Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Wednesday, February 14, 2018

New Witch Tradition: The Sisters of the Chalice and the Moon


In Wormskin 8  +Gavin Norman details the Witches of the Dolmenwood (introduced in Wormskin #7). They are the inheritors of a strange magic that goes to the very essence of the Wood’s history and creation.

Sounds like my kind of witch!

In these 12 pages, he details this new witch tradition and their patron Gods, The Gwyrigon.
A lot of what he has here can be mapped on to my witch class with little to no effort.  No surprise I think since we are looking at similar source materials for our witches.

New Witch Tradition 
The Gwyrigon Tradition of Dolmenwood.
AKA Witches of the Wood, The Sisters of the Chalice and the Moon.
These witches and this tradition are detailed in Wormskin #8.

Occult Powers
Least (1st level) Familiar: These witches gain a familiar in the form of hare or rabbit.  These rabbits are long lived, intelligent and can speak to any witch. While a rabbit may seem like an odd choice for a wood as dangerous as Dolmenwood but it actually a testament to the powers of the Gwyrigon that their chosen messengers seem so weak but can pass unmolested in these woods.

Lesser (7th level) Magic of the Wood: The witch can cast the following spells once per day without need of preparation, charm person, augury, remove curse.

Minor (13th level) One with Wood: When the witch pledges herself to a particular Wood God she gains a greater measure of their power now.  The powers of  Errta, Hasturiel, and Limwdd are detailed in Wormskin #7 (p. 62).

Medial (19th level) Commune with the Wood: The witch can enter into a trance to commune with the spirits of the wood; the gwyrigon, though others can be communed with. This divination allows the witch to learn anything (GM’s discretions) that happens in the Dolmenwood.  This even alerts the witch to malign creatures in the wood such as undead and beings from outside of reality.

Major (25th level) Remove Malign Influences. The witch can place on one subject (or herself) the combined effects of Aid (2nd Level Cleric spell), Remove Curse (3rd Level Cleric spell) and Healing Circle (5th Level Cleric spell, target only). The total benefits are +4 to attack, +4 to saves involving fear, +6 to any ability, 19+1d6 additional temporary hit points and heals the character for all but 1d8 hit points. This lasts a number of hours equal to the witch’s level.

Superior (31st level) Timeless Body: The witch appears to stop aging and her effective lifespan is doubled. She also can’t be magically aged. Any penalties she may have already incurred remain in place. The witch still dies of old age when her time, doubled as it is, is up.

Witches and the Drune 
In the rare cases when witches and Drune (Wormskin #5) work together they form a Grand Coven as per the rules in The Green Witch

New Spells

Create Corn Dolly
Level: Witch 1
Range: One crafted Corn Dolly
Duration: 1 day per level
During the harvest festivals, the witch will gather rushes and other bits of discarded plant life from corn, wheat, and barley.  What many do not know, but the witches know all too well, that the spirits of the harvest remain in these discards.
With a ritual and a repeated rhyme, the witch can fashion a rough poppet that the witch can then animate. This corn dolly can then be sent out to spy for the witch.  With concentration, the witch can hear through this dolly. The range is limited to 100 yards + 10 yards per level of the witch.
The dolly can’t move, it has to be placed by the witch.  The dolly has 2 hitpoints and takes double damage from fire.
Material Components: Rushes from the previous harvest festival. Material older than a year will not work.

Summon Woodgrue
Level: Witch 2
Range: 10’ per level
Duration: Special
The witch can summon a special demi-fey, a Woodgrue, (see Wormskin #7).  At the end of the casting, the Woodgrue appears at the location of the witch where she must gift it a cup of single malt whiskey. Once that is done the witch can compel the bat-faced fey to perform one task for her. The task must be something the woodgrue can complete but not something that will result in his or another’s death.  Such tasks would be “return to me the coin I lost in the wood this past fortnight” or “harass Goodwoman Kolya for the next week for treating me rudely in the market.”
Once complete the Woodgrue is freed to return to where he likes.  The witch can only summon one woodgrue at a time.  Continual repeated summoning of woodgrue may be looked down upon by the Gwyrigon (ie. the Game Master) and be denied.
Material Components: A cup of single malt whiskey.



Wednesday, January 31, 2018

Witch & Witchcraft Reading Challenge: The Simbul's Gift

I am doing the Witch & Witchcraft Reading Challenge again this year, hosted by Melissa’s Eclectic Bookshelf.  This year I also want to focus on the Forgotten Realms, so I am going to combine my reading as much as possible.

So the obvious place (to me) to start is a book about The Simbul, the Witch Queen of Aglarond.  Is that what I got?   Well...

I had been warned previously that this was not a great book, and it isn't, but it is nowhere near as bad as I was lead to believe.  The author, Lynn Abbey, has a solid reputation in fantasy novels. Her work on the Thieves' World novels alone secures her place as one of fantasy's great authors. 

So I guess I was suspecting more in this one.

We get a lot about the Simbul.  She is somewhat vain (ok a lot) and capricious, but she also has plans.  She wants to get her sometime paramour Elminster a gift. She scrys and sees the perfect gift, a horse named Zandilar's Dancer. Trouble is it belongs to a half-elf lad.  Her machinations over the horse get her and the owner Ebroin into all sorts of trouble, even drawing the attention of the Red Wizards of Thay.

While I loved the background on the Simbul and like the information on Thay and the Red Wizards I felt this was really three stories crammed into one. Watching her interact with Ebroin, either as herself or in disguise, and watching her interact with a couple of Red Wizards made me realize that the Simbul has a lot of acquaintances, a lot of enemies, but no close friends. Even her people fear her more often than not.  While she is not presented in the most favorable of lights here I could not help but really like her.  I could see how she got where she was and how disconnected she must feel from everything and everyone except Elminster (who is not really in this book at all).  I wonder if she actually loves him or feels she does since he is the only other person that could possibly relate to her.  There is affection for her sisters, but even the seem aloof to her.

In the end of the tale the horse is all but forgotten and even the reasons for stealing him or not stealing him seem moot.

The Simbul is a like a storm. She comes, she goes, and she can leave destruction in her wake. Despite (or because of) that she is still a fascinating character and one I would love to read more about.

You can find Lynn Abbey on the web here: http://www.lynnabbey.com

2018 Witch & Witchcraft Reading Challenge

Books Read so far: 1
Level: Initiate
Witches in this book: The Simbul, aka Alassra Shentrantra Silverhand.
Are they Good Witches or Bad Witches:
Best RPG to Emulate it: This book screams AD&D 2nd Edition.
Use in WotWQ: Yes.  The Simbul might end up being one of my central Witch Queens.

Forgotten Realms Date: 1368 DR

Wednesday, January 10, 2018

Circe for Basic-era Games

Circe by Boris Vallejo
Getting ready for tomorrow's This Old Dragon and boy is it ever a fun one.  No spoilers, but I wanted to do something above and beyond the normal offering.

The issue has articles about the Holmes and Moldvay versions of the Basic Set.
Boris Vallejo is on the cover and the subject of an article.
And Giants of the Earth deal with some Magic-users.  Including one of my all-time favorites.

Circe

I spent my childhood reading the myths of ancient Greece.  One of my favorite characters was Circe.
So when I got my first copy of Deities & Demigods I went first to the Greek Mythos.
I was not overly thrilled with how they depicted Circe, a Chaotic Evil "Black Sorceress", but I also was not surprised.
In college, I reread the Odyssey and I found Circe was much more of a complex character than most people gave credit to.  Yes, she is not good and certainly selfish.  But I like to think there is more to her than that.
The Katerine Kerr penned article in Dragon #52 is a vast improvement over the DDG version.  Given all the subjects of the magazine, I wanted to present Circe as a Basic-era Witch.

Circe has always been the poster-girl for what I call the Classical Tradition of Witchcraft.  These are the witches of myth and legend, but not the ones of faerie tales.

Circe
Witch Queen of Aeaea
Witch (Classical Tradition) 19th level

Strength: 11 Death Ray, Poison 7
Dexterity: 13 Magic Wands 8
Constitution: 10 Paralysis, Polymorph or Turn to Stone 7
Intelligence: 12 Dragon Breath 10
Wisdom: 14 Rods, Staffs, Spells 9
Charisma: 18

Hit Points: 39
Alignment: Chaotic (Neutral)
AC: 7 (Cord of Protection, AC 7)

Occult Powers
Familiar: Sow (Autolycus)
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing

Spells
Cantrips (6): Alarm Ward, Black Flame, Daze, Mend, Object Reading, Quick Sleeping
First (6+2): Bewitch I, Charm Person, Comprehend Languages, Detect Invisible, Glamour, Silver Tongue, Sleep,  Consecration Ritual (Ritual)
Second (5+2): Alter Self, Enthrall, ESP, Hold Person, Mind Obscure, Nausea, Suggestion
Third (5+2): Bestow Curse, Dispel Magic, Fly, Hesitate, Lethe' Curse, Mind Rash, Toad Mind
Fourth (4+1): Animal Growth, Charm Monster, Confusion, Polymorph, Slow
Fifth (4): Bewitch V, Feeblemind, Greater Command, Hold Monster
Sixth (3): Control Weather, Geas, Legend Lore (Ritual)
Seventh (3):  Eternal Charm Monster, Massmorph, Veneration
Eighth (2):  Polymorph Any Object, Imprisonment (Ritual)

Compared to the stats in the article I am very pleased with this.  The Witch Circe's occult powers more than makeup for the Magic-User Circe's psionic powers.  Granted not a one-for-one, usually with a spell swapped here an there. 

Rereading my own writing here I think that the "Witch's Blessing" occult power was very much modeled after Circe and a gift she gave Odysseus in one of the myths I read.

See you all tomorrow!

Friday, December 29, 2017

Witch & Witchcraft Reading Challenge: Mistress of Ambiguities (Silverglass #4)

“But I-But you-Do you mean to say that you’re the Witch of Rhostshyl?”
“It’s not a title to which I lay formal claim,” said Nyctasia, smiling, “but, yes, I’m called that.

Here we are with the last of the Silverglass books. It is our time to bid witch Nyctasia r'n Edonaris brenn Rhostshyl and mercenary Corson brenn Torisk, Sorry, Lady Corson goodbye.

Nyctasia is finding her home as ruler of Rhostshyl while Corson...well she is back at the Hare getting drunk and looking for fights to pick.  In the meantime men from their pasts have come back.  For Corson it is scholar from her past that taught her how to read, amonge other things, and is now looking for work.  For Nyctasia her former lover Ben is back.  Trouble is Ben was supposedly killed in the Yth Wood back in Book 1.
Now it would be great if all these plots all came together to a satisfaying ending, but they don't. Not Really.  Ben never really lives up to his former glory or threat. The scholar thread went no where and even the drama of Nyctasia rulership of Rhostshyl was anti-climatic.
I got the feeling that the authors had a bunch of ideas and notes and a 4 book deal.

Still though, it was a fun read and I am going miss these two.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 22
Level: Crone
Witches in this book: Nyctasia, even if she denies her own power.
Are they Good Witches or Bad Witches: Nycatasia
Best RPG to Emulate it: Nearly any D&D game would work great. Tying D&D 5 for this one.
Use in WotWQ: Yes.  I absolutely need to include these two in my War of the Witch Queens.

I could not let the year go out and not try these two out under D&D5.
Corson is remarkablly easy.  She is a fighter with military training and she likes to get into fights.
For Nyctasia I first tried her out a sorcerer and even considered a druid for about 30 seconds. In the end I went with one of the new Warlocks with a Celestial Pact.  It seemed to be the right choice for the Vahnite religion and her ability to heal others.  I gave her Pact of the Tome to cover her scholar background since made D&D5 Background as a Noble.

Corson brenn Torisk, D&D 5th Edition (PDF)

Nyctasia r'n Edonaris brenn Rhostshyl, D&D 5th Edition (PDF)

Book 1: Silverglass
Book 2: Web of Wind
Book 3: Witch of Rhostshyl

And with that my 2017 Witches & Witchcraft Reading Challenge is at an end.  Looking forward to 2018!


Tuesday, December 19, 2017

Iggwilv, Witch-Queen of Perrenland: Pathfinder Stats

It might feel like I am phoning this one in...and I am!  But seriously, work is crazy busy right now and to be honest these stats are top notch.

Over on the Sages of Oerth-Greyhawk page on Facebook, Randy Davis is doing a hell of a job of stating up some of the "big names" in Greyhawk.  I noticed his Zuggtmoy write-up a couple of days ago and thought it was great.  I did some digging and found his takes on GwynharwyfJuiblexFraz-Urb’luuYeenoghuGraz’ztOrcus, and Demogorgon.  I then found his take on Iggwilv and saw he used a lot of the same pictures I did.  So I immediately liked it (and "Liked" it).

Here is his take on Iggwilv. You can see it on Facebook and it is reposted with his permission below.
If you like his work, pop on over the Facebook page(s) to let him know.  He put a lot of work into these.

Iggwilv, the Witch-Queen of Perrenland
CR 31 / XP 13,107,200
Medium human CE female archwizard 10 / wizard (arcane crafter) 20
Init +8; Senses arcane sight, darkvision 60’, see invisibility; Perception +31

DEFENSE 
AC 33, touch 24, flat-footed 27 (armor +4, deflection +5, dex +6, insight +1, luck +2, natural +5)
hp 346 (30d6+210+31)
Fort +23, Ref +22, Will +25; evasion
DR 15/cold iron and good, Immune all devices and spells that gather information (detect, scry, etc.), electricity, movement-impeding effects, poison, Resist acid 10, cold 10, fire 10, SR 36

OFFENSE 
Speed 60 ft., fly 80 ft.
Melee staff of power +22/+17/+12 (1d6+8)
Ranged touch +21
Special Attacks: Archwizardry 5/day, Bypass Spell Resistance, Spell Echo 5/day

Wizard Spells Prepared (CL 30, Concentration +44)
9th gate, imprisonment (DC 33), quickened maze, extended shapechange, extended time stop, wish
8th extended greater planer binding (DC 32), extended dimensional lock, quickened forcecage (DC 32), maximized horrid wilting (DC 34), extended mind blank, trap the soul (DC 34)
7th banishment (DC 31), quickened flesh to stone (DC 31), quickened greater dispel magic (2), extended project image, soul transfer
6th maximized chain lightning (DC 30), maximized disintegrate (DC 30), extended mislead, extended planer binding (2), extended repulsion (DC 30), maximized and quickened scorching ray, extended true seeing, maximized undeath to death, quickened wall of force (2)
5th maximized acidic spray (DC 31), maximized cone of cold (DC 29), dismissal (DC 29), maximized and quickened magic missile, extended overland flight, sending, extended telekinesis (DC 29)
4th extended charm monster (DC 28), extended dimensional anchor (DC 28), quickened final sacrifice, extended greater false life, extended greater invisibility, quickened magic circle against chaos, extended sacrifice
3rd extended create soul gem (DC 29), extended displacement, extended fly, extended greater magic weapon, extended protection from energy, quickened resist energy (2)
2nd blindness/deafness (DC 28), extended glitterdust (DC 28, 2), extended hideous laughter (DC 26), extended invisibility, extended mirror image (2), quickened true strike, extended web
1st maximized chill touch, extended grease (DC 27), extended mage armor, maximized magic missile (2), extended protection from evil, extended protection from good, extended shield
0 light, mage hand, open/close, prestidigitation

STATISTICS 
Str 15, Dex 23, Con 24, Int 38, Wis 13, Cha 29
Base Attack +15; CMB +17; CMD 61

Feats: Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Demon Mastery, Extend Spell, Ironclad Logic, Greater Spell Focus (Conjuration, Necromancy), Greater Spell Penetration, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus (Knowledge – Arcana), Skill Focus (Spellcraft), Soul-Powered Magic, Spell Focus (Conjuration, Necromancy), Spell Penetration, Superior Summoning

Skills: Acrobatics +56, Diplomacy +47, Escape Artist +36, Intimidate +39, Knowledge (arcana) +55, Knowledge (dungeoneering) +44, Knowledge (engineering) +44, Knowledge (geography) +44, Knowledge (history) +44, Knowledge (local) +44, Knowledge (nature) +44, Knowledge (nobility) +44, Knowledge (religion) +44, Knowledge (the planes) +44, Perception +31, Sense Motive +31, Spellcraft +55, Use Magic Device +44

Languages: Abyssal, Common, Celestial, Draconic, and Infernal
SQ Arcane Servant, Metamagic Enhancement, Selective Targets, Shaped Area
Each day Iggwilv casts extended greater false life, extended mage armor, extended greater magic weapon, extended mind blank and extended overland flight.

Contingency: If Iggwilv is ever petrified, a stone to flesh spell affects her.
Demon Mastery (feat): When summoning demons Iggwilv gains a +2 on Charisma checks made to resolve the effects of planer binding and similar spells. Additionally, whenever she uses a spell to call or summon a demon her effective caster level is +1 for resolving its effects.

Permanent Spells: Iggwilv has used permanency to make the following spells permanent upon her: arcane sight, darkvision, read magic, see invisibility, and tongues.
Inherent Bonuses: Through a combination of books from Xagyg’s library, her own levels and wish spells, Iggwilv has a +5 inherent bonus to all six of her abilities.

Lilitu’s Kiss: Iggwilv has secured the cooperation of a lilitu demon named Tsatchti, and bears her name as a tattoo-like mark on her right shoulder. This gift grants Iggwilv a +2 profane bonus to her Charisma and saving throws. Iggwilv’s weapons are also treated as being chaotic for the purpose of bypassing damage reduction. The mark can be removed by a dispel chaos spell.

Combat Gear: scroll of limited wish (2), scrolls of monster summoning VII (4), VIII (3), IX (2), amulet of natural armor +5, belt of battle, Boots of Swiftness, bracers of mighty constitution +6, Cloak of the Witch Queen, dusty rose ioun stone, gloves of storing, headband of protection +5, ring of free action, Ring of Epic Wizardry VI, staff of power (16), Robe of the Abyss, rod of greater quicken metamagic, 25,000gp in diamond dust for wish, true seeing ointment (4), 10,000 gp in rare incense and offerings for gate, 3000 gp in ruby dust for forcecage, star sapphire worth 22,000gp for trap the soul

Belt of Battle: This belt grants a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the belt’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Caster Level 13

Boots of Swiftness (minor artifact): These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by her height. The wearer gains a +20 competence bonus to her CMD, and on her Acrobatics and Climb checks. Three times per day, the wearer can utter a command word to activate haste as a swift action. Caster Level 25

Cloak of the Witch Queen (major artifact): Wearing this cloak grants the wearer a +8 enhancement to Intelligence, a +6 enhancement to Charisma, SR 36 and +5 resistance on all saving throws. The wearer can plane shift at will (as per amulet of the planes). Caster Level 30

Robe of the Abyss (minor artifact): The wearer of this robe enjoys DR 15/cold iron and good, immunity to electricity and poison, and resistance to acid 10, cold 10, and fire 10. Caster Level 25
(converted from Savage Tide epic 3.5 to Pathfinder)

Friday, December 8, 2017

Willow & Tara: Mighty Protectors

Willow and Tara are a couple of serious powerhouses in my games.  If you look at the most recent "canonical" versions of them from Armageddon they can do some serious supernatural smacking down.
For their Mighty Protector's versions I toned it down a bit, but still set them at over 200 CP.  These are very similar to their Villains & Vigilantes 2.1 counterparts which I have put at around 12-13th level.



Now I can easily dump more CPs into powers and "spells".  I truthfully want to tweak them both a bit to see how well my magic rules work.  That is the real test of any character I would normally want to play.

Willow Rosenberg
Willow has a lot of spells and I can swap them out as needed. Willow and Tara share a psychic bond to allow them to communicate with each other regardless of distance. Willow also has increased wealth due to selling off her software firm.



Tara Maclay
Tara retains her ability to heal that she gained as an ascended witch.  She shares Willow's psychic bond.  I likely could have dropped the CP cost for both since it would work fine if only one had it.


Both have TK, a holdover from the Buffy RPG rules and both magical senses, aka "Lesser Sensing" from Ghosts of Albion.  The real tweaks for these two characters would be their magic and spells.  Given that I have them in semi-retirement I would not expect some of their powers, and certainly not their Basic Characteristics, to get better. Though one could argue that Willow's IN could be higher.
Also I could raise their Energy by a lot really.  Somewhere in the MP book it mentions the amount of CP/XP I can expect and I have seen online a rough V&V Level to MP CP conversion.  So if I come back to these two I can dump those extra points somewhere.

But all in all I am pretty happy with these builds.

Tuesday, December 5, 2017

Mighty Protectors: Converting* Villains & Vigilantes

Mighty Protectors is billed as Villains & Vigilantes 3.0. For the most part, I am completely fine with that.  The game feels the same and mostly plays the same.  There are differences though.  The differences feel about the same as those say between AD&D 1st Ed and D&D 3.0.
The numbers don't always line up in terms of CPs or BCs, but close enough that you can do what I call "concept-driven conversion".


Concept Driven conversion (for me) is a matter of reading over the character (monster, spell, adventure) and re-casting it in the new rules.  This is different than what I call Numerical Conversion where I can lump the numbers into an Excel sheet and get the proper conversion.

I tried both ways on characters I had been using for Villains & Vigilantes 2.x; Justice and Tarot.
I do want to point out that neither of these characters can be considered "mine".
Justice is derived directly from Superman and Wonder Woman, both owned by DC comics.
Tarot is owned by Jim Balent and Holly Golightly and she is very near and dear to them.

Justice (aka "Justice is Blind Issue 8: Mighty Protectors")
In the case of Justice I went with concept driven conversion since I knew I wanted to recraft her from the ground up as a 200 CP character.
To recap, Justice is also known as Astra Kal'El or Astra Kent.  She is the daughter of Superman and Wonder Woman in the future.  I have toyed with the idea of having her go back in time to stop the death of Lois Lane but that would also erase her conception..so problems there, but none that I can't solve really.  I like the idea of a young Kryptonian/Amazon.  True, I get a lot of my Justice fill lately from the Supergirl TV series, but this is still a fun character.


This Mighty Protectors version of her is not as powerful as the Villains & Vigilantes version I made a few years back, but I am much happier with it. She is powerful but still just starting out.

Tarot, Witch of the Black Rose
For Tarot, I wanted to do a more numerical conversion.  She was one of the last characters I stated up for V&V 2.1 and thought she would make a good first character for Mighty Protectors.
Trouble is I didn't like the conversion I came up with.  So I smoothed out some of the edges with some concept-driven ideas and good old-fashioned number juggling.  Comparatively the MP and V&V 2.1 versions are much closer aligned. Well...in truth the paper sheet I have is much closer. The Excel sheet shows more of the "smoothing".


From a 13th level character to a 200 point build.  Again I am pretty satisfied with this one but the 2.1 version is just as good to me.  Besides.  Tarot is way too fun NOT to have in a game.

Tuesday, November 28, 2017

Mighty Protectors: We Can Be Heroes

There are two central features of Villains & Vigilantes and Mighty Protectors that I have always enjoyed.  First, the conceit that you play yourself with superpowers in the game. And secondly, that characters of all sorts of power level can play next to each other in the same adventure.


Back in the day though that is not exactly what we did.

In the early 80s I went over to my buddy Jon Cook's house to play some Basic-era D&D.  We stopped by one of other friends, Dave, who was younger but had been playing longer than I had.  He had, at the advanced age of 10-11, already moved on from D&D and was playing V&V.  It had only been out for a while but he loved it.  I really wanted to play some D&D though, so we compromised.  I used my D&D character.  Dave did all the behind the scenes rolls and math, or he just made stuff up I don't really know or cared at the time.  But back then this was something you could do with D&D and V&V pretty easy.  I took a healing power and the ability to turn undead; one of the reasons I was playing a cleric in the first place. And we had a great time.  I know while I was doing it I was struggling with the rules, but I had fun.

So when I got my nice new copy of Mighty Protectors one of the first things I did was try to convert some "D&D" style characters.   I wanted to do this for nostalgia reasons but also to try out some different levels of play that correspond to Standard (150 CP), High (200 CP), and Low (100 CP).

For my choices, I went with my iconic witch Larina ("Witch Queen"), an amalgam of many of the clerics, paladins and cavaliers I have played ("Paladin"), and a new character that has seen play in Pathfinder, D&D 5, M&M, Superbabes and Marvel Super Heroes ("Teen Witch").

For these, and most of the characters I'll be posting, I did all the character generation by hand and checked that against the Excel Character sheet pack.  Click on images for full res PDFs.

Paladin
Standard 150 CP Build

Paladin is based on a number of paladins, clerics, and cavaliers I have played over the years. He is also based on the first character I played in D&D and then took over to V&V.  I used the standard array of BCs and picked powers as they worked with an eye to keep my number right around 150 CPs.


I like it. I gave him the ability to turn undead with the repulsion blast.  My thought is that he goes out to hunt undead and demons with the magical sword Demonbane.  Given the tenor of most of my supers games he will have a lot of work to do!

Teen Witch
Low 100 CP Build

Teen Witch, aka Taryn Nichols is the daughter of my iconic witch Larina.  In D&D she is half-elf but I say she is more half faerie since her birth was during a time my witch was in the D&D 3.5 Feywild.  She was a Pathfinder witch and a D&D 4 Warlock.  I played a game of Marvel Super Heroes with her powers were manifested while she was in school. Here first power was flight.


The goal here was to keep her under 100 CPs and I did...with some weaknesses.  But that is fine really, they are also part of her backstory.  Basically, Larina was pregnant and trapped in the world of the Faerie.  In order to leave she had to give up her daughter.  Long story short, she found a way to keep Taryn and leave, but Taryn is indebted to her Elven father.  I did not put that on yet since this is starting Taryn. That drama comes up later! ;)


Witch Queen
High 200 CP

Witch Queen is, of course, my iconic witch Larina. I have played this character in nearly every game I have ever played. So I know her well.  Which was the point of all of this really, to take characters I know well and convert them easily.  Larina is also always my experimental character.  Here I am experimenting with the Arsenal Ability (think Batman's utility belt or Green Arrow's arrows) to build a spell book.  I REALLY like it worked out.   I also used the Inventing Ability to simulate Ritual Spells. Ones that take longer but have a bigger effect.  I will explore this concept some more in other builds.


There she is. My girl.  Now there are hundreds of ways I could do magic powers and spells, but this is an experiment.  So I can move numbers around later.

I like how all of these worked out to be honest.

Friday, November 17, 2017

Skylla: Quest of the Ancients

I am posting this as part of the RPG Blog Carnival for November: The Past Revisited hosted by Campaign Mastery. This is a sequel to all my Skylla posts and my Quest of the Ancients posts.

Quest of the Ancients is one of those games I keep coming back to.
Not for the game itself mind you, but for the witch class.  Author Vince Garcia's love and devotion to the witch is equal only to my own and it shows in his game.

I reviewed the game a while back.  I figure it is close enough to *D&D that I should give my Skylla a try.

Skylla
Level 7, human Witch

Armour rating: 1
Tactical move: 10'
Stamina points: 18 (Die: d4)
Body points: 10
Stots: St 9; Ag 11; Cn 10; IQ 15; Ch 12; Ap 12: Lk 7
Attack 1
Dmg: 1D4+1 (dagger) or by spell
Ethics: E
Size: 5'4", 130#

Witch Abilities
A: Create Focus (Demon skull helm)
B: Additional Combat Skill Slot (4 total)

Skills (150 points)
Animal Handling: 25%
Herbalism: 40%
Nature Lore: 40%
Read & Write (Elvish): 45%

Spells
Rank 1: Beguile, Helping Hands, Light Ball, Magic Dart, Read Magic Script, Unlock
Rank 2: Discern Magic, Fire Darts, Fire Tounge, Net, Night Sight, Witch Wand
Rank 3: Charm, Electric Arc, Sheet Lightning, Witch Knock
Rank 4: Lirazel's Globe of Invulnerability, Staff of Absorption

Very interesting.  Her combat is not quite as good and it's harder to learn new languages.  But she gets a lot more spells.




Wednesday, November 15, 2017

Save Versus All Wands: Witches in Early D&D

+Oakes Spalding has a great post over on his blog about Witches.
Save Versus All Wands: Witches in Early D&D


It is worth checking out and is the kind of analysis I do on my own but should really post more often because it is interesting. 

The post, like most of what Oakes does, is OD&D focused. So don't expect a lot about Dragon #43 or Dragon #114.

Still it's a good analysis and post and I enjoyed it.

This comes from his research while working on SEVEN VOYAGES of ZYLARTHEN.
The game is a "cleaned up" version of OD&D or a clone.
You could use his witch along with my own Swords & Wizardry witches in particular my "White Box" witches and ones directly influenced by OD&D such as Eldritch Witchery.

Tuesday, October 31, 2017

New Releases Tuesday: The Witch for Swords & Wizardry Continual Light

I have been keeping this one under wraps for now, but it's Halloween and it's the time for witches.



Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.

The Witch for Swords & Wizardry Continual Light includes:

  • Seven levels of the Witch Class with three brand new witch traditions
  • new, never before published witch spells
  • rules for familiars and ritual magic
  • new spells, monsters and magic items for Swords & Wizardry Light/Continual Light

All in 13 pages for your Halloween games.

The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light

Friday, October 13, 2017

Witch Superstitions

It's Friday the 13th! Always a special day here at The Other Side, but a Friday the 13th in October? That's practically a national holiday here!

I am participating in the RPG Blog Carnival for October on Superstitions. Hosted by Of Dice and Dragons.

Witch Superstitions

In my games, witches have a lot of superstitions.  Actually many believe they HAVE to do these things or their magic will be in jeopardy.  It is one of the defining features of the witch as opposed to wizards, clerics, druids or other types of spellcasters.

Most of these are designed with roleplaying flavor in mind, if anything I would say that if they don't follow them they get an immediate -1 on their next roll or where appropriate.

Brooms
- A witch never buys a new broom in May.  "New broom in May, sweep your family away."
- A witch never takes an old broom to a new house.  When the new house has a broom an old broom may be brought in.
- If a broom falls it means a stranger is coming. Or that someone is under a curse.
- Newlyweds should jump over a broom after a handfasting to ensure a good marriage.
- Floors are never swept widdershins, west to east or left to right.
- Knocking a broom handle on the floor (bristles up) three times will remove mischievous fairies.
- If a broom breaks while being used it will bring bad fortune on the whole house.

Cauldrons and Pots
- A witch never stirs a cauldron, pot, or even her teacup widdershins (counter clockwise). Stirring widdershins is allowed when brewing a curse or when you want bad things to happen.
- Cauldrons must be seasoned prior to proper use.  A cauldron not seasoned will never produce acceptable results, whether this is a potion or soup.  Use the most common type of animal fat available.  Typically an old mother hog who is past her own season is the best.
- The ember to light the cauldron fires after Samhain must come from a fire that was started before Samhain.

Food and home
- A witch never uses salt at the table.  If you do, throw some over your left shoulder first.
- Breaking a cobweb is good luck.
- Finding a spider is a good omen.
- A portrait falling from a wall is a omen of death.
- A cracked mirror is ill-fortune for the one that cracked it and the one that sees it first.
- Cat on your threshold means you will have a visitor soon.
- A Cardinal (or a red bird common to your area) singing in your garden means an old friend will contact you.
- if your cat hisses at a stranger do not let them into your home.
- Plant roses and lavender in your garden for luck.
- Crooked windows will keep rival witches from flying into your home.
- Bury a horseshoe under your front step to kept evil spirits from your home.
- Burn sage in a home to remove evil spirits.
- If you believe your house is haunted, move the furniture to new positions to confuse the spirits.  If the furniture is moved to same places they were before you could have a boggart.
- Ring bells to remove evil spirits
- If someone knocks their chair over when getting up from a meal it is a sign they lied.
- Never lay money on the table before eating.
- Never shake hands or kiss in a threshold.
- If three or more witches gather in a home the youngest (or lowest level) must make the tea and serve it to the oldest (or highest level) first.

Personal
- Wear black on Wednesdays, wear purple on Sundays.
- Do not sleep with wet hair, your dreams will portend madness.
- If a witch must go to a church or temple of another god she should sit in the back row.
- Always start new endeavours facing East. Never start something new on a Friday.
- when making a camp, sleep with your feet pointed in the direction you will be headed in the morning for quick and speedy travel.
- properly dispose of all nail clippings and fallen hairs to prevent another witch from casting a spell on you.
- if you have to speak the name of an enemy, spit on the ground after you speak it.




Thursday, October 12, 2017

October Horror Movie Challenge: Burn Witch Burn! (1962)

Also known as Night of the Eagle, this is one of the many versions of Fritz Lieber's Conjure Wife and one of my favorite versions of it.

this version cleaves much better to the spirit of the book, but it is also missing significant portions of the book and some of the elements that made to book so good.  In particular, it changes the entire ending.  To be fair, the movie ending fits the movie better, but I do prefer the book ending more.

The whole bit where Tansy looses her soul is also missing.  The movie does not suffer for it, but the story has less punch.

Janet Blair and Peter Wyngarde are very good as the young college professor and his witch wife Tansy.  They look very much like I would expect them to look from the book.

My son Connor did not watch this with me.

Wednesday, October 11, 2017

October Horror Movie Challenge: The Initiation of Sarah (1978, 2006)

Ok. This one didn't post either.

The 70s were weird.  Today I might draw a very distinct line between "witches" and "psychics" and even online they are considered different things depending on who you ask. 
The 70s, not so much. 

Case in point, one of my favorite 70s guilty pleasures, The Initiation of Sarah from 1978.
I think for the longest time I associated sororities with witchcraft. 

The story follows two girls, Sarah and Patty Goodwin, raised as sisters as they go college and pledge in different, competing, sororities. 

Patty, the overtly pretty one, is accepted to Alpha Nu Sigma (ΑΝΣ) and Sarah, the other one, accepted to the weird Phi Epsilon Delta (ΦΕΔ).  Patty has to deal with Alpha bitch Morgan Fairchild played in only the way Morgan Fairchild can while Sarah has to deal with likely drunk (in the story and real life) Shelly Winters.

It seems to me that both houses are in truth witch covens and have been at war with each other since, well, who knows how long.

The film is pure ABC Made for Television cheese really and not a lot to redeem it.  But I love it to this day.  So many untapped ideas here.

The movie was remade in 2006 as a, you guessed it, a made for TV movie.

This time Sarah is played by the far more attractive Mika Boorem and her sister Lindsay, played by Summer Glau (who gets on my nerves).  Morgan Fairchild is back and still look great and playing the alpha bitch. This time she is the girls mother, but you will be forgiven if you think she is playing the same character.  Jennifer Tilly replaces Shelly Winters.

There are differences in the plot, mostly to bring it upto date, and others that actually make sense.  Are you a virgin and about to be sacrificed? Yeah, there is a way to fix that. And they do.

Different people die, different people live.  It is cut from the same block of cheese as the original and despite some better acting (not Summer Glau, she is horrible) it doesn't fare as well.  Must be the nostalgia.

In 10 years I want another remake, this time with Morgan Fairchild in the Shelly Winters role.

Monday, October 2, 2017

Rosaleen Norton: The Witch of Kings Cross at a 100

Rosaleen Norton would have been 100 years old today.

She was an occultist, artist, nude model, bi-sexual, and self-proclaimed witch all in a time when women barely had the same civil rights as men.

I first discovered her art back, like many things with me and witches, in the 70s at my local public library.
I am not sure what book it was.  I was convinced that she had done a lot of drugs to get these images onto canvas, but I certainly underestimated her.

Recently I had read a bio about her, not a very long one, and how she seemed to have been born to create the life she really wanted. She had numerous obstacles thrown at her, but none of those kept her from being who she was.
You have to respect that.

Even if you do not know her name it is likely you know her art.  She had painted a number of images over the years including one of my favorite pictures of Lilith (below). 

She had even been charged with obscenity in Austrailia.





Does this remind anyone of Orcus?

You can find out more about her here:
http://www.nationalgeographic.com.au/history/the-witch-of-kings-cross.aspx

Fohat
One of Rosaleen Norton's most controversial images was that of a demon she called Fohat.  Representing male sexual power the demon has a goat's head, a man's upper body and a snake for a phallus.  Describing this work, she stated that "The goat is the symbol of energy and creativity: the serpent of elemental force and eternity."  Needless to say, it got her into some trouble.

In the writings of Theosophy Fohat is a force of male sexual potency. Norton obviously knew this background.  The question for us though is Fohat a unique demon or a species?  He is likely an incubus, but given the proper name, I am going with "the Lord of Incubi". 

Here is for use with my Swords & Wizardry Warlock book.

Fohat
Hit Dice: 13
Armor Class: -1 [20]
Attacks: 2 claws (1d6+3) or 1 weapon (1d10+3)
Saving Throw: 3
Special: Magic resistance (35%), immune to fire, Lilim Abilities, dual forms, Wisdom  drain, blood drain, magical abilities, +2 magic weapons to hit, charming voice
Move: 12
Alignment: Chaos
Challenge Level/XP: 24/5,300

Fohat is the Lord of Incubi. They revere him, not due to his ability in combat, but by the number of warlocks he has at his command.  There are others though that do challenge his title, but none that are willing to go to war over it.
Fohat appears as a lare man with a goat's head, a man's upper body and the lower portion of a goat. His phallus is a large snake.
While evil, Fohat is the epitome of a "Lover, not a fighter" and he would rather charm his way out of a situation than fight his way out.  His voice acts as if hee had a constant Charm Person spell cast and anyone listening to it must save vs. Charm at a -3 or be unable to physically attack him.  Even races immune to charming magic can be affected.
His numerous offspring are all Tieflings of a demonic sort.

Fohat is difficult to classify. He shows all the same abilities of one of the Lilim races, but also appears to be part of the Shedim race of demons.  He is old, but none (so far) have postulated that he is an Eodemon.

Pacts with Fohat
Fohat takes on young warlocks willingly.  Some even say enthusiastically.  While he prefers female warlocks, he will take on the odd male warlock with high charisma.  The initiate must summon Fohat into a circle. Typically other warlocks of Fohat will summon him with the initiate warlock placed in the circle.  The pact is sealed with an act of sexual intercourse with the demon.  Warlocks and Witches may form a Grand Coven dedicated to Fohat and they are expected to partake in a Bacchanal on every new moon.
The pact with Fohat is a demonic pact and has all the features of a demonic pact as described on page 7.  Additionally, Fohat's warlocks may impose a -2 penalty to anyone attempting to make a saving throw against their charm spells.   Warlocks of the Lord of Incubi may also cast the "Bewitch" spells normally available only to witches.




Saturday, September 30, 2017

Zatannurday: Sabrina the Teenage Witch Returns to TV

Sorta-kinda-Zatanna related.


The CW is looking to bringing back Sabrina the Teenage Witch!

http://archiecomics.com/sabrinatv/
http://uproxx.com/tv/chilling-adventures-of-sabrina-tv-series-teenage-witch-riverdale-companion/



I never watched the Melissa Joan Hart series, but I knew all about it.

This new series is based on The Chilling Adventures Of Sabrina comic.  No idea if it will be part of the Riverdale universe or not, but it should be fun.

Tuesday, September 26, 2017

New Ritual: Reunification of Life

It's almost October and naturally, my thoughts turn to vampires.



A while back, many years now, I had a player who played a ranger (back in 2nd ed).  This ranger was later killed and turned into a vampire by no less than Strahd von Zarovich himself.  I thought that was the end of the character (the player had left school by then).   Years later I brought the character in as an NPC vampire. I wanted a vampire that had a backstory and some history as a human first.
At some point though near the end of my 3rd Edition game, I thought about bringing back this character as a recurring NPC.  Then something interesting happened. I got in contact with the original player via the then new thing called Facebook and I changed my mind.  I want to bring her back as a human now.

This got me started on an idea for a MacGuffin to bring a vampire back to full life.  We have seen things like this before in media. I know it happened on "Angel" and I am pretty sure it happened on "True Blood" and in other shows.  The one thing though they have all had in common is that to make it happen requires something really, really special.  Yes at this point someone will say "but what about 'Near Dark'?" well, I liked Near Dark, but that was the biggest problem I had with the movie.  It turned vampirism into a blood disease, and not even a very powerful one.  Plus don't you think if a blood transfusion could have fixed it then others would have done it already?

Also at this point, someone might bring up the spells "Raise Dead" or "True Resurrection".  We always ruled that these spells would kill any undead creature.  Clerics are known for two things in most editions of D&D; healing and turning undead.  Both are power investitures by divine agents.  So the ultimate expression of that power, the ability to bring the dead back to life, would follow the same logic and cause harm to the undead.   Plus in my games, we house ruled that it could not bring the dead back from undeath.  Vampirism is also a curse.

Now depending on your point of view the victim of vampirism has either lost their soul (the "Buffy" vampires) or their soul is trapped in their vampire bodies (the "Dracula" or "White Wolf" vampires).  Either way, the soul of the person is in peril.   (Consequently, this is also why I don't let Elves become vampires in my game; they have spirits, but not souls. Dark elves have connections to demons that allow them to become vampires.)

For this spell, I knew I wanted it to be difficult. So only the highest level spellcasters could cast it. I wanted it to be the magical equivalent of brain surgery.  So like surgery, it is not performed alone.

I also knew I wanted "three" to be a part of it.  Three is a magic number. Mind, Body, and Soul. Three types of magic; Arcane, Divine, and Occult/Witchcraft. And in many of my games three principal types of spellcasters.

Also known as "The Glorious Ritual of Reunification of Life, Soul, and Body by means Divine, Arcane, and Occult", but more commonly known as "Reunification of Life".

Reunification of Life
Level: Witch Ritual 8 (Magic-User 9, Cleric 7)
Ritual Requirements: At least 3 spellcasters; A witch, wizard, and cleric.
Range: One Vampire
Duration: Permanent
This ritual is a rare one, not just in terms of its availability, but also in its nature. The ritual is known to be part of the Malificus Necrologium (aka "The Book of Dead Witches ('dead witch names')").  Included in the ritual are the invocations needed to be made a witch, the evocations needed by a wizard and the prayers required of the cleric.  The ritual only details the means to restore a willing vampire to life, not an unwilling one.
As part of the ritual, the vampire must not partake in blood for three days prior to the ritual. This begins during the last nights of the new moon. In many cases, this will make the vampire difficult to control.  On the first night of the waxing crescent, the vampire must take a ritual bath in purified (but not sanctified) water.  Preferably this is from a natural spring. If the water is warmed from the earth, this is better.
On that night at Midnight, the ritual begins.
The vampire, wearing only a simple white linen robe lays on a simple wooden altar within a Thaumaturgic Triangle.  The points of the triangle face east, south and west in a deosil or sunwise orientation.  The cleric must stand at the East and begin their prayer.  The wizard must stand at the south and begin their casting. The witch stands at the west and begins her spell.
During the course of the night (6 hours of constant casting) the casters will respectively summon up Air to represent the Soul, Fire to represent the Life, and Earth to represent the renewal of Body.

During the night agents of evil will attempt to stop the ritual as the loss of a vampire is a great blow to the forces of the night.  For this reason, the ritual also suggests an outer circle of non-casters (referred to as "Cowans") to keep the evil at bay so the casting can continue uninterrupted.

If all goes well the spell end right before dawn as the light of a new day shines on the former vampire for the first time.

Many witches have noted that the optimal time for this spell is during the waxing crescent moon on the Summer solstice.

Alterations to ritual have been recorded.
At least one attempt was made on a mummy, but the spell failed. It was speculated that this was due to lack of internal organs, or due to the different relationship, the mummy has with the negative material plane or even the age of the mummy.
A spectre was successfully returned to life, but only after a Remove Curse had been cast on it.
The spell has not been tried on a lich since no lich has volunteered to be returned to life of their own free will.

In other cases, a druid was used instead of a cleric and a necromancer instead of a wizard.  Both times met with success, though some sages doubt these are accurate claims. 
Most of these claims are difficult to ascertain due to most copies of this ritual are currently missing.

This ritual should not be something that the PCs have easy access to. Nor should it be something they hear a rumor about and then pop over to a forgotten library to get.  There should be an epic quest to retrive the book (or books! maybe it was split into three by the forces of evil). This needs to be epic quest, "season finale" stuff.

Monday, September 25, 2017

The Witch's Tea Ritual

"You can find a witch just by figuring out who is drinking the most tea in the village."  
- Halfling saying

I read a lot of books on witches. An inordinate amount really.  The one thing that has seemed to have entered into the cultural zeitgeist of most modern witch authors is that witches, in general, are addicted to tea.   Good, bad, or somewhere in between these seems to be the brew of choice for many witches.

Any witch with the ability to Brew Potions (either as a class ability or feat) can also Brew Tea.

Often the materials needed for brewing tea are much less expensive than what a witch might need for a full alchemical workshop.  Even witches with no interests in alchemy as a science can and will brew tea.

Equipment
The tea brewing witch needs the following to brew any sort of tea; magical or mundane.
Full Tea set.  This includes
- Teapot, porcelain or silver, never copper.
- Pot, kettle, or small cauldron to boil water, this should be copper
- silver tea infuser
- cups, saucers, plates, spoons for 4-6
- urn for sugar
- small pitcher for cream or milk
- serving plate for cakes or cookies
- silver tea service tray
- Tea leaves of the appropriate type
This will typically run 100-150 gp for a quality set.

Many witches also prefer a small portable tripod to suspend their copper cauldron over a flame.
Depending on the tea the boiling water is either taken to the pot or the pot taken to the boiling water.

Types of Tea
The ingredients can vary from traditions, covens and even individual witches but all teas begin with tea and intent.  The teas vary also between black, green, white, herbal  or more exotic choices. Aromatics such a rose hips may also be added.  The make the tea the witch brews the tea as she would mundane tea, but adds her intent and her magic to change the tea to the direction she wishes. Once complete the tea must be drunk to get the intended results.

Awareness
Almost always a black or ginger tea. This tea will provide a +1 to any Wisdom-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Calming
Made with an herbal tea, this tea will remove the effects of a fear spell or similar condition. It will also contract the effects of a haste spell or potion and that of an Energizing or Envigorating tea.

Contemplative
Made with a green tea this brew will remove the effects of a charm spell or other similar magic.
Note: the Witch must be 5th level to brew this tea.

Energizing
Almost always a black tea. This tea will provide a +1 to any Strength-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Envigorating
Almost always a black tea. This tea will provide a +1 to any Constitution-based roll (saves, skills or checks) for 1 hour after drinking.  Higher level witches can brew stronger brews adding 10 mins per their own level for others that drink it.  The witch herself builds up a tolerance to the brew effects and only gains 1 hour regardless of level.  This tea may only be drank once per two days.

Fortune Telling
This is one of the more common tea rituals performed.  Once the rea is drunk the witch looks into the cup to see what message the tea leaves can give her.  This will function as a Divination spell where one question is asked, "What does the future hold?"
Note: A witch needs to be 5th level of higher to complete this ritual.

Friendship
This tea makes the participants more inclined towards each other.  Not a charm, but a sense of companionship and friendship.  Everyone is treated as if they had a +1 to Charisma rolls with respect to each other.

Healing
This tea usually begins as a simple black or green tea.  The recipient is healed of 1d4 hp of damage.

Kitchen Witchery
Sometimes called "utility tea" this helps the witch in preparation of other potions or crafting magics.  The witch may add +1 or +5% to her rolls for success.

Quiet 
This tea relaxes the witch so she is not disturbed by outside noises. She has great concentration and can get a full 8 hours of sleep in 6 hours (or 6 hours in 4.5) but will always be surprised if attacked in this period (8 or 6 hours).

Third Eye Tea
This opens the witch's third eye and allows her to be better at scrying.  Giving her a +1 or +5% to any roll she needs.

Witch's Tea
No special powers. It just tastes really, really good.

Teas can be combined with incense and other potions for added effects.  Mixing teas though will result in an inert, and even worse, a foul-tasting liquid.

Cake and Tea Ritual
Level: Witch Ritual 1
Ritual Requirement: At least 2 witches, full tea set, cakes and tea
Range: All Participants
Duration: 24 Hours
This ritual is often performed at the end of the proper worship ceremonies of a coven, but it can also be performed as a means of two unfamiliar witches to break the ground towards friendship.  Once complete the witches in the ritual will gain a +1 to all rolls for the next hour and will act as if they had a +1 to Charisma-based roll for the next 24.  The witches also may not harm each other in any fashion or loose all benefits from this ritual.
Material Components: Cakes or cookies and the tea to be served.


Saturday, September 23, 2017

Nibiru: The Crossing Star

 If you are reading this then you know we survived.

Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu.  Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).



Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.

With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction.  Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.

Witches and warlocks can forge a pact with Nibiru for more magics.

Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away.   The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.

Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away.  Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock.  Missle weapons and spells are also ineffectual in area.  Such is the concentration required that the warlock cannot move during the duration of the spell.

Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock.  The creature is pulled and immobilized for 1 round.  After this it may attack normally.

Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock.  Magical weapons are also likewise deflected.

Wednesday, September 20, 2017

Class Struggles: AS&SH 2 Warlocks and Witch Lords

The new Astonishing Swordsmen & Sorcerers of Hyperborea, 2nd Edition from +Jeff Talanian is out. It's going to take me a bit to go through it all.  But so far I am enjoying the hell out of it.

One thing that the 1st Edition had that the new 2nd Edition has expanded on is the Warlock class.
The book tells us:
Some warlocks practice the sorcery of cryomancers and may be referred to as ice lords; others practice the sorcery of pyromancers and may be referred to as fire lords. Perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy (death soldiers)...
Pretty cool really. And it got me thinking.

Yesterday I worked up the character Grimalkin as a warlock that has chosen witch magic as her type of  Sorcery. There is something interesting here. Something pretty cool.

Witch Lords

Warlocks the choose witchcraft as their sorcery see (Vol. II, p. 148: Table 68) are known as Witch Lords.   These warlocks are often found protecting the covens of more powerful witches or ruling over covens of less powerful ones.

Curse of the Witch Lord by tmza
Using the Grand Coven idea from my Warlock for Swords & Wizardry you can use Witch Lords as the leaders of Grand Covens in the Hyperborean world.  Instead of the usual compliment, a 9th level Warlock can gather, they may opt to form a Grand Coven.

The troop gathered include these 0th-level fighters of 1d8 hp each (known as cowans).
* 15 longbowmen (studded armor, longbows, short swords)
* 5 cavalrymen (chain mail, lances, light crossbows, horseman’s flails; light warhorses)
* 20 light crossbowmen (chain mail, small shields, light crossbows, long spears, short swords)
* 15 halberdiers/pikemen

They also gather the following coven
* 9 initiate witches of 0 level
* 3 witches of 1st level
* 1 witch of 2nd or 3rd level

A 9th level witch and a 9th level Witch Lord that gather together can create a cult stronghold to house all these members.

Once again, AS&SH is firing up my imagination for a game.
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