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Post by captaincrumbcake on May 3, 2016 19:40:06 GMT -5
Working on this for a generic game set; iow, not intended for my Lost Lands campaign. (Meant for a Holmes Rules campaign.)
There have been a few realizations of this "subclass" of the magic-user (as given in the 1977 Holmes blue book); I know of two: one that appeared in BOD 1 (though its origins probably derive from a SR or earlier dragon-mag article; and a very detailed version in the JG product "Witches Court Marshes." I don't really like either of those, and have had a persistent/nagging impulse to create my own version of it for inclusion in a basic game campaign (either ODD + supplements, or straight Holmes).
So I'm tinkering with an idea that allows a witch to use certain MU and cleric spells depending upon her affiliation with mysticism; all spells will be assigned a code relating to Elements and Spheres. The former includes Air-Earth-Water, and the latter--Faith-Spirit-Will. All witches use their spiritual essence in the creation and casting of Charms/Curses/Spells; those inclined toward one of the elements gains bonuses to the effect of such.
Since I'm still tinkering, that's where I will begin.
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Post by captaincrumbcake on May 4, 2016 11:35:18 GMT -5
THE WITCH
A sub-class of both the MU and cleric, practitioners of this discipline are usually female (80%). Using the 3 & 5 point alignment systems, they can be Lawful(Good/Evil), Neutral or Chaotic(Good/Evil).
Ability scores required to become a (good)witch are: I 13, W 13, CH (13)* ; evil aligned witches can have CH below 9 &/or above 12; Neutral can have CH from 9 to 18.
They wield only daggers and cannot wear armor of any type without suffering severe penalties to their powers. All magic (non armor/weapons) items use able by magic-users and clerics can be employed; subject to the DM'S approval. Evil witches can freely use poison weapons, while Good witches are prohibited; use by Neutral witches is subject to DM.
Level Title (Good/Evil types) Experience Points Hit Dice 1st 2nd 3rd 4th 5th 1 Initiate/Invoker 0 1D4+1 - - - - - 2 Enchantress/Cronet 1750 3D4 1 - - - - 3 Summoner/Hagan 3500 3D4+2 2 1 - - - 4 Sister/Seer 7000 4D4 3 1 1 - - 5 Mother/Que-hagan 14000 5D4+2 3 2 1 - - 6 Dam/Crone 30000 6D4+1 3 3 1 1 - 7 Elder/Ancient 60000 7d4 4 3 2 1 1
1st level Spells: Charm/Curse/Hex; Cleanse Meat & Drink; Conjure Fire; Detect Magic Auras; Faerie Flames; Greater Hole; Heal/Cause Minor Wounds; Interpret Writings; Mystic Wind; Sphere of Light.
2nd level Spells: Air Cushion; Circle of Obscurity; Communicate with Earth; Conjure Water;p Find Object; Fire Net; Fireworks; Free Glide; Increase Temperature; Missile Shield; Multiple Image; Reverse Aging; Size Reduction; Shape Shift; Sphere of Silence; Stop Person.
3rd level Spells: Circle of Weakness; Continual Fire; Cube of Fire; Detection; Dispel Curse; Firebolt; Gills; Hasted Movement; Heal Affliction; Holograph; Infra-Sight; Lightning Strike; Mirror Door; Negate Magic; Slow Movement.
Descriptions of these can be found in Witches Court Marshes, from Judges Guild; but I am likely going to edit each...slightly.
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Post by hengest on May 4, 2016 20:16:09 GMT -5
I don't have Holmes, so forgive me if this is a silly question -- what's their method for learning spells?
Does the CH ability requirement mean:
Good or Neutral, CH must be ≥ 13 Evil, CH ≠ {9, 10, 11, 12}
?
Is there something about the change from Level 3 to Level that 'causes' the change in HD type?
I can't immediately think of why a "witch" as I think of them (think Ursula's LeGuin's A Wizard of Earthsea and the village witch therein) would end up into adventuring, but I like the ur-flavor of however a witch could be interpreted and what that flavor would bring to in a homebrew setting.
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Post by captaincrumbcake on May 4, 2016 20:26:18 GMT -5
I don't have Holmes, so forgive me if this is a silly question -- what's their method for learning spells? Does the CH ability requirement mean: Good or Neutral, CH must be ≥ 13 Evil, CH ≠ {9, 10, 11, 12} ? Is there something about the change from Level 3 to Level that causes the change in HD type? I can't immediately think of why a "witch" as I think of them (think Ursula's LeGuin's A Wizard of Earthsea and the village witch therein) would end up into adventuring, but I like the ur-flavor of however a witch could be interpreted and what that flavor would bring to in a homebrew setting. 1. I am thinking that each level 1 needs a mentor that teaches how to cast. Not yet fully developed in my mind. 2. Good/Neutral must be 13 or better CH while Evil may be 3-8 or 13 and above. 3. Why does anyone? Especially spell casters? Because of the potential for (some sort of) profit. In the case of the witch, she (or he) is out gathering the strange array of material components needed in order to cast spells, make potions, etc. In addition to doing so for the benefit of one's mentor. (It's an RPG, trying to make it real is not required.)
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Post by bestialwarlust on May 5, 2016 9:50:29 GMT -5
Looks interesting. Have you looked at the Circean witch class for idea's also?
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Post by captaincrumbcake on May 5, 2016 14:34:18 GMT -5
Yes. As a subclass of both the MU & cleric, they use both die-types. It's an arbitrary device that some (ahem) will likely take issue with. But, since it's just a game, arguing the realism of any of these mechanics is a waste of energy and thought.
I haven't, yet.
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Post by captaincrumbcake on May 6, 2016 1:36:18 GMT -5
THE WITCH A sub-class of both the MU and cleric, practitioners of this discipline are usually female (80%). Using the 3 & 5 point alignment systems, they can be Lawful(Good/Evil), Neutral or Chaotic(Good/Evil). Ability scores required to become a witch are: I 13, W 13, CH 13(though evil aligned witches can be anything from below 9 to above 12). They wield only daggers and cannot wear armor of any type without suffering severe penalties to their powers. All magic (non armor/weapons) items use able by magic-users and clerics can be employed; subject to the DM'S approval. Level Title (Good/Evil types) Experience Points Hit Dice 1st 2nd 3rd 1 Initiate/Invoker 0 1D4+1 - - - 2 Enchantress/Cronet 1750 2D4 1 - - 3 Summoner/Hagan 3500 3D4 2 1 - 4 Sister/Seer 7000 3D6 3 1 1 5 Mother/Que-hagan 14000 3D6+1 3 2 1 1st level Spells: Charm/Curse/Hex; Cleanse Meat & Drink; Conjure Fire; Detect Magic Auras; Faerie Flames; Greater Hole; Heal/Cause Minor Wounds; Interpret Writings; Mystic Wind; Sphere of Light. 2nd level Spells: Air Cushion; Circle of Obscurity; Communicate with Earth; Conjure Water;p Find Object; Fire Net; Fireworks; Free Glide; Increase Temperature; Missile Shield; Multiple Image; Reverse Aging; Size Reduction; Shape Shift; Sphere of Silence; Stop Person. 3rd level Spells: Circle of Weakness; Continual Fire; Cube of Fire; Detection; Dispel Curse; Firebolt; Gills; Hasted Movement; Heal Affliction; Holograph; Infra-Sight; Lightning Strike; Mirror Door; Negate Magic; Slow Movement. Descriptions of these can be found in Witches Court Marshes, from Judges Guild; but I am likely going to edit each...slightly. Further thought on this has led me to warming up to an idea: witches must use certain components when casting a spell. Like, duh, right? But, I'm picturing this whole action like, in one of those old Sinbad movies, where the evil wizard burned incense or flash powder, or drank something in order to capture and cast the desired magical effect. This could also explain: (1) their need to explore the world in search of needed ingredients; and (2) the necessity of drinking potions beyond the atypical turn invisible scheme. I will likely only be posting descriptions of aforementioned spells that I alter in some way. (Another project, down the road!)
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Post by captaincrumbcake on May 15, 2016 14:12:08 GMT -5
THE WITCH A sub-class of both the MU and cleric, practitioners of this discipline are usually female (80%). Using the 3 & 5 point alignment systems, they can be Lawful(Good/Evil), Neutral or Chaotic(Good/Evil). Ability scores required to become a (good)witch are: I 13, W 13, CH (13)* ; evil aligned witches can have CH below 9 &/or above 12; Neutral can have CH from 9 to 18. They wield only daggers and cannot wear armor of any type without suffering severe penalties to their powers. All magic (non armor/weapons) items use able by magic-users and clerics can be employed; subject to the DM'S approval. Evil witches can freely use poison weapons, while Good witches are prohibited; use by Neutral witches is subject to DM. Level Title (Good/Evil types) Experience Points Hit Dice 1st 2nd 3rd 4th 5th 1 Initiate/Invoker 0 1D4+1 - - - - - 2 Enchantress/Cronet 1750 3D4 1 - - - - 3 Summoner/Hagan 3500 3D4+2 2 1 - - - 4 Sister/Seer 7000 4D4 3 1 1 - - 5 Mother/Que-hagan 14000 5D4+2 3 2 1 - - 6 Dam/Crone 30000 6D4+1 3 3 1 1 - 7 Elder/Ancient 60000 7d4 4 3 2 1 1 1st level Spells: Charm/Curse/Hex; Cleanse Meat & Drink; Conjure Fire; Detect Magic Auras; Faerie Flames; Greater Hole; Heal/Cause Minor Wounds; Interpret Writings; Mystic Wind; Sphere of Light. 2nd level Spells: Air Cushion; Circle of Obscurity; Communicate with Earth; Conjure Water;p Find Object; Fire Net; Fireworks; Free Glide; Increase Temperature; Missile Shield; Multiple Image; Reverse Aging; Size Reduction; Shape Shift; Sphere of Silence; Stop Person. 3rd level Spells: Circle of Weakness; Continual Fire; Cube of Fire; Detection; Dispel Curse; Firebolt; Gills; Hasted Movement; Heal Affliction; Holograph; Infra-Sight; Lightning Strike; Mirror Door; Negate Magic; Slow Movement. Descriptions of these can be found in Witches Court Marshes, from Judges Guild; but I am likely going to edit each...slightly. I'm now adding on the 4th-5th thingies! 4th: Circle of Conjuring; Cloud Door; Cure Poison; Electric shield; Fire Pentacle; Fire Wall; Flying Broomstick; Fortune Telling; Freezing Doom; Heal Major Wound; Hold Earth & Wind; Ice Attack; Ice Wall; Major Shape Shift; Power Pentacle; Search; Sleet Storm; Storm Conjure. 5th: Change Rock to Mud; Children of the Dragon; Control Dead; Control Fire & Water; Elemental Creation; Great Curse; Poison; Rock Passage; Stone Wall; Stop Monster. Known collectively as: Affects-Causes-Events within the witch vocabulary; as opposed to-- spells. The power needed to generate these comes from (as stated earlier) the witch's energy source. For good witches, it is her Faith, for evil witches their Spiritualism, and for neutral ones their sheer Will. Each witch also has an affinity for 1 or 2 of the elements(air, earth, water), and when dealing with A-C-E, their affinity results in an enhanced version of the matter. Working on more...
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Post by hengest on Apr 18, 2022 17:42:40 GMT -5
Been a while since I looked at this.
I like this, but for myself I might prefer generally rebuilding spellcasting to be more "homey" than "arcane." But the general thrust of this is inspiring.
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