No post today. Celebrating my 30-year anniversary! Wild that I have been married for 30 years.
Here is my Facebook post for it.
No post today. Celebrating my 30-year anniversary! Wild that I have been married for 30 years.
Here is my Facebook post for it.
Steve Kenson, the creator of Mutants & Masterminds, saw my post from earlier today and offered his version of Larina for the soon-to-be-released Mutants & Masterminds 4! I mean, really? How awesome is that?
Here is what he did.
Nix the Witch Queen
Abilities • 40 points
Strength 0, Stamina 2, Agility 2, Intellect 5, Awareness 6, Presence 5
Skills • 20 points
Insight 4 (+10), Investigation 5 (+10), Magic 7 (+12), Perception 6 (+12), Persuasion 6 (+11), Ranged Combat: Witchcraft 4 (+10), Stealth 4 (+6), Technology 2 (+7), Treatment 2 (+7)
Advantages • 6 points
Connected, Contacts, Fearless, Evasion, Improvised Effect: Magic, Well-Informed
Powers • 67 points
Warding Sigils: Array (6 points) • 11 points
Witchcraft: Array (21 points) • 34 points
Witch’s Familiar: Summon 4: Cotton the Cat: Use the 20-point Cat archetype plus Insubstantial 4; Continuous, Heroic, Mental Link; Enhanced Danger Sense, Enhanced Insight 2, Enhanced Perception 2 for Nix • 22 points
Combat • 28 points
Initiative +2, Attack 6, Defense 8
Resistances • 6 points
Dodge 8/14, Fortitude 7/13, Toughness 2/12, Will 7/13
(base rank/maximum rank with power effects)
Complications
Motivation: Responsibility – Uses her powers to protect and guide those who are Gifted or lost in the veil.
Enemies – The Necromancer and the Refrigerator
Power Loss: Spellcasting – Incantations and gestures are required for spellcasting. If unable to do either, Nix cannot use powers.
Relationship: Cotton – Her familiar is bound to her soul; if destroyed, Larina’s Will is Impaired for a day.
Reputation – Known in mystical circles; feared by some, worshipped by others.
Secret – Her knowledge of other worlds and timelines is dangerous to certain factions.
Notes
This is Nix based on how Tim presented her for M&M 3e. Were I Tim’s GM, I’d ask if having Nix’s Mystic Shield and Flight in her Witchcraft Array was preferred to having them as independent powers she could use at all times, although either is a perfectly viable option. A few particular conversion notes:
The playtest draft doesn’t use 3e’s Dexterity or Fighting abilities, although the Attack ability subsumes some of their functions.
Nix’s skills are largely unchanged, apart from replacing Expertise with the Magic skill.
Advantages not present in the playtest draft were removed, so there’s definitely room to add some additional ones. Improved Effect replaces Ritualist. She might qualify for Fearless 2 rather than just 1 rank (1 is now Resistance, 2 is Immunity). Nix’s is a great candidate for the Impressive Superiority or Instant Counter reaction advantages, or replacing her Attractive ranks with more interaction skill ranks. Second Chance could be replaced with Resistance to Mental Powers (5 points) or Resistance to Will Effects (15 points).
I assumed all of her Array Alternate Effects were Dynamic; which gives her a lot of flexibility, albeit a lot to juggle and manage in the midst of play as well.
This version of Nix is 167 points total, just a few over the PL 11 starting amount, and a bit low for PL 13, but her listed traits only hit the PL 12 limits, and even that only because of her max Dodge + Toughness: Her resistances can’t all be at their maximum at the same time because they’re Dynamic Alternate Effects.
Compare and contrast Nix with the Origin Edition Mystic archetype for some similarities and differences!
I mean, how can I argue with any of that?
When the Origin Edition draft for Mutants & Masterminds Fourth Edition is out next week and the full game is out later on, I'll come back to her and see.
Yes. This is going to be a lot of fun. Hey, does this mean that Larina has been visiting Freedom City? I am looking forward to hearing what she did there.
Something a little special today. Steve Kenson of Green Ronin announced on BlueSky and YouTube that there will be a new edition of his best-selling Superhero RPG, Mutants & Masterminds. I have long been a fan of this game. It also seems timely since we are now ushering in a new DC Universe on the big screen. Ever since Green Ronin had published DC Adventures as their lead-up to M&M 3.0, I have been tying my own Mutants & Masterminds games more directly to the DC Universe.
It has been 15 years since M&M was updated, and even a couple of years ago, I was asking for a new edition. So a new edition is long overdue. I am excited about it.
The Hero Handbook will be the first book out and there will be a quickstart/playtest version out soon and a limited print run for Gen Con.
Honestly, it could not come at a better time. Like many RPG publishers, Green Ronin is getting screwed over in the Diamond Bankruptcy filing.
I have been writing about and working on so much "Occult D&D" lately, I have not really had the bandwidth for any supers thoughts, that's one of the reasons why my "Countdown to Superman" posts were just movie reviews and not character write-ups as well. BTW if you want fun write-ups check out Pun's posts over at Halls of the Nephilim.
I had a lot of fun exploring the Atlantean roots of Larina on Friday. I pulled out her M&M sheets and thought maybe I should update her. Afterall Steve Kenson is a witch, and Green Ronin recently re-released their 3rd Era/d20/OGL "Witch's Handbook" one of my favorite witch books, also by Steve Kenson. I have stats here for her for Prowlers & Paragons, Mighty Protectors, Superbabes, and DC Heroes. This might give me more ways to explore A.R.T.E.M.I.S. as well.
Larina Nichols aka "Nix the Witch"
Concept: Multiversal Witch, Protector of the Gifted
Identity: Secret
Power Level: 11
Power Points: 165
Saves
Toughness: +8 (+1 Con, +7 Force Field)
Fortitude: +6 (+1 Con, +5 base)
Reflex: +6 (+1 Dex, +5 base)
Will: +12 (+4 Wis, +8 base)
Hero Points: 1
Movement Base 30 / 60 /120
Skills
Bluff +13 (8 ranks)
Concentration +12 (8 ranks)
Diplomacy +12 (8 ranks)
Gather Information +8 (4 ranks)
Knowledge (Arcane Lore) +20 (16 ranks)
Knowledge (Behaviorial Sciences) +12 (8 ranks
Knowledge (Current Events) +12 (8 ranks)
Knowledge (Theology/Philosophy) +13 (8 ranks)
Notice +12 (8 ranks)
Sense Motive +12 (8 ranks)
Search +13 (8 ranks)
Feats
All-out Attack
Artificer
Attractive (2)
Attack Specialization (1)
Connected
Contacts
Fearless
Dodge Focus
Ritualist
Second Chance (Will saves vs mental effects)
Well-Informed
Magic Control Array (22 PP, Dynamic)
Magic-based powers linked through versatile casting
Mystic Blast – Damage 10 [Ranged, Magic descriptor]
Power Feats: Accurate 2 (+4 to hit), Dynamic
Glamour – Illusion 6 [All senses]
Concentration, Resist: Will, Dynamic
Witchfire Ward – Force Field 7 (Sustained)
Power Feats: Subtle, Dynamic
Spellbind – Paralyze 8 (Will save, Magic)
Extras: Ranged; Flaws: Action (Standard), Dynamic
Divination – Super-Senses 6 (Postcognition, Precognition, Detect Magic – Ranged/Accurate/Acute)
Teleport (Mirror Walk) – Teleport 6 (600 ft)
Extras: Accurate, Extended; Flaws: Medium (mirror or water), Dynamic
Familiar: Cotton (8 PP)
Summon 3 – Small incorporeal white cat
Heroic
Extras: Mental Link, Feature: Danger Sense (for Larina), +2 to Notice/Sense Motive when nearby
Cotton may take Independent actions to warn or investigate
Complications
Motivation (Responsibility): Feels a duty to protect young witches and the magically gifted
Enemies: The Necromancer, The Refrigerator
Fame/Infamy: Known in occult and supernatural circles; mistrusted by certain agencies
Power Loss: Incantations and gestures required for spellcasting
Notes: I combined about three different write-ups here for her. I like her starting at PL 11, a nice nod to her stats in AD&D when I wrote my first Witch books (Magic-user 1/Witch 10 dual class).
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Larina Nicohols aka "Nix the Witch Queen"
Concept: Multiversal Witch, Protector of the Gifted
Identity: Secret
Power Level: 13
Power Points: 197 (2 over)
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 3
Intellect 5
Awareness 6
Presence 5
Skills
Athletics (+0), Deception (+5), Expertise: Occult 7 (+12), Expertise: Magic 7 (+12), Insight 4 (+10), Intimidation (+5), Investigation 5 (+10), Perception 6 (+12), Persuasion 6 (+11), Stealth 4 (+6), Technology 2 (+7), Treatment 2 (+7)
Advantages
All-out Attack, Artificer, Attractive 2, Connected, Contacts, Fearless, Evasion 1, Ritualist, Second Chance 1, Well-Informed, Accurate Attack [Arcane Blast]
Offense
Initiative +2
Defense
Dodge 14, Parry 7
Toughness 12 (Def Roll 0), Fortitude 13, Will 13
Powers
Witchraft (Magic)
Witchfire Blast: Blast 10 [Accurate]
Alt: Mystic Shield: Protection 10
Alt: Part the Veil: Teleport 4
Alt: Divination: Senses 6
Alt: Binding Curse : Affliction 8
Alt: Glamour : Illusion 6
Alt: Call Familiar (Cotton): Summon 4
Alt: Fly: Flight 7
Warding Sigils
Warding Sigils - Dodge: Enhanced Dodge 6
Alt: Warning Sigils - Fortitude: Enhanced Fortitude 6
Alt: Warning Sigils - Will: Enhanced Will 6
Second Sight
Second Sight: Senses 6
Familiar: Cotton
Familiar - Cotton: Summon 4
Complications
Motivation: Responsibility – Uses her power to protect and guide those who are Gifted or lost in the veil
Fame/Infamy – Known in mystical circles; feared by some, worshipped by others
Power Loss (Silenced) – Incantation and gestures are required for spellcasting
Relationship: Cotton – Her familiar is bound to her soul; if destroyed, Larina suffers a -2 to all Will-based effects for 24 hours
Uncovered Secret – Her knowledge of other worlds and timelines is dangerous to certain factions
Enemy: The Necromancer, The Refrigerator
Notes: For 3rd edition, I bumped up her PL to 13. I figured she gained some power. Again this is the combination of about two or three (one was a version of the other, so 2.5) different versions of her. The two different editions are not continuous versions of her, but rather what I wanted to do at the time.
That is one of the strengths of M&M, you can build a character so many different ways. That's one of the reasons I have so many different versions of her.
Mutants & Masterminds 4.0 should be fun as well and I am really looking forward to it.
Atlantis: The Second Age
Morrigan Press Edition, 2005, 411 pages
Khepera Publishing Edition, 2014, 368 pages
Atlantis: The Second Age, both versions, is the spiritual successor of the classic Atlantean Trilogy and Talislanta by Bard Games, which, of course, were developed after the Complete Adventurer, Spellcaster, and Alchemist books. Those books were written to be used with "any fantasy role-playing game," but the obvious choice was AD&D 1st Edition.
The book is titled “Atlantis, the Second Age,” so it is Atlantis, after the Flood. A bit odd, but I’ll go with it. Plenty of information on the world, and despite the name, you could run it as a pre-flood/pre-sinking Atlantean empire. Tons of new races, spells, and magic, all pulled from the old Bard Games books and a variant of Talislanta’s rules. If you've played Talislanta before, you'll feel right at home especially since this is a spiritual descendant.
The game uses the Omni System for the 2005 edition and the Omega System for the 2014 edition. I'll get to the Omni System after a bit, but both are very similar to each other. The systems are similar to True20, and can be used in conjunction with True20 with some adjustments. Well. Some radical adjustments, but it can be done. For a bit in 2005 I tried a short Atlantis based game using True20, it worked out well.
The 2005 edition was originally published by Morrigan Press and is the one I was most familiar with. Though here on out I'll focus mostly on the 2005 Morrigan Press version, with bits from the Khepera Edition as they come up. Khepera Publishing, which is Jerry D. Grayson, published the revised and updated edition in 2014. Both editions are now published by Khepera Publishing.
Atlantis
Let’s start with the world, because that’s the real star here. This is mythic prehistory, a time before the oceans swallowed everything, when man fought serpent-men and sorcerers whispered to gods that had no names. These are set in the Atlantean Age world, which is similar to the Hyborian Age, but maybe a bit before it. It has a solid Conan-esque feel to it. Except there are a lot of non-human species here.
Think Conan, but written by Clark Ashton Smith and Michael Moorcock and published in Heavy Metal.
What I like about this game is the Greco-Egyptian feel to this world. Obviously, this is due to the stories and tales of Atlantis. It also feels like a world out of mythology. If you never play this game, the background is something I keep coming back to time and again. I recall reading the Morrigan Press edition while holding my oldest son when he was a baby. The Khepera edition is an improvement over the Morrigan Press edition, but both are great. There are enough differences between the games to warrant discussing them as different games, but enough similarities that I am keeping them together. The setting remains the same, and the basics of the rules are sufficiently similar.
Background
The game begins with a background familiar to many who have played D&D or read any of the Appendix N books. It is a Mythic Age before recorded history in a world that looks like ours. As I mentioned above it has a solid Conan/Pulp feel to it. Ophidians are the bad guys at the start of this and can be an ongoing threat. I also can't help but get a little Edgar Rice Burroughs / Mars feel from this. Lots of different species/races all living on the same planet. It feels like a Conan game, only with more Greco-Egyptian elements.
The 2005 Morrigan Press version has more background on the geography of the world, a little more than half the book to be honest. For this reason, it makes it a good buy if you want to play in this Atlantean world. The 2014 Khepera version has more historical background and a good timeline of events.
The games are set up in similar fashions. Choose your background, race/species, and then select either a profession with some skills (Morrigan) or a set of skills with a profession (Khepera). Both get you the same places in the end. If you are familiar with the old Arcanum books, then you know what sorts of "classes" and species you have choices of. While there are professions/classes of sorts, it is skills that really define what your character can do.
The species, in particular the Andaman, are particularly fun. The Ahl-At-Rab make for a very playable Lizard Man species and this might even be the origins of my Saurian-Ophidian war in my current games. Feels right even if I can't fully recall it. An aside: This is one of the main reasons I enjoy revisiting these older games; it's the memories they stir up in me.
Of note. The 2005 Morrigan Press edition does have Elves and Dwarves. The 2014 Khepera Publishing one drops them in favor of focusing more on the unique species of the lines and adding the "First Born" the Djinn. All of these can be ported over to your favorite D&D-like with little effort.
The Khepera Publishing version has their "Walk Life Paths," which help define who your character is since you are already starting out as a hero among normal humans. It is quite interesting to be honest, and easily adaptable to pretty much any game.
Magic
While there are magical professions, there are also magical traditions. Witchcraft is one, as are shamans and practitioners of the Dark Arts. Both games have you build your spells based on the different Modes of spellcraft, and some traditions are better and worse at some modes than others. It this sounds a little like Mage and their spheres then you have the right idea, though it is not as complicated as that.
It can be a dynamic system, and there are some example spells to get you going.
Omni & Omega Systems
The system for each is similar. Close enough that broad strokes will suffice. Both are d20-based systems. Roll a d20 add modifiers from abilities and skills, look for a target number. I mentioned they are both very similar to True20 in this respect since all you need really is a single d20.
The Omega system has characters that are slightly more powerful than a standard normal person. So more powerful than say a 1st level AD&D character, but maybe not as powerful as a 1st level D&D 5e character. The Omega system also features a lifepath system that helps to flesh out a character's background, providing them with a history and motivations from the outset. This also informs how your character moves forward, or maybe a better phrasing is how they could possibly move forward since the options are still up to the player.
Both systems, though, are easy to pick up. Morrigan Press still sells the Omni System as a separate generic system.
Larina Nix for Atlantis: The Second Age
A dedicated witch tradition and a funky magic system? You know I am going to try that out. Though stating up Larina for an Atlantean game is really not a stretch. Back in college, in the last days of AD&D 1st ed, I ran an off-and-on "Atlantean" campaign. I would later supplement the lore with bits from the Talislanta RPG that was released later (90s). It was largely divorced from my high school game, except at two points. First, my necromancer "Big Bad" Magnus was there before he turned completely evil. It was in a sense his big origin story. Additionally, the "very first" incarnation of Larina was also there. While her first version was my AD&D 1st ed version, I was coming up with the idea that she was reincarnated many times, and her first incarnation was a priestess or witch who died when Atlantis sank below the waves. I do not recall if I ever had Magnus and Larina meet in Atlantis. Nor even if I ever had planned them to meet. Magnus was always more an enemy of the Werpers and the occasional ally of my assassin. Magnus and Larina knew of each other in AD&D and beyond, but she avoided him.
So yeah, I really just took a lot of late 70s Atlantic Lore about psychic powers, energy crystals, an episode of In Search Of, a cheesy documentary I had watched in the early 80s, and the Doctor Who episode The Time Monster. A heady brew to be sure. The point is, if there was questionable scholarship about any sort of occult topic, I was going to try and add it to my games and somehow, somewhere, one of my witches was going to be there.
Working through the character creation was a lot of fun and really shows where the 2014 Khepera edition grew. It also highlighted the similarities and the differences of the two systems. To be fair the differences are subtle and you could play either system and switch to the other with only a few problems. The differences are akin to Basic D&D and Advanced D&D 1st ed. My opinion that both games would work well together still stands. Each has something to offer the other.
I don't remember everything about Atlantean Larina. I knew she was not an Atlantean native. I was using my own experience of going away to college to say she had also left her home to study magic at Atlantis. So I kept that bit and said she comes from Alba (England/Scotland). As I was generating her stats I opted to have her at age 25 for the 2014 Khepera edition and 35 for the 2005 Morrigan Press edition. I used 35 because that is how old I was when I originally created her stats for the Morrigan Press edition. I do remember she was in Atlantis when it finally sank beneath the sea, and she died with everyone else. Hey, death is a part of the life-death-rebirth cycle, and no one knows that better in my worlds than witches.
I am taking scans of her sheets to show what they look like. I particularly like the 2014 Khepera version. It is colorful and there are page numbers on the sheet to help find where the rules for that section are. That is a rather nice touch. Click to see larger.
Khepera Publishing (2014), Larina age 25
Morrigan Press (2005), Larina age 35
I am rather happy with these. I have filled out everything, but you certainly can get the idea. She would be a good witch in this game. I am going to say in the 10 years she has been in Atlantis, she has picked up more skills and the Astrology and High Sorcery traditions of magic work. This is a subtle nod to the crazy 70s and 80s "documentaries" I watch on Atlantis, the Bermuda Triangle, and related topics.
Given the image I created (thank you, Hero Forge!) I think that the Orichalcum pentagram she is carrying must be important. Maybe a quest for a different incarnation of Larina.
Who Should Play This Game?
There is not much here that can't be found in other games, really. Nearly every Conan game does something similar, and Wasted Lands does the best job of all. BUT that is not a reason for you not to play. Some fun things are going on in this game. The 210+ pages of geography in the Morrigan Press edition are engaging, and the history and backstory in the Khepera Publishing edition are also great. Together, they create a compelling world.
The system is easy to learn and flexible enough for most gamers.
Essentially, I have been using them both, along with my Bard Games Atlantis books and The Arcanum as another campaign world for D&D. This was my campaign world in the last years of the 1980s when I first went off to college. Both Larina and Magnus were prominent NPCs in that campaign.
No one will leave D&D 5e for this system. But I can see people coming from 3e or even 1st ed to give it a try.
Khepera Publishing has quite a few products for their version and the Morrigan Press one. I am still a fan of the Atlantis: Bestiary, even if it is full of creatures I have seen many times over.
Both games are excellent Sword & Sorcery games of the old cloth. They were criminally underrated when they were new, and that is more true now.
The Morrigan Press edition is largely a Fantasy Heartbreaker, albeit one with a good history and an interesting idea. The Khepera Publishing one elevates into something else above a heartbreaker.
It has been a decade since the last edition of this game came out, and from what I can tell, it is still supported.
This one would be fun to see an update for, especially if Jerry D. Grayson continues the evolution of the game. In fact, I think we are overdue for an update.
Links
Khepera Publishing
Work continues on my ideas for occult D&D. There are a lot of ways I could crack this nut, but in true occult fashion, I just took everything I was working on and followed where it led me. It led me to a very interesting new coven.
While trying to figure out a Grand Coven that would have Rhiannon and Briana Highstar as members, as well as Moria, Amaranth, and maybe others. All have different patrons, come from different traditions, and none share any alignments.
They all did have one thing in common, though. Each of their patrons had been cast down by the gods. So demons, devils, old gods, and other things, all gone from their seats of power, and "new gods" sat on them. They combed through every old text they could find, borrow, or steal. All leading them to the same conclusion.
The Gods need to be cast down.
The Coven of the Shattered Crowns
Yesterday I talked about Rhiannon and Briana's "great works," this is it. They found the texts and gathered other witches to their cause. Right now, I am at the stage of the start of this cult, but I have some good ideas.
We were not born in shadow, nor forged in ancient fires. We were not whispered into being by crones in the wood or scribed into dusty tomes. We are new, terrifyingly new. And yet, every stone we unearth bears our mark, every sealed vault cracks open at our touch, and every false god flinches when we speak the names They tried to erase.
The divine order is a lattice of lies. The gods did not shape the world, they conquered it. They did not bring wisdom, they buried it. And those They cast down, the dragon mothers, the star-wives, the daughters of dust and light, those are our Patrons. Their crowns were broken, their thrones scattered, their names struck from prayer. We will restore them, not in temples, but in ourselves.
This is the Grand Work. Not resurrection, but replacement. Not worship, but ascent. Let them tremble on their gilded thrones, for we walk paths They cannot follow. And we walk together.
No God rules where witches walk.- The Manifesto of the Shattered Crown,
Penned by Briana Highstar, Archwitch
That is what I have so far.
Here are some of the occult ideas going into this. It's not everything yet, but it is what I have written so far. A lot of this should look really familiar to regular readers.
The Witch-Cult Hypothesis (Margaret Murray, Aradia Mythos)
The Witch-Cult hypothesis is a perennial favorite of mine. While Margaret Murray's anthropology is in question, her ideas are highly relevant to my writing here. This new Coven takes the Witch Cult and Aradia myths to the next level.
I'll likely add in bits of James George Frazer here as well.
The Gnostic Traditions
I have been dying to use more Gnostic ideas in my books, but never found the right hook.
Luciferianism (Occult/Philosophical, not Satanic)
This one is obvious, at least to me. I am focusing on the occult and philosophical aspects, rather than the satanic aspects. I did that already. I like the idea of using Luciferianism here too. More than a couple of my witches here are "diabolic." The fit is good.
The Hermetic Tradition (Hermeticism, Alchemy)
If I am going to explore occult themes, then I will incorporate the Hermetic Tradition. More than once in fact. Hermetic Wizards, brotherhoods of occult scholars, and ideas like this.
The witches of this Coven of the Shattered Crowns are very much like members of the Hermetic Orders.
The Qliphoth (Kabbalistic, Inverted Tree of Life)
I have talked about the Qliphoth before. I think they are a great idea, and I have wanted to use them more. I am not using them here, really, but the idea is similar. Plus, if you were an occultist reading about this, you would apply it to your own situation.
Chaos Magick
I LOVE Chaos Magick. Back in the 90s I really got into Chaos Theory and related topics. The result is why my Tiâmat is Chaotic Evil. Some of that has been added here.
A bit scattered, but that's typical of many occult writings. I am really thrilled with where this is going.
I was doing some cleaning in my office yesterday. Partially cleaning, partially avoiding work, but also gathering up everything I had been working on for the last few years (spoiler, it has been 5 years of solid work and 12 total of "picking at it") for this new project I playing around with. I have been thinking I need some good examples of an Archwitch and a Witch Priestess. When in a stack of characters, I found my versions of Grenda's, witches Briana Highstar and Rhiannon.
They are both featured in my new The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions, as "Basic-era" Witches of the Diabolic and Malefic traditions, respectively. Both are listed as 8th-level Witches. But I was thinking, what if I "advanced" them? And by that, I mean move them over to Advanced D&D and have them take my new Advanced classes. I mentioned a while back that they did not know each other, but in my AD&D game, I am thinking they met up and decided to form a coven.
While covens are typically made up of the same traditions, they don't have to be. I have even talked about a "Grand Coven" that includes witches, warlocks, and other members. This marks the beginning of their Grand Coven, dedicated to evil. Since I have already decided that they are in my Forgotten Realms game there is no reason why they can't meet up with my other witches Moria and Amaranth. Though neither of them are exactly evil, they are different kinds of "hellspawn."
This will give me more chances to pleytest these new classes. I think one change I am making, if these Advanced Classes are taken after 7th level, the witch still gets their 6th level Occult Power. It didn't dawn on my until last night while working up their new sheets that an Advanced class is a good way to bring a "Basic" character over to AD&D. For example, with this idea I could make a Paladin or Ranger an Advanced class, starting off as a fighter first. I'll have to play around with this idea.
In the meantime, here are Briana Highstar and Rhiannon again, with their new classes in place.
Briana Highstar
Archwitch 8th level
Diabolic Tradition
Patron: Mephistopheles
Alignment: Lawful Evil
STR: 12
INT: 17
WIS: 15
DEX: 16
CON: 13
CHA: 17
Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13
AC: 5 (Leather +2)
HP: 24
To Hit AC 0: 18
Weapon: Whip
Armor: Leather +2
Occult Powers
Familiar: Cat
Minor: Evil's Touch
Spells
First Level: Burning Hands, Charm Person, Far Sight, Sonic Blast, Spirit Dart
Second Level: Burning Gaze, ESP, Grasp of the Endless War, Invisibility, Suggestion
Third Level: Bestow Curse, Dispel Magic, Scry
Fourth Level: Arcane Eye, Divination, Phantom Lacerations
Hair: Black
Eyes: Grey
Height: 5'9"
Weight: 136 lbs
Languages: Common, LE, Elvish, Goblin, Diabolic, Abyssal, Giant, Orc
Witch Priestess 8th Level
Malefic Tradition (Previously Craft of the Wise)
Patron: Ereshkigal
Alignment: Neutral Evil
STR: 11
INT: 17
WIS: 17
DEX: 16
CON: 15
CHA: 16
Paralyze/Poison: 11
Petrification/Polymorph: 11
Rod, Staff, or Wands: 12
Breath Weapon: 14
Spells: 13
AC: 5
HP: 32
To Hit AC 0: 18
Weapon: Dagger of Venom
Armor: Leather
Occult Powers
Familiar: Mourning Dove
Minor: Impure Touch
Spells
First Level: Blight Growth, Charm Person, Chill of Death, Sleep, Touch of Suggestion
Second Level: Agony, Beastform, Disfiguring Touch, Evil Eye, Protective Penumbra
Third Level: Bestow Curse, Bleed for Your Master, Scry
Fourth Level: Fangs of the Strix, Spirtual Dagger
Hair: Blonde
Eyes: Brown
Height: 5'1"
Weight: 114 lbs
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OGL Section 15: COPYRIGHT NOTICE
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
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So obviously Rhiannon forms this coven and become the high priestess of it. Briana provides the "great work" they all must do. What is that? No idea yet.
I would love to include Amaranth in this, but I tend to refer to her as a "cotton candy Tiefling" that is she is light, fluffy and sweet. At least that is how I have presented her in The Witch - Book of Shadows for ShadowDark. Still, the prospect of her joining this coven is a fun one. Maybe something happens to make her choose to embrace her evil side? I wonder what it will be?
I also need to figure out what sort of Grand Coven would have both Ereshkigal and Mephistopheles (and maybe even Lilith) as patrons? The intersection of these two (three), witchcraft mythology-wise is Astaroth (by way of Sumeria to Astarte), which I do like as an option. And their coven needs a name. I have wanted to use Astaroth more. Maybe I can bring in Babylon into this too!
Been kinda busy today already.
Reloaded Python and a new IDE for it to refresh my skills. Plus I am entering into what I call "Secondary Research" mode for a new project. In this case I am rereading some fundamentals to make sure what I want it to do (Primary Research) does what the rules say it can do.
So, yeah...nothing new to post on that yet. I also have a bunch of half-finished projects I'd like to finish.
If you are interested in my "day job" at all, I am starting a series of posts on LinkedIn about the Ethics of AI in the Educational space over on LinkedIn. Up first, the Ethical Failures of Grok.
Hope to have something to show off soon!
The DECU is dead, long live the DCU.
David Corenswet is a great Clark Kent and Superman. He is bright, optimistic, and hopeful. He carries the movie on all of this. There is a lot of "All-Star Superman" here, at least in tone and optimism, not so much in plot.
Rachel Brosnahan is a great Lois Lane. She is smart, observant, and tough. This is a Lois who will get into trouble.
The standout has to be Nicholas Hoult as Lex Luthor. He is evil, and brilliant, and you want to hate him but he is just so good really.
I loved the "Justice Gang" of Hawkgirl, Mister Terrific, and Green Lantern Guy Gardner, played by Isabella Merced, Edi Gathegi, and Nathan Fillion, respectively. They played their comic roles fantastically. There are good reasons why we have Guy and not Hal, John, or even Kyle. Merced is channeling the DCAU Hawkgirl more than just a little bit.
But the winner is really Krypto.
I also loved Milly Alcock as Supergirl for the brief time we get to see her. Now I want to see Melissa Benoist as Power Girl.
My theatre was packed and all the showtimes around it were sold out. People seemed to really love it. I can't wait to talk about it more.
It was great. Go see it.
Cameos
John Cena makes a brief appearance as Peacemaker. Not a shock, given it's a James Gunn show. It was also a DCEU show (1st season), and he was in the second Suicide Squad movie. So that counts as a previous series. Related is Frank Grillo as A.R.G.U.S. director Rick Flag Sr. from the animated DCU series Creature Commandos.
Michael Rosenbaum, Lex from Smallville and Flash from the DC Animated series voices one of Lex's Raptar guards.
Will Reeve, the son of Christopher Reeve, appears as a Metropolis TV News reporter. Looking every bit like his dad.
The big ones, though, are the opening and closing credits. They look just like the Salkind movies, and the John Williams' score is back.
As I wrap my coverage of the Superman movies, I want to take an aside and talk about DC's first big-screen attempt at an extended universe. Called the DC Extended Universe, or more often, the Snyderverse, this era produced some fun, some good, and some terrible movies.
Suicide Squad (2016)
While not a great movie, it is fun one. It introduces us to Margot Robbie's Harley Quinn, one of many perfect castings in the DCEU, and featured one of my favorite characters, Enchantress. Don't go into this movie looking anything but comic book action and plot. I mean one of my favorite scenes is when Harley sees her old Harlequin costume in her box of things and gets all excited about it. Ok, the scene where El Diablo fights Incubus is also pretty cool.
Wonder Woman (2017)
Honestly, this movie is a masterpiece and is easily in my top-5 superhero movies of all time. Patty Jenkins was great as the director, and Gal Gadot WAS Wonder Woman. She had huge boots to fill from Lynda Carter, and she did it. She gave us a Wonder Woman who is strong and powerful without loosing a gram of femininity; exactly like she should be from the comics. I know the family of William Moulton Marston, Wonder Woman's creator, was thrilled with it. This one might be the best movie in all the DCEU.
Sadly, Wonder Woman 1984 just could not live up to its predecessor's heights.
Aquaman (2018) and Aquaman and the Lost Kingdom (2023)
Both of these were fun and were excuses for Jason Momoa to give us his brand of Arthur Curry. They are also fun, but fall just short of great, really, with the 2018 movie being a bit better.
Shazam! (2019), Black Adam (2022), and Shazam! Fury of the Gods (2023)
Shazam, aka Captain Marvel, "the Big Red Cheese" is a difficult character to get right. He is a kid in the form of a god really. Zachary Levi did a great job of this in the 2019 and 2023 movies and Shazam! was a really good flick. You have to be a fan of the character though I think. Kudos for the cameo of Michael Gray from old Filmation Saturday Morning Shazam! series. The 2023 movie also has Wonder Woman in the end.
Black Adam was Dwayne "The Rock" Johnson's dream gig in the DC Universe. So much so he was a producer on all three movies. As expected it is darker than either Shazam movie. Nice post credits scene with Amanda Waller and Superman at the end.
They are not great movies, but fun ones.
The Flash (2023)
Pity the poor Flash. It might go down as the movie that killed the DCEU. It didn't, but it certainly didn't help.
Let's talk about what is good. LOVED seeing Michael Keaton back as Batman/Bruce Wayne. Wonderful, worth the price of the movie. As janky as it was, the Flash running through the Multiverse and seeing ALL the old Supermen, especially Christopher Reeve and Helen Slater, standing side by side as Superman and Supergirl was amazing. Even the Arrorow-verse, which the DCEU always seemed to ignore as an annoying kid brother, gets a nod. Though it does it in a way that shows they are either ignorant of the characters (most likely) or are being purposely disrespectful. NICHOLAS FREAKING CAGE as Superman with a mullet fighting a Thanagarian Snare Beast! If you are a DC fan, you know what this means, so while I would like to give them a pass on being ignorant on the CW-DCU (Arrow-verse) this shows they did know the deep lore. So maybe they were not allowed to use any Arrow-verse characters as their Arrow-verse character...DC does some strange things at times. The end with the big "Batman twist" is fun. BUT it was also a sign that they knew the DCEU was ending.
Now the bad. Erza Miller turned into a bit of a dumpster fire. I mean, he was kinda fun, but never really right as Barry Allen. Plus, we had a GREAT Barry Allen. Grant Justin was amazing. The script is a bit of a mess. Though the Flash having the Flash as the big bad does fit with the comics. Sasha Calle was great as Supergirl, but we never got to see enough of her, and she was gone before we could know her.
There were other movies. Blue Beetle was fun. There was a soft-reboot, sorta-, sorta-not of The Suicide Squad. I enjoyed the Birds of Prey movie, even if most didn't.
There were some fun times here, but by and large they did not measure up to the successes or the storytelling of the Marvelverse. Trust me, as a DC fan, those are hard words to write.
I am hopeful for the new James Gunn helmed DC Studios and the new Superman and DCU. Does this include the newer Batman movie? I don't know really.
Sadly, real life plagued this production, and director Zack Snyder had to leave the production due to the death of his daughter. So, a replacement was brought in. I mean, on paper, it sounds fine. Bring in the guy who had a successful run of genre TV shows and who directed the Avengers movie (you know the #2 team-up), and let him wrap up filming. Well...the problem is that the guy they brought in was Whedon. Now my own personal issue with the guy aside... no, actually not. But I'm jumping ahead of myself here.
For tonight's viewing, I want to cover the 2021 Snyder Cut of this movie. I can appreciate Superman II with both the Lester and Donner cuts. Each one is a good movie on its own with strengths and weaknesses. Each one is enjoyable and cringy in equal measure. I prefer the Donner cut, but the Lester one is still good. I can't say the same for Justice League.
I enjoyed the 2017 Justice League, but things felt off. I knew it the moment in the interaction between Steppenwolf and the Amazons. These didn't feel like the elite warriors that took out Nazis in Wonder Woman. These were bikini-clad pulp fighting women. Was it Whedon? Was it Snyder? I don't know, but the dialog was Whedon. It was also not the only thing. We know that after Snyder left Whedon reshot a lot of the movie. He also rewrote the script. There were also allegations of abuse, racism and sexism on the set from Ray Fisher (Cyborg), Gal Gadot (Wonder Woman, though she shut him down), and Kiersey Clemons (Iris West, who's skin was lightened in the Whedon cut, that is where she was left in it). This opened the door for other actors to share their tales of Whedon's long-standing misconduct on set.
I detailed his fall from grace already, so no need to go over that again. It was reassuring to hear some of my long-time critics tell me, "Wow, you were right back then." So yeah I really can't watch the 2017 cut anymore, all I see are his attempts to "improve" the movie.
Now, I am not a big Snyder fan boy, but I do think the 2021 cut is superior. It explains things better, the pacing is better, and the character development is much better.
There is only ONE thing in the 2017 cut that I enjoyed that is not in (nor would it fit in) the 2021. After defeating Steppenwolf Cyborg says "Boo-ya" as a nod to the Teen Titans show. I am sure Whedon's kid watched it, he is the same age as my kids and they loved that show. So did I.
Oh, yeah, the plot.
Ok, Superman is dead, even though it looked like he might come back to life at the end of BvS. Bruce is feeling guilty and perceives a new threat. So he is gathering up a team of super-powered people, Meta-Humans, to help. Ok, kudos to writers Chris Terrio and Zack Snyder for having Batman build the league. That is a new one and it works here with Bat-Fleck. We get the Flash, Wonder Woman, Aquaman, and Cyborg.
In the 2021 cut Cyborg is our focus hero. He is the newest and in recent versions of the comic Justice League (New 52 and beyond) he is also the newest member. This was drastically reduced in the 2017 cut. but it makes sense to have Cyborg, Victor Stone, as our way of seeing the League.
Anyway...Parademons are attacking, Motherboxes, Darkseid, Steppenwolf. All BIG THINGS you would want the League for. Steppenwolf attacks the Amazons to get the Motherbox they are guarding. Then he heads to Atlantis to get their theirs. The third Motherbox is being studied by Victor's father.
The new League decides they need Superman back, though Diana is reluctant. They devise a plan and bring him back. In the 2017 cut they just come out and say it, in the 2021 cut it is built up more. There is more gravitas to it. More, "is this something we should be doing?" It's not quite the same as The Return of Superman in the comics, but it...no, it really doesn't make much sense in either version. I would have done it differently. But he is back, black suited (like the Return) and they are off to battle Steppenwolf and the three Motherboxes.
The ending battle is fun no doubt. Both Cyborg and Flash prove their worth to League as the youngest members. Superman and Cyborg prevent the Unity of the Motherboxes, and Diana shows how she "takes care" of her enemies. She is a warrior with a sword after all.
Watching the two side by side again (and that's six or so hours, was up till 2:30am), I am left feeling a bit worn out, to be honest. Whedon's 2017 version comes off as creepier, a little more sexist (any scene with Wonder Woman and/or the Amazons), and honestly, like he has something against Cyborg. Is that my post hoc knowledge in the way? I don't know, but I will say this for certain: the 2017 version is weaker by any measure you care to employ.
Though I will say this, Snyder needs to figure out how to trim down his own stories.
In the end, the differences are best summed up for me in the scene where Steppenwolf attacks the Amazons. In the 2017 cut, he is creepily referring to the Motherbox as "Mother" and telling the Amazons they will love him. In the 2021 cut, he is threatening them with annihilation and telling the Amazons they will fear him. To which Hippolyta asks the Amazons to show him their fear and to a woman they shout, "We have no fear."
Mera pulling the water and blood out of Steppenwolf was also pretty cool too.
I am going to say it. If there was a scene with a woman being a complete bad-ass on her own (not counting Wonder Woman) Whedon pulled the scene from the 2017 cut.
Cameos
As I mentioned before, Marc McClure, who played Jimmy Olsen in the Salkinds/Christopher Reeve Superman film series, has a brief cameo as a police officer in the 2017 version and a different police officer in the 2021 version.
Synder himself makes a cameo appearance in his cut. He is sitting in the coffee shop Lois is leaving right before she sees the resurrected Superman.
Another "cameo" and one very close to Zack Snyder's heart, are the billboards for the AFSP, or the American Foundation for Suicide Prevention. His daughter committed suicide while filming this movie. He dedicated it to her in the end credits.
I know I said I'd talk about Wonder Woman today, but it is late, and my eyes are killing me. I'll have some more to say on the the other films, Wonder Woman, and the end of the DCEU later.
I was not really planning on doing this. I have enough projects on my plate to keep me busy for years. BUT I also kinda want to this. What is this? This is my new campaign world based on the ideas I began to present in "Why D&D 5.5 (2024) Needs a New Campaign World" and "Why D&D 5.5 (2024) Needs a New Campaign World, Part 2."
So what are my goals here?
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The future's so bright. |
I want a world that is bright, and the characters have a sense of place and purpose.
The new edition of D&D (2025) is much brighter. I want a world to match that. Plus, I have been doing dark, grimdark, and horror since 1979. I want to do something different. Very different. I am building this with "D&D" in mind, but in truth, it is going to be largely system-less, at least at the start. If I want to adapt it to Daggerheart or Blue Rose (two games I will be taking a lot of cues from), then I can.
This World is NOT OSR or Old School.
Look, I love my old-school games. I really do. I have a solid publishing history of this. But this is not that world. In fact this world is very much a "we are moving out of the ashes of the old world into a new one." If that sounds a bit like Star Trek, well then, so be it.
I am also shedding the various "pulp" influences. Again, I do enough of this elsewhere. The Witches of Appendix N will continue. I still have old-school projects on my hard drive waiting to see the light of day. This is not replacing those. This is it's own thing.
This World is not for Publication
As much as I think this would sell (based on my post stats), I don't have the time or art budget to make it fully manifest in the way it deserves. So instead, I am just going to write stuff here for it, and people can take what they want. I am not precluding a publication, I am saying that is not my plan.
Welcome to Iriandor - A New World for a New Age
The world is healing.
Iriandor is not another rehash of a Forgotten Realm or a Gray Past. It is something new, a bright world born from the ashes of a terrible war. Not just a war. The War. For a century, the devils of Hell marched across the land, collecting the debts of power-hungry Warlock Thanes who bargained away not just their souls, but ours. The Warlock Thanes and their Hierarchs are gone now, burned out of history, but their twisted magic still lingers in wild places, where the ground is scorched and the air hums with wrongness.
Now, at last, the world begins to breathe again.
The people of Iriandor are rebuilding, not just cities, but trust. They are rediscovering lost places, forging new bonds, and reclaiming their place in a multiverse that almost forgot them. Floating cities drift above wounded forests. Ancient dwarven forges ring again. The Tieflings, once Hell’s foot soldiers, seek peace as free people. The Forgekin, born as tools, now walk as citizens. And the Elves? They debate the very nature of sentience in their spire-libraries above the clouds. Humans, always eager to explore and expand seek new lands and old mysteries.
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That's my start anyway. I wrote the words "The world is healing" in a notebook when I first started coming up with this idea. I like it, I think it is a good introduction to the world.
Here are some of the peoples I have in mind for this world.
Dwarves
Master artisans, artificers, and called "The First Born," dwarves live everywhere in the world. They are fiercely devoted to family and clan, which can number in the dozens and thousands, respectively. Each dwarf has a personal name, a family name, and their "forge name," the name given to them when they come of age. Most dwarves believe that Forgekin houses the souls of long-dead dwarves, returned to the world to help the dwarves forge a new future. For this reason, dwarves will often call Forgekin "brother" or "sister" even though Forgkin themselves recognize no specific genders. Forgekin prefer the title "Cousin" from Dwarves and consider it an honor to called such.
Elves
They are called Eldryn by humans, but their own name is Naelyar, "the people who endure." They are long-lived philosophers of life and existence. They believe they came to this world at the same time as the dwarves, and as such share a kinship with them. The Eldryn are divided into philosophical factions so deep that most other races see them as separate subspecies.
The Sylarië
These Eldryn believe that all living things are sentient. They fought to have the Forgekin recognized as living beings and believe that all life is a precious gift. Humans call them "Greenhearts" because of their love of plants and all things natural. They are the most numerous. Most are vegetarians.
The Talarien
These Eldryn believe that only humanoid life is sentient, but still all life is precious. Humans call them "Gray Elves," a name they find amusing. They are extremely fond of humans, though some say in the way a human is with a pet.
The Vaelshari
The least numerous are the isolationist Vaelshari. They believe that only Eldryn lives are sentient. They think humans are at best animals and Forgekin are abominations. They can and do work with other Eldryn happily, but feel uncomfortable with other species.
Forgekin
Created centuries ago by dwarven artificers, they began their existence as servants, aides, and domestic labor. The dwarves who created them felt there was more to them than anyone realized, thus their name of "kin." When The War broke out, the Forgekin to an individual stopped their tasks and joined the fighting. For their efforts, they were awarded the status of citizens. In the floating city of Aetherreach, the home of Eldryn and Dwarves, and where the Forgekin were created, they are the most numerous and enjoy the most rights.
Some parts of the world still refer to them by the name "Househands" but this is considered to be derogatory in polite company.
Hellspawn / Tieflings
Slaves of the devils, these poor souls were used to fight the mortals of Iriandor. When the devils were defeated and the gates of the Warlcok Thanes destroyed, they threw down their arms and refused to fight anymore. They have since been recognized not as oppressors, but fellow victims and survivors of Th War. There are many places though where they are still not trusted.
Humans
Humans make up the bulk of the world. While the Warlock Thanes were human (mostly), most of the lives lost in The War were human ones. Humans now want to reach out and see who still survives and if there is any left of the Warlock Thanes, to stamp them out. There are always a few that would like to find that power for themselves.
--
I am also planning to add Halflings and Gnomes, but I am considering lumping them together as one species, the current front-running name "Brindlekin." Dragonborn will be there, as well as various anthropomorphic animals. Orcs of course will be here as well as goblins. I do love goblins.
Yes there will all the classes and I'll add some gods as well.
Though, I am having my cake and eating it here, too. The time before The War, during the Rule of the Warlock Thanes, would make for a fantastic Old School style world. Gritty, war, diabolic monsters, and power-crazed spellcasters. Both sound fun.
Some of these questions didn't need to be answered.
There is a lot to enjoy here, so lets do that first.
Ben Affleck makes for a great older "Dark Knight Returns" Batman. Gal Gadot is amazing as Wonder Woman (more on that later) and Cavil is still good as Superman.
Jesse Eisenberg as Lex Luthor? Eh...well, I at least see what they are trying to do here. It fails, but I see it.
Doomsday is under-used and wasted here. It could have been any sort of monster. Bizzaro would have been good to be honest. Plus, he doesn't even look like Doomsday. They did a much better job with him on "Smallville," and even used him as a quasi-Bizarro creature in "Superman & Lois."
Watching this right on the tail of watching Man of Steel is actually pretty good. You can see how the movie ties in better. Now I am watching my Director's Cut Blu Ray and it is a much better movie than what we got in the theatres. Even Eisenberg's Luthor comes off as a lot smarter and more evil. He is purposely winding Batman and Superman up so they go after each other. His motivation here is not some land grab, but his personal hate of Superman. And maybe a little bit of Bruce as well. While he is still annoying as Luthor, his plans at least are better.
An aside about Jeremy Irons as Alfred. In recent years Alfred has gone from a mild-mannered butler to a former SAS agent who you feel could still kick Bruce's ass if he wanted too. Well, maybe not kick his ass, but he does stand up to him. Oh. He did beat the crap out of Superman once. Anyway, Iron's Alfred is a little droll, a little caustic, and still very, very clever. You do get the feeling that he has a solid history and likely knows where a body or two is buried.
It does make me wish we had an Affleck solo Batman movie. I know he wants nothing else to do with the role, and the Snyderverse is dead, but still, it would have been fun. Likewise I would ahve liked more Jeffrey Dean Morgan as Thomas Wayne and Lauren Cohan as Martha Wayne. Flashbacks would have been good. Maybe Matthew Goode as young Alfred too. But we are not even getting the Batgirl movie they finished, so there goes that idea.
All said and told, I did like this movie. It wasn't well received, and it's box office dropped the second week (a bad sign), but it was still fun despite the problems.
Wonder Woman
Let's step aside for a moment here and talk about Wonder Woman. Honestly, has there ever been a more epic entrance of a superhero than Wonder Woman's entrance to save Batman in fight against Doomsday? The answer is, of course, no*. That swelling guitar riff of her theme song? The look on her face as she just stands there and takes his energy and then fires is back at him?
"She with you?" "I though she was with you."
"You both are with me. And my sidekicks."
Or even later in the same battle. Batman is going to get squished, Superman has had the living crap beat out of him. Wonder Woman...is laughing. This is a true warrior in her element, fighting a foe that gives her purpose.
Wonder Woman is the best thing about the Snyderverse, hands down. I'll talk more about this tomorrow.
*Ok, I'll throw Marvel fans a bone here and say that Thor's entrance in Wakanda in Avengers Infinity War is pretty damn good too. But we have been wanting Wonder Woman for DECADES. I'd counter that the Thor scene above has a better analog to Wonder Woman's "No Mans Land" scene.
Cameos
Just ones from the future Justice League and Wonder Woman movies.
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Photo by Paola Koenig |
This is a witch dedicated to more priestess-craft and worship aspects of the witch. A true "Priestess of the Old Ways." More so than the generic cleric or shape-shifting druid.
Like the Archwitch, a Witch-Priestess (or Witch-Priest) begins as a witch, but then transitions to more priestly and religious duties. While the Archwitch leans more into the Arcane side of witchcraft, the Witch-Priestess focuses on the divine. Again my model for this class is the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. I am just codifying something that was already there. (An aside. I'd love to see other "Advanced Classes" anyone else come up with these?)
In my current 1st Edition AD&D game, I have two witches, I am hoping to get each one to choose one of these other paths.
WITCH-PRIESTESS
Advanced Class for Witches
The Witch-Priestess is the spiritual and ritual leader of the Old Faith, bridging the gap between arcane witchcraft and divine mystery. Where the ordinary witch communes privately with her Patron, the Witch-Priestess embodies that relationship in public rites, seasonal festivals, and sacred duties. She does not merely cast spells; she invokes the will of the gods and spirits of nature, channeling divine energy through her well-honed arcane focus.
Only witches who belong to a coven and who have demonstrated piety, wisdom, and leadership are called to walk this sacred path. The calling is not common, and the burden is great, but the rewards are divine.
Requirements
To become a Witch-Priestess, a character must:
Restrictions
Spellcasting
The Witch-Priestess continues to cast Witch spells as normal
In addition, she gains access to Divine spells drawn from the Cleric and Druid lists (Old Faith Spells list).
Occult and divine spellcasting remain separate; she prepares them independently
Divine Favor (Channeling Powers)
At 7th level and again at 9th and 11th levels, the Witch-Priestess may select a Divine Favor. Each may be used once per day unless otherwise noted.
Sample Divine Favors:
Sacred Coven
At level 9 or later, she may form her own coven. She attracts 1d6+Charisma modifier witches of 1st–5th level, with total levels equal to her own Witch-Priestess level. These followers are loyal but not fanatical, and expect guidance and regular rituals.
Charge of the Goddess
Once per day, the Witch-Priestess may enter a trance to regain spell energy lost. After 1 full round of ritual casting, she regains a number of spell levels equal to half her combined level (rounded down). She may not exceed her usual spell limits.
Drawing Down the Moon
At the 11th level, she may invoke the divine power of her Patron in full. For a number of rounds equal to her Wisdom score modifier:
Experience Progression and Saving Throws
The Witch-Priestess continues to use the Witch experience table, attack matrix, and saving throws.
(unless I change my minder later on)
Multi-Class and Dual-Class Use
This path is open only to single-classed Witches. Dual-classed characters must fulfill all entry requirements. A typical dual-class would be a character who begins as a cleric but does not go past 6th level, then becomes a witch till 7th level, and then switches over to Witch-Priestess. Divine abilities from cleric do not stack with divine abilities from Witch-Priestess
Elves and other non-human multi-class witch characters must seek DM approval for entry.
Optional Rule - Ritual Dedication
To fully embrace this path, the character must undergo a Ritual Dedication during a solstice, eclipse, or conjunction. The rite must be overseen by another Witch-Priestess or a powerful druid, or by divine vision if none are present.
The Witch-Priestess is the living bridge between mortal and divine, arcane and natural. She is the last light of the Old Ways, a candle in the night when the stars fade.