Liber Myserium The Netbook of Witches and Warlocks - RPGNet
Liber Myserium The Netbook of Witches and Warlocks - RPGNet
Liber Myserium The Netbook of Witches and Warlocks - RPGNet
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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 />
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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 />
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‘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 />
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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 />
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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 />
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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
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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 />
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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 />
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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 />
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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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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.
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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 />
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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 />
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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
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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 />
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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
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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
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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 />
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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 />
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<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 />
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<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 />
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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
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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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(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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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 />
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<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.
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<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 />
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<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 />
<strong>The</strong> following text is the property <strong>of</strong> Wizards <strong>of</strong> the Coast, Inc. <strong>and</strong> is Copyright 2000 Wizards <strong>of</strong> the Coast, Inc<br />
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188
189<br />
<strong>Liber</strong> Mysterium: Game Licenses<br />
10. Copy <strong>of</strong> this License: You MUST include a copy <strong>of</strong> this License with every copy <strong>of</strong> the Open Game<br />
Content You Distribute.<br />
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14. Reformation: If any provision <strong>of</strong> this License is held to be unenforceable, such provision shall be reformed<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 />
Ritual Magic rules from Relics & Rituals Copyright 2001, Clark Peterson, Sword <strong>and</strong> Sorcery Studios<br />
“Divine Dominion” <strong>and</strong> “Greater Divine Dominion”, Copyright 2001 Bradely H. Bemis<br />
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“Poppet” <strong>and</strong> “Create Poppet” from <strong>Liber</strong> Bestarius, Copyright 2002, Eden Studios<br />
Additional non-OGC permission granted by Eden Studios May 27th, 2003.<br />
<strong>Liber</strong> Mysterium: <strong>The</strong> <strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> <strong>and</strong> <strong>Warlocks</strong> is Copyright © 2003, Timothy S. Brannan <strong>and</strong> the<br />
<strong>Netbook</strong> <strong>of</strong> <strong>Witches</strong> Team.<br />
All content is considered open for the Open Gaming License, unless otherwise noted. But it is not public domain.<br />
Permission is granted to make <strong>and</strong> redistribute copies <strong>of</strong> this document as long as this copyright page remains intact.<br />
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<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