br />

Strength<br />

DEX<br />

Dexterity<br />

CON<br />

Constitution<br />

INT<br />

Intelligence<br />

WIS<br />

Wisdom<br />

CHA<br />

Charisma<br />

HP<br />

Hit Points<br />

AC<br />

Armor Class<br />

FOR<br />

Fortitude<br />

REF<br />

Reflex<br />

WILL<br />

Will<br />

Conditional<br />

Modifiers<br />

Spell<br />

Resistance<br />

Total = Wounds/Current Subdual Damage Damage Reduction Hit Die Speed<br />

10<br />

Total = Base +Armor<br />

Bonus<br />

COMBAT<br />

MELEE<br />

Attack Bonus<br />

RANGED<br />

Attack Bonus<br />

Total BAB Strength<br />

Modifier<br />

Total BAB Dexterity<br />

Modifier<br />

Weapon<br />

Total Attack<br />

+Shield<br />

Bonus<br />

Size<br />

Modifier<br />

Size<br />

Modifier<br />

Damage<br />

+Dex<br />

Bonus<br />

Misc<br />

Modifier<br />

Misc<br />

Modifier<br />

Critical<br />

+Size<br />

Modifier<br />

Temp<br />

Modifier<br />

Temp<br />

Modifier<br />

Range Weight Type Size Special Properties<br />

Weapon<br />

Total Attack<br />

Damage<br />

Critical<br />

Range Weight Type Size Special Properties<br />

Weapon<br />

Total Attack<br />

Damage<br />

Critical<br />

Range Weight Type Size Special Properties<br />

Armor / Protection<br />

Type<br />

Armor<br />

Bonus<br />

Max Dex Bonus<br />

Check Pen Spell Fail Speed Weight Special Properties<br />

Shield / Protection<br />

Type<br />

Armor<br />

Bonus<br />

Max Dex Bonus<br />

Check Pen Spell Fail Speed Weight Special Properties<br />

Ammunition<br />

Notes<br />

+Natural<br />

Armor<br />

+Misc<br />

Mod<br />

SKILLS<br />

Skill<br />

Name<br />

d4<br />

Miss<br />

Chance<br />

Cross<br />

Class<br />

Key<br />

Ability<br />

Armor Check Penalty<br />

Skill<br />

Mod=<br />

Ability<br />

Mod +<br />

Ranks<br />

+<br />

Misc<br />

Mod+


OCCULT POWERS<br />

Power Level Powers<br />

7 th Level<br />

13 th Level<br />

19 th Level<br />

CAMPAIGN NOTES / EXPERIENCE<br />

Campaign / Notes<br />

Experience Points<br />

MONEY AND TREASURE<br />

CP<br />

SP<br />

GP<br />

PP<br />

Other<br />

GEAR<br />

Item Wt Item Wt<br />

Total Weight Carried<br />

FEATS / SPECIAL ABILITIES<br />

Name Type Notes<br />

LANGUAGES<br />

LOADS<br />

___ Languages = Common + racial languages + Int Bonus.<br />

Each additional Language (Speak Language) = 1 skill point<br />

Light Load Medium Load Heavy Load<br />

Lift over Head Lift <strong>of</strong>f Ground Push or Drag<br />

MAGIC ITEMS / RITUAL TOOLS<br />

Magic Item Market Price Caster Level<br />

Abilities / Uses Bonuses Charges<br />

Magic Item Market Price Caster Level<br />

Abilities / Uses Bonuses Charges<br />

Magic Item Market Price Caster Level<br />

Abilities / Uses Bonuses Charges<br />

Magic Item Market Price Caster Level<br />

Abilities / Uses Bonuses Charges<br />

Ritual Tool Market Price Type<br />

(element/focus)<br />

Abilities / Uses Bonuses Notes<br />

Ritual Tool Market Price Type<br />

(element/focus)<br />

Abilities / Uses Bonuses Notes<br />

Ritual Tool Market Price Type<br />

(element/focus)<br />

Abilities / Uses Bonuses Notes


SPELLS<br />

Name<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Coven Spell<br />

Lvl<br />

1<br />

2<br />

3<br />

4<br />

5<br />

6<br />

7<br />

8<br />

9<br />

Comp<br />

Rng<br />

Dur<br />

CT<br />

AE<br />

Sav<br />

Notes


SPELLS<br />

Name<br />

Lvl<br />

Comp<br />

Rng<br />

Dur<br />

CT<br />

AE<br />

Sav<br />

Notes

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