Showing posts sorted by date for query Of Dreams and Magic. Sort by relevance Show all posts
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Monday, June 22, 2026

Mirror Mondays: The Witches of 1986. The Familiar Is Not a Pet

Photo by Mayara Caroline Mombelli, https://www.pexels.com/photo/black-cat-on-tarot-cards-with-mystical-vibe-37944355/
Calling a witch’s familiar a pet is like calling a spellbook a notebook. It is technically close enough to be wrong.

In Advanced Witches & Warlocks, the familiar is one of the key things that separates the Witch from the Magic-User. A Magic-User might have a familiar as an arcane aid. A Witch’s familiar is a relationship. It is part ally, part omen, part witness, part magical bond, part eyes and ears of their patron, and sometimes part debt.

A magic-user has access to the Find Familiar spell at 1st level, but few in practice take it at 1st level. It uses up a spell that could have been Magic Missile or Sleep. And as someone with typically the lowest hit points in the party, the loss of a familiar is a dangerous prospect. Though for AD&D, the spell is a good choice. Wizards are associated with familiars, but not as much as witches are. 

In Jackson, IL, the familiar becomes even more personal. It is the cat that keeps showing up outside the school. The crow on the power line. The dog that growls at a teacher no one else distrusts. The thing under the porch that only one girl can understand. The familiar is proof that the witch is no longer alone, but also proof that something has noticed her.  In Jackson, having magic means you can see things, but things can also see you. 

I will be honest. I have not thought a lot about familiars for my Jackson, IL game. I suppose technically my three witch NPCs (and stand-ins for your characters) have familiars. Larina very often has her white cat "Cotton-ball" and I have jotted down some ideas for him, but that is really about it. NIGHT SHIFT does have familiar rules, and with the Arcane Bond power, I can make them really special, but I just haven't yet.

If I had Elowen in Jackson, she would have Mirepoix. But I have not added her, and I am not likely to, since in my mind she always plays the role of Larina's adopted daughter. That is fine, she plays a bigger role in my West Haven games anyway.

Like everything else I have been talking about here, familiars are a relationship.

The familiar is not just a cute (or weird) animal that sits on the witch’s shoulder while she casts spells. It is not an accessory. It is not a mascot. It is not there to make the character look more witchy.

The familiar is a sign that the supernatural world has seen the witch.

Familiars are an extension of their patron. In Advanced Witches & Warlocks, patrons are often active and known to the witch. They have traditions, they beseech their Patrons. In Jackson, though, they may not be known at all. In fact this is one of the features of the Jackson setting; witches are never 100% sure where their power comes from. A familiar is proof that the patrons are there, but not very forthcoming. 

OR

Maybe the familiar was already there waiting. That animal is always there where it shouldn't be. The one that shows up right before things get really, really strange. 

Of course, it isn't really an animal at all. Not really. It is a spirit wearing the shape of an animal. This is why it can't really be a pet. A pet loves you. A familiar knows who you are.  

A pet will sleep by the witch's bed. A familiar sleeps by her bed because it knows that the Night Hag visits every night at 3:33 am. 

In fantasy, the familiar is part of the witch’s mythic presentation. The black cat on the shoulder. The raven in the tree. The toad in the garden. The serpent in the sleeve. The owl watching from the rafters.

In Jackson, the familiar has to live in the ordinary world.

That makes it stranger.

A cat can enter a teenager’s bedroom in a way a demon never could. A crow can watch the school from the football field lights. A dog can follow the characters down a street and make everyone think nothing odd is happening. A mouse can live in the walls of the library. A spider can listen in the girls’ bathroom.

A demon or a monster in the school hallway changes what the adventure is about in a rather dramatic way. A cat? That is different, but which one is more "supernatural?" Which one is a larger portent of what is going on here?  A cat in the hallway changes nothing, until it turns to look at the witch and she hears it say, "Not that door."

Most of all familiars tell me two things.

First, while AW&W and Jackson, IL as projects feature witches (and in a couple of cases the same witch), they can take on very different tones and be very different sorts of witches.

Secondly, while I have a lot figured out, I still don't have it all figured out yet. Familiars are a perfect example. 

Photo by Silvio  Fotografias: https://www.pexels.com/photo/close-up-of-fluffy-white-cat-with-blue-eyes-36933504/
Mirror Shard: Cotton-ball, the Mirror-Cat

On the surface, Cotton-ball in Jackson is an unremarkable white cat. Which is as it should be; it is his finest defense. He is small and soft with bright eyes, and he has no objection to being underestimated. The characters will find him where he has no business being, or gone in an instant when the adults come looking for him. He has a way of putting himself to sleep on top of whatever book or hand mirror Larina (or your characters) needs at the moment.

The majority of folks are under the impression he is nothing more than a cat. Yeah. That is exactly what I want.

Cotton-ball is Larina’s familiar in Jackson, though whether she understands that at first is another matter. He begins as the cat that follows her home, waits outside the school, appears on the library steps, or watches her from the cemetery fence. He is not dramatic. He does not arrive in lightning. He arrives like a cat.

Cotton-ball has an affinity for mirrors. He knows which ones are ordinary and which ones are pretending. He will not look into some mirrors at all. Others he stares into for long minutes, tail twitching, as if something on the other side is talking to him. When a mirror is about to show more than a reflection, Cotton-ball is often already in the room. Waiting and watching.

When you are running a game in Jackson, make of him what you will: a guide, an omen, a little agent of the Veil. But don’t have him laying things out for you. He is a cat. Let him communicate by knocking something off a shelf, by the way he looks at you, or by refusing to go through a doorway. He will be there at the worst possible time.

He can put Larina on notice that magic is in the air. He has a nose for ghosts, hags, and other witches, and can put himself in places she has only seen in her dreams. 

There are things he doesn't like: church bells, wet shoes, cheap perfume, or anyone who has been making deals with the things under the town. Give him cream and warm laundry and moonlight and old books, and he will be happy enough, particularly if there are secrets being told and he can listen in.

In Advanced Witches & Warlocks, the Mirror-Cat can be used as a special familiar. It appears most often to witches with mirror magic, moon magic, spirit sight, or ties to other selves. A Mirror-Cat grants the witch an instinctive awareness of false reflections, glamours, scrying attempts, and spirits using reflective surfaces.

The Mirror-Cat cannot answer every question. It can tell the witch where to look. And that is usually enough. Or, more to the point, that is usually all you are going to get. 

Again. I still a lot more work to do on this idea. 

Monday, May 18, 2026

Mirror Mondays: The Witches of 1986. Teenage Witches and the Haunted Midwest

Photo by Zak Mogel: https://www.pexels.com/photo/mysterious-fog-enveloped-wooden-house-36741001/
Last week, I examined the witch in AD&D. As a class and a monster in a game of spell lists, curses, familiars, old women living at the edge of villages, mysterious maps, and a host of others. Advanced Witches & Warlocks is a project that aims to give her proper due among the iconic elements of classic fantasy RPGs.

But there is another mirror.

If the Advanced Witches & Warlocks is interested in exploring the witch as an element of a fantasy game in 1986, then the Jackson, IL project is a consideration of how the witch would fit in the modern horror world of 1986.

By the "modern," I don't mean contemporary times. I mean an era of landlines, lockers, cassette tapes, libraries, horror movies at midnight, school rumors, and parents who believe they can keep secrets from teens

These are very different takes on witches.

In the world of AD&D, the witch is always on the edge of the village. By the old road, the swamp, the shrine in ruins, or the sinister forest. In the Jackson, IL setting, she is on the edge of town, near the cemetery, an abandoned structure, the stream, the college, a different neighborhood, or a lonely road.

The map is different, but the location itself is not.

Jackson, IL, is where my imagination has found its new home. This place isn't Salem, nor New Orleans, nor some gothic European village under the full moon, despite my affection for those locations. No, Jackson is in the Midwest. It is a small town in central Illinois. A town with brick school buildings, college halls, county roads, corn fields, old graveyards, tiny churches, pizza shops, book stores, hardware stores, Friday night football games, Friday night dances, and houses where three generations have kept the same secret.

In Jackson, the supernatural does not require thunderous declarations or Latin incantations to reveal itself. Instead, it is rather subtler.

Perhaps it is the teacher who hasn't aged since 1569. Perhaps a door in the library, locked for no apparent reason. Perhaps a statue at the cemetery changing directions at midnight. Perhaps the name of a creek that no one remembers where the name came from. Or perhaps it is the mirror reflecting something other than yourself.

This is the haunting of the Midwest. It is not empty. It is a place filled with ghosts.

Every town in the Midwest has its stories: the house that has never been sold, the road where headlights disappear, the creepy old lady that kids are told not to approach, the rail road tracks where strange things occur, the auditorium in the school where lights flicker even with the power shut off, and the place outside town known only by its ominous name of "the Bad Land."

These are stories that form the Jackson, IL environment. Not simply the background, but the actual foundation on which the Veil between what is "Real" and what is considered "Supernatural" is constructed.

Most people in the town interact with the supernatural indirectly, in fleeting moments. A shadow. A whisper. A dream. A cold sensation down the spine. A name spoken out of nowhere. And they explain it away, because that is what humans do. It is simpler to believe that everything is ordinary than to accept that ancient tales still speak truth.

Teenagers are not good at keeping their thoughts and opinions to themselves. That is why a teenager is perfect in a game about supernatural activity.

Adults follow routines, have reputations, jobs, mortgages, church groups, seats on the school board, and myriad reasons to preserve the "official" story. Teenagers care about other things. Why does that room stay locked? Why are they avoiding that particular teacher? Why did Mom go silent when I mentioned that name? Why does the school bell ring differently to me? And why do I see the woman in the black cloak and purple dress in the mirror?

Thus, the teenage witch belongs in this place.

Not only is she a character living between two worlds. At least partly, but not entirely. She is not a kid anymore, but she is not yet an adult. People look at her, underestimate her, boss her around, dismiss her, and correct her, all before she even knows who she truly is.

And then comes the magic.

She begins having dreams. Strange marks appear on her skin. She finds books at the library with strange titles. A stray cat starts following her wherever she goes and never leaves. Her reflection starts speaking to her. And perhaps she discovers that the story about the dead girl haunting the bathrooms at school was not just a story.

That is the importance of their first experiences.

Whereas in the world of AD&D, the witch appears with powers, spells, and a clear-cut purpose, here she is noticed. The world recognizes something in her, and she recognizes it back.

This can be terrifying, but also terribly tempting.

I played this scenario with Larina. There is a young girl named Larina. Some kids call her "Creepy." She has visions and talks to ghosts, but she tries to hide her magical abilities because she knows that using them attracts attention from things in the darkness.

This scenario is perfectly designed for Jackson, IL. But I also realized there was a lot more I could do with it. That starting with powers is one type of game, but developing them as the game progresses is something else. 

Being magical in the Jackson environment means revealing oneself. Every casting of a spell is an exposure to the darkness seeking light. Every magical act draws eyes. 

Jackson, IL, is still a modern reflection of the AD&D-inspired fantasy world in Advanced Witches & Warlocks. The witch concept remains the same, but the clothes are different.

The group of friends is the coven. After hours in school are the dungeons. Rumors around town turn into gossip in hallways. The wise woman standing at the edge of the village is now someone's aunt, a school teacher, a local shop owner, or someone who has waited patiently for the right girl to ask the right questions.

The familiar becomes a pet that manages to enter the school for reasons that no one understands. A notebook under the bed takes the place of the spell book. The place beyond the fence at the cemetery is the ruined shrine. An ancient deity is a name scrawled in pencil at the abandoned classroom.

But Jackson, IL, cannot merely be a simple adaptation of fantasy RPGs. 

Not only would it be uninteresting, but it would lack necessary depth. It would be uninspired. 

Modern horror has to have its own logic.

While in a fantasy game, the main heroes are expected to take up swords and bravely venture into the dungeons, their counterparts in the modern horror world still have homework to do.

They have to attend classes, deal with parents, curfews, training, work after school, live up to peer expectations, compete with rival schools, maintain reputations, deal with their younger brothers and sisters, and people who would certainly notice if they were gone for three days straight.

This makes a big difference.

A teenage witch cannot just leave town on adventures, and she has to find a way to come back, to cover the stains on her jacket, to explain why her homework was done in the library, why she is late for algebra after having seen something crawling out of the drain at night. And yet, this is not a restriction; it is the essence of the game.

The ordinary world, which is often a barrier in games of the supernatural, is, in fact, what makes them scary.

An isolated haunted school becomes frightening precisely because it is her school. A cursed road is terrifying precisely because her best friend lives on the other side of it. The monster at the cemetery terrifies her, because Grandma is buried there, while the witch's mark makes her fear going to gym class. The ordinary makes the scary parts scarier. 

This is where the theme of the Satanic Panic emerges as well, but in the background.

Not as a simple decoration, but as the very core of the game, because the town uses that panic as a vehicle to express existing fears that otherwise remain untapped. The odd girl has always been creepy, the abandoned house - terrifying, the mysterious books at the library – suspicious. While the rumor makes the witch, it provides a ready-made justification for the search. This is horror, not because of accusations, but because of the town's desperation to believe that it has reason.

Since the community is already scared of her dark clothes, her books, her music, her art, and the woods she loves, the Satanic Panic gives this fear permission. It transforms gossip into social concern, suspicion into righteousness, and parents into monstrous beings, not changing their appearances in the slightest.

Because this is Jackson, IL, the choice of setting is critical. Where in a grand gothic landscape, the supernatural would sprawl. Here it is concentrated in the small-town Midwest. Everyone knows someone; everyone is related to someone; there are always witnesses to secrets; and there are always connections between the town monster and this place, even if no one has figured them out yet.

The ghost is not just a ghost. She used to be someone's sister, student, patient, or an innocent victim of a horrible event. The hag is not a creature that came here to terrorize. She may be an aunt, a landlord, a neighbor at church, the one whose home everyone avoids because of some terrible sin, or the very reason that three generations of women in one family never drink tea after dark. Local legends are not just myths. They are a necessity. People share their tales with such inaccuracy because the truth demands too much action.

Here is the haunted Midwest I imagine for Jackson: the place familiar enough to evoke a sense of security, and unfamiliar enough to hint at inherent dangers.

It is the time that makes the adventure unique as well. 1986 is not chosen by coincidence, although the brand recognition factor cannot be denied. It represents not nostalgia, but distance in time. No smartphones, GPS systems, online investigations, instant messaging apps, or fast transportation are available for the characters. If something terrible happened at night, they needed a phone line, a bicycle, a car, a payphone, or the guts to go to see it.

Rumors spread quickly, but not evenly. Information is stored in filing cabinets, yearbooks, church hallways, newspaper archives, and the library collection.

Which means that all the investigations are hands-on. The characters have to move from place to place, talk to people, and expose themselves. Which is important because in Jackson, IL, knowledge is bound to a place. The public library is important not because it is there, but because it has archived newspapers. The occult shop is valuable not for supplies but for the chance of someone seeing a teenager there. The school is necessary because almost everyone in town once studied there and left something behind. And the cemetery is crucial, because names are inscribed in stone, but not necessarily in the right manner.

As you remember, the power of the witch in Advanced Witches & Warlocks is bound to fantasy conventions and expectations. It is associated with danger, complexity, and power. Magic comes at a price. It creates bonds and produces unexpected results. In Jackson, IL, everything is different because the flow of magical powers has changed. 

This is the reason why these two projects complement each other.

While the Advanced Witches & Warlocks focuses on how witches look in a classic AD&D fantasy world, Jackson explores how a sixteen-year-old witch attending a class on Tuesday morning realizes that her destiny is tied to something far older than the town.

I am not yet sure whether this second project will eventually lead to a full-fledged book. And it may take quite a bit of writing and effort, probably surpassing 80,000 words before I finally figure out the full vision, there is one thing that I am sure about.

Jackson, IL, is a perfect reflection. While the witch at the edge of the ancient village is the witch wearing the black cloak on the old road in Advanced Witches & Warlocks, the witch sitting quietly at the high school is the girl on the bus looking at the old road with fascination.

Because the fantasy witch and the teenage witch are not different.

They are reflections of one another through the glass.

Larina and Lars Nichols
Prof. Lars Nichols with his daughter, Larina
Mirror Shard: Larina, the New Girl Witch

Every good haunted school needs a new girl.

It is one of the staples in teen horror literature and movies, and yet it works so well because it is not a gimmick. From Buffy Summers arriving at Sunnydale High to start a new life to Sarah Bailey transferring to a new school to become the missing fourth link in a teenage coven. The new girl arrives in the adventure exactly when it is born in the audience member's mind. The new girl does not yet understand the rules of the game, so we get to learn with her.

This is important in a horror RPG.

The long-time local heroine already knows what is better to remain unsaid. She knows the forbidden hallways, the names of the families whose conversation must be cut abruptly, and the teachers whom one has to joke with and not argue. She was taught by experience. While she may not fully believe in the town tales, she knows what they are about or at least what to avoid.

The new girl doesn't know anything. Not yet, at least.

  • She wants to know why the third-floor room is locked all the time.
  • She is curious why no one ever swims in the creek downstream.
  • She wonders why there is a gap in the school's trophy case.
  • She would like to understand why the librarian keeps local histories in the drawers rather than on the shelves.
  • She would like to know why people fall silent whenever someone mentions "Mauvaisterre" or "Blackthorne."

This makes her useful. This also makes her dangerous.

The character of Larina fits the concept perfectly because she is known and unknown. We know where she can evolve into. The Witch Queen. The occult historian. The redhead witch, who wears black and purple clothing and stands in the way of the bad things trying to get into our world. 

But this is not the case in Jackson, IL.

Larina might have just moved into town because of her father's transfer to the college. She might be a newcomer attempting to blend into normality, failing to do so by noon. She might already be aware that ghosts exist in her town, but she has yet to comprehend their meaning. The other students might consider her creepy before she even introduces herself.

This is useful at the table.

The role of Larina as a New Girl Witch is not to figure out the details for players but to expose the mysteries by noticing things that everyone else failed to see or has learned to ignore.

I use Larina here because she is a great character for me. She is a stand-in, though, for any character the players bring to the table. 

  • She observes the reflection's weird movement.
  • She listens to a ringing of the bell that no one else can hear.
  • She realizes that a stray cat hanging around the school has come there with a specific purpose.
  • She discovers that the dead girl haunting the school bathrooms knows her name.
  • Her first lesson of magic is not about casting a spell.
  • It is about revealing her to the supernatural world.
  • The ghosts can see her.
  • The entity residing beneath the railroad tracks sees her.
  • The teacher who has not aged since 1769 sees her.
  • So do students who needed reasons to regard her as creepy.

So use the New Girl Witch when you want to start your campaign with a supernatural revelation. She can be a player character, NPC, rival, friend, or a stranger whom the other characters need to trust or not.

And just like the PCs, she does not have to know everything.

She just has to know enough to be scared.

Monday, May 11, 2026

Mirror Mondays: The Witches of 1986. The Witch Was Already Waiting in AD&D

The main design idea behind Advanced Witches & Warlocks is simple.

The Witch was already a part of AD&D.

However, she had yet to receive an official class.

Advanced Witches & Warlocks

After all, she didn't really fall under the same category as other classes, such as the Magic-User, Cleric, Druid, Illusionist, Assassin, Monk, Ranger, or Paladin. But the Witch had a presence.

If you know how to find her, you will encounter her in the spells, in the monsters, in the implied setting, and even in Appendix N. She hides within the text itself. Like an occult figure.

AD&D already contained curses, charms, familiars, potions, polymorphs, magic circles, haunted mirrors, hags, night creatures, demons, devils, spirits, evil temples, forbidden books, and strange old women living on the fringes of the map.  Welcome to witch country.

All that was really left was to make the formal class.

That is why I don't think of my Advanced Witches & Warlocks as trying to force a modern witch concept into a retro-style game. AD&D has its own style, its own rules, and its own unique feel. If you drop a modern witch into AD&D's framework, it wouldn't work. The two things simply don't gel. 

Instead, the real question is: What sort of witch does AD&D want to nurture?

And that is why Appendix N plays such an essential role here.

While writing my Witches of Appendix N posts, I am doing far more than merely collecting witches in an inventory list. In reality, I am attempting to identify the essential concepts that were formed by early fantasy, weird fiction, horror stories, and sword-and-sorcery before D&D codified magic into game rules.

And once you start looking, the witches are everywhere.

Notably, not all witches will go by that name. They might be referred to as sorceresses, enchantresses, priestesses, hags, mothers, queens, oracles, temptresses, psychics, necromancers, or any other female with unusual powers. They are more than just distaff wizards; they have their own unique presence. 

Not all witches will be villains either. In fact, sometimes, they are the only ones capable of interpreting the strange events taking place. Whether that places them on the side of "good" or "evil" is often too simple of a question. 

That is important for gaming design purposes. 

The witch of AD&D doesn't have to be confined to folklore alone. She doesn't have to be a village healer, a wicked stepmother, a pagan priestess, an enchantress, or the mysterious old woman of the woods.

She is all these things combined.

Take, for example, the Satanic Witch featured in Poul Anderson's Three Hearts and Three Lions. The story takes place within a setting full of Christian, pagan, faerie, and infernal elements. The witch's magic is powerful because it has spiritual, moral, and social implications. Both the satanic witch and Morgan Le Fey of this tale stand apart AND stand between all these other groups. 

A witch doesn't simply cast a spell.  A witch makes contact with beings that want something from her. She makes social contacts.

Here is another vital lesson for our witch design in AD&D.

  • Magic-Users learn the arcane.
  • Clerics petition divine power.
  • Druids follow the ancient rites.
  • Witches make contact.

She makes contact with spirits, patrons, ancestors, elder gods, demons, the dead, the moon, the earth, and whatever else lies beyond naming.

Of course, this doesn't mean every witch is inherently evil. That would be sloppy game design and even worse, boring.

Here we see the magic of Fritz Leiber, where the main antagonist of one of the first Fafhrd & Gray Mouser stories isn't some evil mage, but Fafhrd's mother. Mor isn't just a boss in the dungeon, but family, power, culture, and control. She created that whole world for him, and escaping her is an accomplishment not unlike slaying monsters. Mor is not really evil. She is controlling; she is a matriarch after all, but she isn't harming Fafhrd; she is just not letting the youth run free. 

In Leiber's The Conjure Wife we see another witch, Tansy. She navigates her own "dungeon," only this time it is the challenges of a suburban housewife/witch facing other witches for dominance over their husbands' mundane careers at a University. Like Mor, Tansy is not about flashy magic; her magic is about something else.

That brings us to the third thing we learn:

The Witch is social.

She has family members, a coven, social and economic obligations, rivals, apprentices, enemies, taboos, and reputation. People know she exists before meeting her. People talk about her in hushed tones. People avoid her home, yet people end up visiting her.

  • They visit when the child is ill.
  • They visit when the cow stops giving milk.
  • They visit when their husband takes a lover.
  • They visit when their crops fail.
  • They visit when the ghosts keep coming out.

These things aren't mere background flavor; they're solid adventure hooks.

The Witch should cause rumors. She should be a reason why villages need adventurers. She should affect villages in tangible ways.

Robert E. Howard brings up a fourth point. His worlds are full of the vestiges of lost ages, dark cults, serpent-haunted ruins, vanished civilizations, sinister rituals, and sorcerers whose power seems to predate even mankind itself. His witches and similar beings appear almost to carry within themselves the weight of lost history. Their magic is not theoretical; it is something that has been practiced long before modern civilization.

This matters. Well, at least to me and my view of how witches work.

An AD&D Witch is not simply an academic wizard with a new label slapped on. This character must embody knowledge of forgotten lore that remains effective. The old magic still works.

Sometimes that involves healing. Sometimes it involves cursing. Sometimes it involves making deals with powers better left unawakened.

And here we begin to see how the Witch becomes distinct from the usual AD&D Magic-User. Whereas the latter is kept aloof from the world through scholarship, the former is involved in the world and its dark undercurrents.

  • She knows the trees that were once used to hang criminals.
  • She knows why the church bell has a crack in it.
  • She knows who among the midwives was secretly buried beyond the cemetery walls.
  • She knows what the nameless thing in the well is.

Once again, this isn't just flavor. It is essential to what the class is.

A Witch PC knows more than just whether there is magic around. She knows the history of that magic. She knows who left it behind. She knows why.

  • What spirit cursed the bridge?
  • What drives the wolves away from the north road?
  • Why does the old woman who lives near the outskirts to put out milk on dark nights?
  • Why does the baron’s daughter cast no reflection?

That's why Advanced Witches & Warlocks doesn't reduce the Witch to simply having a spell list. She is not a wizard with a broom. She is not a cleric with a pointy hat.

The spell list is important, however. AD&D is a game of rules, levels, spells, limitations, saving throws, and consequences. A class has to have some sort of unique footprint.

But a class needs something else too.

It needs a role in the implied setting and world.

The Cleric implies temples, deities, undead, holy symbols, and orders.

The Magic-User implies spellbooks, towers, apprenticeships, lost libraries, and rival magic-users.

The Druid implies sacred groves, circles, mistletoe, ancient faiths, and harmony.

The Witch implies cottage homes, covens, familiars, curses, enchantments, rites of the full moon, hidden grimoires, local superstition, wizened crones, prodigious children, the fool of wisdom, and the dangerous generosity of one who understands your predicament and the price of its resolution.

This is not merely an addition for AD&D. This is part of what makes it AD&D.

Consider the monsters.

The hags; Night hags. Sea hags. Greenhags. Lamias. Medusae. Harpies. Vampires. Succubi. Lycanthropes. Demons and devils who tempt mortals with power. The undead whose restless souls seek redemption. The fey whose customs of hospitality and revenge dictate their actions.

These are not random monsters.

These are elements of a world in which magic is dangerous, intimate, and transactional.

This is the world of the Witch.

Consider the spells.

Charm Person. Detect Evil. ESP. Clairvoyance. Polymorph. Geas. Bestow/Remove Curse. Speak with Dead. Animate Dead. Reincarnation. Contact Other Plane. Magic Jar.

These spells all have their roots in esoteric practices that involve dealing with spirits, transformations, fates, and taboo acts.

These spells all contain elements of witchcraft.

One cannot simply mix and match bits of the Magic-User and the Cleric classes, add a cat, a broom, and a pointy hat. One cannot create the Witch in such a lazy manner. The Witch should not be merely a Magic-User with a familiar or a Cleric without armor nor a Druid with a different robe. 

A proper Witch demands her own mechanics and her own logic.

That logic for Advanced Witches & Warlocks is Occult Magic.

  • Arcane magic is learned magic.
  • Divine magic is authoritative magic.
  • Occult magic is secretive magic.

The Witch recognizes magic as a complex tapestry, and one that might take notice if its strands are pulled apart.

And that's the other reason why Charisma remains my pick for the Witch's primary attribute. Not beauty, not popularity, but presence. Presence, as in the power of the self vis-à-vis others. Because the Witch must bargain, bind, curse, bless, threaten, pacify, command, and beckon across thresholds. 

It is equally obvious why this applies directly to Jackson, IL. Our young Witch may well be one of the smartest people in the room, but we don't need to assume it, and our young Witch will certainly never be the wisest. But our young Witch will have presence. Sometimes it may be subtle. Other times it may be awkward. And it will most likely manifest only under the cover of darkness, fog, mirrors, and whispers of her name. In the context of a school, Charisma becomes not simply popularity but social gravity. The ability to pull others into a secret, intimidate a bully, unsettle a teacher, console a frightened child, or even make that mysterious dead girl in the bathroom listen.

The reason why the Witch also works in Jackson, IL, just like in AD&D, is that she is powered by relationships. And there is perhaps no better place than high school for such power to operate.

Multi-faceted Non-Player Character Witches

That leads to yet another reason why this class is not too simplistic. Modern fantasy is often built around clear-cut heroes and villains, and both can do the job. However, AD&D requires something more nuanced.

The old-school Witch must be useful to the party, feared, necessary, and possibly suspicious.

She may be the party's best hope of countering the effects of a curse... while also being the very reason that curse exists.

She may heal a sick child in one town while being accused of causing a blight elsewhere. She may be neutral but remember that neutrality doesn't imply passivity but rather balance, debts, oaths, and repercussions.

She may be good yet be truly horrifying and evil, yet still cherished by someone she saved.

These are the roles that I want for my new class.

The Witch had to appear in Advanced Witches & Warlocks because of what AD&D represents.

  • A dungeon door.
  • A path through the woods.
  • A forsaken altar.
  • A burial site.
  • A locked chamber.
  • A mirror.
  • An old and forgotten tome.

In all cases, the Witch understands that these are thresholds and must be named.

  • She was there in Appendix N.
  • She was there on the spell lists.
  • She was there in the monster manuals.
  • She was there in the rumors.

Advanced Witches & Warlocks does nothing more than greet her, provide her some rules, and give her a voice.

Shard: The Village Witch

She was in the game even before she became a class.

She was in the rumor table, though nobody called her by name. She was in the little cottage noted in the forest wilderness map. She was the old woman the people feared, and yet the one they visited under the cover of darkness. She was the stranger who knew the barrow’s true name, the seeress who told the party not to open the black door, the sole inhabitant of the town not showing any sign of surprise when the dead started walking.

There were always traces of her in the game. Her familiar lurking on top of a fencepost. The curse that no Cleric could lift, but she knew who placed it. Potion brewed from grave-moss, moonwater, and blood. Charm tied in red thread. Child born under an unlucky star. Ruined shrine where old rituals still work.

Introduce the village witch whenever the party arrives in a small town dealing with some problem they don’t want to face. She can be anywhere near the settlement – at the edge of the map, at the edge of the woods, marsh, ancient trail, ruin of the old temple, the last house in town before the fields become dark.

She is not automatically an enemy of the party. Nor is she always friendly towards everyone around her. She is not a monster, though the monster may fear her. She is not a Cleric, though the villagers seek her help whenever they get sick. She is not a Magic-User, though she casts spells that are unknown in academies. She is not a Druid, but uses all the old names for plants and trees.

She knows about what the villagers have done. She knows what the monster wants. She knows the secret the priest won’t talk about in public. She knows what the Magic-User failed to discover, because he was looking for written magic while ignoring oral magic. The magic that predates writing. 

Maybe she cured the reeve’s son once, though the reeve still considers her a wicked witch. Maybe her familiar has encountered the monster, and refuses to venture into the forest at night. Maybe she knows the old name of the hill ruins, but calling it brings her blood loss. Maybe she has written down her secret spells in some old tome that gets written by itself whenever it rains thunderously.

Perhaps the village priest consults her in secret for the reading of dreams. She may have buried something beneath her hearth long ago and never talked about it for two decades. She may recognize one of the party members' birthmarks as a witch-mark. She may ask to have the curse removed only after somebody confesses.

She may inform the party that the haunting isn’t actually caused by the undead, but rather it is the grief made manifest. She may recall times when the ruined temple had worshippers. She may remember which tomb is empty, and why people keep flowers on it. She may not venture over moving waters ever since the last witch-hunt came to the town.

It shouldn’t give away rumors and heal the party for free like an automaton. She has her needs, debts, limits, and enemies. She may request to have a piece of hair, offer to protect someone, make a pact under the moonlight, retrieve a missing charm, or identify the liar among the villagers.

Most of all, she must have a price.  Not gold, for sure. Rarely gold. 

Usually, something only the PCs can provide.

But in any case, the witch is out there. Waiting. 

Monday, March 9, 2026

Elowen Hale: Pathfinder 2nd Edition

“I have been around long enough to know that returns like this are never free. Nothing in the universe is ever free. There is always a ledger. A balancing. If something, or someone, let Elowen come back, then something may someday collect. I do not know what that means, and I do not like not knowing. She smiles as if the debt has already been paid. I hope she is right. 

But if something comes to collect from that girl, they will have to go through me first.”Esmé Valethorne

Pathfinder 2nd Edition might not get the hype and play as Pathfinder 1st edition, but in some ways, I think it is better. It can stil play the same sorts of games you can with Pathfinder 1st ed, and of course D&D, but it has a some mechanics I like and many more that interest me.  Plus, I love the world Pathfinder has built.  

Pathfinder 2nd Edition books

Character Background (Pathfinder 2nd Edition)

In this universe, Elowen is marked by the River of Souls. She died before her time, and a power neither divine nor arcane intervened.

Mechanically, she is a Witch, but narratively, she is one of the Returned. She perceives hauntings before they manifest. Undead feel uneasy in her presence. She does not radiate positive energy, but she disturbs the natural flow. I might have her take some levels of Seer later on. I have not decided just yet, I need to read up a little more on the class.

Elowen does not seek power. She studies it because she fears what might have brought her back. She works closely with the witches of West Haven, who understand that resurrection always carries a price. Resurrections of witches, even more so.

Her curse is subtle. At times, her reflection lags behind her movements. At others, she dreams of places she has never been but remembers dying in.  Despite this, she remains hopeful. She believes fate is not fixed. She has seen what lies beyond, and it has made her compassionate rather than cruel.

Photo by T Leish: https://www.pexels.com/photo/portrait-of-a-woman-in-black-witch-costume-5600005/
Elowen Hale
Female Human (versatile) Witch (Hedge Witch), Level 1

Background: Acolyte

Strength 0
Dexterity 0
Constitution 1
Intelligence 4
Wisdom 2
Charisma 2

AC 13
HP 15

Fortitude 4
Reflex 3
Will 7

Skills
Arcana 7, Crafting 4, Deception 5, Diplomacy 5, Lore (Ghosts) 7, Lore (Scribe) 7, Medicine 5, Nature 2, Occultism 7, Performance 5, Religion 5, Society 4, Survival 5

Weapon
Dagger 3, 1d6/1d4

Class DC 17

Feats
Additional Lore, Adapted Cantrip, Student of the Canon

Class Abilities
Attribute Boosts, Witch Initial Proficiencies, Witch Skill Training, Patron, Familiar "Mirepoix" (calico cat), Spellcasting (Occult), Hex Spells, Witch Lessons, Heightened Spells, Cantrips, Hexes, Spinner of Threads. 

Spells
Cantrips: Disrupt Undead, Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield, Telekinetic Hand, Telekinetic Projectile, Void Warp
First Circle: Sure Strike, Dizzying Colors, Enfeeble, Fear, Ill Omen, Mystic Armor

Focus Spells
Nudge Fate, Phase Familiar

--

This was one of the other main rule sets that helped me define who Elowen was. Here in Pathfinder, she is an Occult-based Hedge Witch. Like Larina has said, Elowen isn't going to raise storms or even summon armies of the dead to fight. She will be a beacon to guide others home, and if she summons up an army of the dead, well, it will be so she can show them to their afterlife and give them peace. 

Of the two versions, Tales of the Valiant and this one, I am not sure which one I like the best.

Thursday, January 29, 2026

Character Creation Challenge: Day 29, Kersy Witch Queen of the Atlantean Tradition

Kersy Witch Queen of the Atlantean Tradition
Kersy is a wonderful character. Bruce Heard, her creator, admits she is basically a Circe stand-in, but I saw her as something else. I have to admit, when I saw Vanessa Williams in ads for the 1997 TV mini-series "The Odyssey," I thought, "Now that is great casting for Circe!" Sadly, I got it wrong: she was cast as Calypso, and Bernadette Peters as Circe. But it stuck with me. So when I came back to D&D in the 2000s and encountered Kersy, I already knew what she looked like. She looked like 1990s Vanessa Williams

Kersy has an interesting character beyond her origins as a Circe stand-in. She is introduced in the D&D Masters-level module M1 Into the Maelstrom. She is using her human guise as a 30th-level Magic-user, and she is the ruler of the Island of Turkeys.  If you are thinking she sounds a lot like Circe and her Island of Pigs then you are correct. Doing some deeper research into Kersy gives me a stranger tale. Over at the Vaults of Pandius, they have expanded on her background a bit more. 

She is described as the distillation of Koryis' own unwanted thoughts, urges, and feelings.  

Koryis is the Immortal Patron of Peace.  While he was on his epic quest, he sought to purge himself of evil in impure thoughts. He was successful, and that "impurity" manifested itself as Kersy. If Kersey looks like Vanessa Williams from The Odyssey, then Koris looks like Armand Assante.

At least that is what his mythology says. 

We learn from M1 that she is a "beautiful maiden" and a "30th-level magic-user." But other details are scant. From the Vaults of Pandius, we learn that she is beautiful, with long raven-black hair and amber-colored eyes.  She is the Patroness of Witchcraft and Charms.  

What can we gather from all of this? Kersy is Koryis' "dark anima" in Jungian psychology.  The description of Koryis' quest to rid himself of these dark, impure impulses sounds exactly like a quest to confront his Anima, who is Kersy. However, Koryis failed to integrate his "shadow self" and is less than he was. 

Now, if this is what happened, then according to Jung, Koyris is now forever incomplete.  Reading over the history of VoP, it would seem that Kersy knows this. If we extend this to other Jungian archetypes, then Kersy fits one perfectly. The Witch.  She is powerful, connected to the Earth, and a source of wisdom.  Koyris, in his quest to rid himself of Kersy, only weakened himself and gave his power away.

Kersy might wish to reunite with the now forever incomplete Koryis, or not. She has grown since then. 

In my Occult D&D, they would forever be circling each other, each seeking what the other has and never feeling quite complete. An Anima and Animus, or a Yin and Yang. 

And given her history, she is also perfect for my Atlantean Tradition.

Kersy Witch Queen of the Atlantean Tradition
Kersy

29th level Human Witch/ Witch Queen (20/9), Neutral (Chaoic Neutral)
Tradition: Atlantean 

Secondary Skill: Astrologer

S: 12
I: 18
W: 18
D: 16
C: 14
Ch: 18

Paralysis/Poison: 3
Petrify/Polymorph: 3 
Rod, Staff, or Wand: 4
Breath Weapon: 6
Spells: 5

AC: -2 (leather armor +3, Bracers of Protection +3, Cord of Protection +2, Ring of Protection +3, Dex 16 -1)
HP: 66
THAC0: 12

Weapon
None

Familiar: Rainbow Warbler (Song Bird) "Victoria"

Occult Powers
1st level: Familiar
7th level: Speak to Animals
13th level: Drawing Down the Moon
19th level: Witch's Blessing

Witch Queen Powers:
Awesome Presence, Occult Eminece (Polymorph Other), A Thousand Faces, Timeless Body, Ninth Level Spells (4)

Spells

Cantrips: Daze, Guiding Star*, Mote of Light, Object Reading, Open
First level: Allure, Bar the Way, Bewitch I, Burning Hands, Call Spirits of the Land, Charm Person, Comprehend Languages, Glamour
Second level: Alter Self, Beckon, Blight of Loneliness, Burning Gaze, Detect Charm, ESP, Evil Eye, Mind Obscure
Third level: Astral Sense, Bestow Curse, Calm Animals, Clairsentience, Control Winds, Danger Sense
Fourth level: Ball Lightning, Confusion, Divination, Masque, Polymorph Others, Threshold
Fifth level: Break Enchantment, Commune with Nature, Maelstrom, Song of Night
Sixth level: Bones of Earth, Cloak of Dreams, Greater Scry, Mislead
Seventh level: Astral Spell, Breath of the Goddess, Veneration
Eighth level: Adoration (Overwhelming), Eye of the Storm, Storm of Vengeance
Ninth level: Foresight, Mass Polymorph, Seal the Gate, Sovereign Geas, Time Stop

Theme Song: Veil of Isis

My Kersy has outgrown the original Kersy much as she outgrew the original Circe. She is my witch queen of the Jungian archetype of the Anima. So, in a way, it makes some sense to me to make her an Atlantean Witch. She also brings up something.

Baba Yaga is not a member of the Daughters of Baba Yaga tradition; she is Classical. Aradia is not a member of the Followers of Aradia tradition; she is a Pagan. Likewise, Kersy is the Queen of the Atlantean Tradition and founded the Aquarian Tradition. The Aquarians, in their own way, honor her as their Witch Queen, but they aptly refuse to have a witch queen of their own. 

Kersey Sheets

I have done quite a lot with Kersy over the last five or so years, and she has been great. Truly one of the most powerful Witch Queens I use. 

Character Creation Challenge


Friday, January 16, 2026

Character Creation Challenge: Day 16 Rowan & Witches in Arms

Rowan, Witch Knight
 At the start of this challenge, I introduced the Gallowglass subclass, a sort of mercenary for hire for witches. Today I want to detail The Witchknight, a different sort of armed-and-armored witch. 

I guess the simple way of looking at the Witch Knight vs the Gallowglass is that Witch Knights are considered part of the outer circle of the coven, where a Gallowglass isn't part of the coven at all. Both classes are martial fighting classes. The witch knight is a cavalier subclass and is related to the paladin. The gallowglass is a fighter subclass. Though both do have magical effects.

THE WITCH KNIGHT

A Witch Knight must have all the requisite ability scores of the cavalier, which are Strength 15, Dexterity 15, Constitution 15, and additionally a Wisdom score of 13 and a Charisma score of 13 or higher. Witch Knights are devoted champions of the Old Religion, chosen to defend its mysteries, sanctuaries, and priestesses. A witch knight can serve witches, wicce, druids, or even clerics of "the old faith." Though they wear the mail of warriors and fight with sword and shield, their power is rooted in ancient pacts and the cycle of life, death, and rebirth. A Witch Knight who strays from this sacred duty or profanes the oaths of their Order becomes a fighter and loses all special Witch Knight powers.

Witch Knights must initially be of the correct cultural station or be initiated into a tradition by a coven, high witch, or spirit of the Old Ways. In either case, the Witch Knight must advance through the stages of Squire and Horned Blade (the equivalent of Horseman and Lancer) before gaining full Witch Knight abilities.

Witch Knights are sworn to an Order. Each Order reflects a different aspect of the Old Faith and grants unique features at the 1st level. The five major Orders are:

Order of the Green Knight
Knights of the Green are guardians of nature, the sacred grove, and the cycle of seasons. They draw strength from the wild and wield their weapons as extensions of the forest spirit. Their armor is often etched with vines, leaves, and antlers.
Benefit: May speak with plants and animals once per day (as druid spells, caster level equals Witch Knight level). Gain +1 to hit and damage when fighting in natural outdoor settings.

Order of the Waning Moon
These knights serve the night, the liminal, and the hidden roads of fate. They are the sword in shadow and the wardens of witch-haunted paths.
Benefit: Gain Infravision (60 feet). Once per day, may cast Invisibility to Undead or Faerie Fire (choose at creation). +2 to saves vs. illusions.

Order of the Grave
Sworn to guard the threshold between life and death, these knights serve as psychopomps and avengers. They defend the spirits of the dead and ensure the balance is kept.
Benefit: Detect undead within 60 feet at will. At 4th level, once per day, may turn undead as a cleric 3 levels below knight level. At 5th level, gains +1 to saves vs. death magic.

Order of the Hollow Road
These wandering knights are sworn to sacred places and paths. They serve the land itself, traveling between ley lines and old shrines, answering omens and dreams.
Benefit: Immune to magical fear. Once per day, may reroll a failed saving throw. +1 bonus to Constitution when determining hit points (only at character creation).

Order of the Thorn
The martial Order of the Thorn defends covens and witches with steel and unbreakable will. They are the first into battle, the last to fall, and their blood marks the battlefield.
Benefit: When protecting a known witch or sacred site, gain +1 AC and +1 to saving throws. May use a Witch Talisman (if provided one) to cast Protection from Evil once per day.

Aura of the Old Ways: Beginning at 2nd level, the Witch Knight radiates a sacred presence. Allies within 10 feet gain +1 to attack rolls and saving throws against fear; enemies suffer -1 to attack rolls. This aura is always active unless the Witch Knight is unconscious or has broken an oath.

Oath of Protection: At 3rd level, the Witch Knight may swear an Oath to defend a person, place, or relic of the Old Religion. While protecting their charge, they gain +1 to hit, damage, and AC. Only one Oath may be active at a time. Breaking an Oath incurs penalties.

Sacred Mount: Like cavaliers, Witch Knights gain a bonded mount at 4th level. This mount is often fey-touched, ghostly, or marked by the Old Ways (e.g., antlered horses, black steeds with glowing eyes).

Rowan and Annwn

Witch Spell Use: Beginning at 7th level, the Witch Knight gains limited spellcasting ability. They cast Witch spells as a 3rd-level Witch and may choose spells from the 1st through 4th levels. They do not use spellbooks but instead rely on ritual tools, talismans, and learned charms.

Witch Knight Restrictions:

  • May use all weapons and armor as a cavalier
  • Must follow their Order's rites and taboos
  • Must follow their Order's oaths to covens

Name Level: Upon reaching 9th level (Witch Knight), the Witch Knight may establish a Sacred Bastion, a sanctified fortress or waystation on a ley line or near a powerful coven. They may attract initiates, witches, and even other knights sworn to the Old Ways.

Level Title Experience Points Hit Dice (d10)
1 Aspirant of the Circle 2,750 1 - - -
2 Grove Squire 5,500 2 - - -
3 Horned Blade 11,000 3 - - -
4 Knight of the Moon 22,000 4 - - -
5 Green Champion 40,000 5 - - -
6 Thorn-Crowned Defender 80,000 6 - - -
7 Shield of the Old Ways 160,000 7 1 - -
8 Spirit-Anointed Blade 360,000 8 2 - -
9 Witch Knight 600,000 9 2 1 -
10 Witch Knight 900,000 9+3 hp 2 2 -
11 Witch Knight 1,200,000 9+6 hp 2 2 1
12 Witch Knight 1,400,000 9+9 hp 3 2 2
13 Witch Knight 1,700,000 9+12 hp 3 2 2
14 Witch Knight 2,000,000 9+15 hp 3 3 2
15 Witch Knight 2,300,000 9+18 hp 4 3 3
16 Witch Knight 2,600,000 9+21 hp 4 4 3
17+ Witch Knight +300,000 per +3 hp per

Witch Knight vs. Gallowglass

Both the Witch Knight and the Gallowglass are martial defenders of the occult world, but they differ in origin, role, and flavor.

Witch Knights are cavalier sub-classes: bound by Orders, oaths, and ritualized codes of conduct. They are champions of the Old Religion, serving witches and priestesses with reverence, and receiving structured mystical powers in return.

Gallowglass are fighter sub-classes: grim, ancestral warriors with limited ritual magic. They serve clans, covens, or places of power through raw loyalty and sacred bonds, not knightly honor.

The Witch Knight is the mythic sword-arm of the sacred moon, while the Gallowglass is the blood-bound axe of the old ways.

Rowan

Rowan has always been a witch knight. Even when I didn't know that is what she was, that is what she was.  She has appeared in various stages of her life in past Character Creation challenges. 

Each of these brought her a step closer to this ideal. 

Rowan, Witch Knight
Rowan

Human 16th level Witch Knight (Order of the Thorn), Lawful Neutral

Secondary Skill: Animal Trainner

S: 17
I: 13
W: 13
D: 15
C: 15
Ch: 18

Paralysis/Poison: 4
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 4
Spells: 7

AC: -1 (Plate +2)
HP: 68
THAC0: 6

Weapon
Long Sword +2

Steed: Black Unicorn "Annwn"

Spells
First level: Comprehend Languages, Detect Spirits, Ghostly Slashing, Vertigo
Second level: Biting Blade, Delay Poison, Ghost Touch, Minor Image
Third level: Continual fire, Mirror Image, Suggestion

Theme Song: The Mummer's Dance

According to my wife, I spent days creating a "D&D Horse Girl." She is...not wrong. Again, my fondness for pagan things is showing here. If this were a modern game, she would be the plucky girl who works at the horse stables where her dad is a trainer, but not the owner, and she is the only one who can approach, let alone ride, the new, dangerous black stallion. ETA: I may have written up a NIGHT SHIFT character sheet for as well. 

Her steed (a wholly inadequate word here) is a black unicorn named "Annwn." They are bonded much in the same way a Paladin's steed is. 

Unlike witches, the witch-knigh does not get cantrips, bonus spells, or the ability to cast ritual spells.

Character Creation Challenge


Friday, January 9, 2026

Character Creation Challenge: Day 9 Aisling (Dreamer), Nida and The Shade

 I have been going through stacks of notes, character sheets, and just "stuff" from the days when I was playing AD&D all the time. Some things I find are fun, others are the typical gamer junk you expect from a 16-17-year-old. But sometimes I find something from a time long ago that makes me laugh out loud and wonder how on Earth I ever forgot it. The time was June (or so) 1989. The character was, is, Dreamer.

Dreamer, Belladonna, Aisling

Dreamer was, is, an AD&D 2nd Edition character that I never played or really finished. That's not what makes her special. What makes her special is how much she reads like a rough draft of my Warlock character, Taryn. 

Dreamer, named after the movie "A Nightmare on Elm Street 3: The Dream Warriors," was going to be a character who moved through dreams. She was Larina's daughter, but not from her husband, but my assassin character, Nigel. According to my notes, she was going to take some spells from the Dreamer class from Dragon #134. My thoughts were that she could invade people's dreams to kill them. But it never really worked out.

Taryn came much later. She is what I call my iconic warlock. She is Larina's daughter as well, but from a Shadow Elf Cavalier/Knight Scáthaithe, The Umbral Lord and Knight of Swords. She is a warlock, not a dreamer, but in both cases, Dreamer and Taryn are very specifically "Not Witches." They share some overlap, but only enough to make the differences more pronounced. Both live in a liminal world. Dreams for Dreamer (naturally) and shadows for Taryn. I take Taryn's liminality even further by making her a half-elf. Taryn is also named for Jennifer Rubin's character Taryn from Nightmare 3. Dark hair and a fondness for knives, yes, 10-inch mohawk, not so much.

Dreamer never got very far. I mean, she doesn't even really have a proper name, just a description and a couple of sentences of backstory (edit: A family tree suggests "Tarani," which is interesting, in one place, and "Belladonna" in another), BUT she does have something else. Notes. I know she was going to have some thief skills, not the whole set, but some. She was going to have some witch magic. I never got the dreamer class to work well for me, but I was going to use some of the spells.  I am taking all of this, along with some unused ideas for Taryn, and putting them into a blender.

For a class, well, the dreamer won't work, and this character is also not a warlock. She is not a witch, not completely anyway. I'd like to keep some aspects of the witch, but apply it to the thief class. Much like my Gallowglass is to Fighters. 

Aisling and Nida

The Shade

Operating in the liminal places between light and dark, between law and illegality, and between the seen and occult worlds lies the Shade.  Subclasses of the thief they use the same to-hit and saving throw tables. They possess a sub-set of the thief's skills and a few unique to their profession.

Shades are those individuals who dwell at the margins of witchcraft, moving unseen between the powers of the Craft and the unknowing world beyond. Neither initiated into the mysteries of witches nor wholly ignorant of them, a Shade survives by caution, agility, and an instinctive understanding of forbidden boundaries. It is said that Shades are drawn to witchcraft as are witches, but never actually hear the Call of the Goddess (God).

Many Shades serve covens or lodges as messengers, watchers, scouts, or attendants, trusted to act where a witch’s presence would draw too much notice. Others arrive at this role by accident, having lived near old places, survived a failed rite, or been spared by powers that marked them but did not claim them.

Shades possess an uncommon familiarity with occult dangers. They learn where circles are drawn, which paths are watched by spirits, and when to flee rather than fight. Their talents lie in stealth, balance, swift movement, and the reading of subtle signs, and they often excel at tasks requiring silence, precision, and nerve. Witches value Shades not for their power, but for their discretion and survivability. Warlocks seek them out for services that a normal thief would shun. Even Magic-users, Druids and Clerics value a professional with an eye for magical artifacts and items.

Shades operate like thieves but lack some of their key skills.

Shades have the following thief skills: Climb Walls, Find/Remove Traps, Hide in Shadows, Move Silently, Open Locks.

Additionally they have the follow skills unique to their class: Catwalking, Detect Magic, Sleight of Hand.

Shades do not have a sneak attack as do thieves and assassins. They can learn the Thieves Cant, but they must learn it as per any other language (not a free option). Shades of an evil sort can use poison. 

At 6th level a Shade also has limited spellcasting ability. They make cast witch spells from their own list of spells. 

(obviously a lot more to detail here. But that is my one cup of coffee so far effort.)

To test this out lets bring back Dreamer aka Belladonna aka Tarani, but as someone new. For a name? Well, when in doubt use Irish Gaelic! I also think to properly compare this new class I should use a thief with some magic, thankfully I have one on hand.

Aisling Rinceoir
Aisling Rinceoir

9th level Human Shade, Chaotic Good

Secondary Skill: Performer (Dancer)

S: 12
I: 16
W: 12
D: 17
C: 12
Ch: 16

Paralysis/Poison: 11
Petrify/Polymorph: 10
Rod, Staff, or Wand: 10
Breath Weapon: 14
Spells: 11

AC: 1 (Bracers AC 1)
HP: 36
THAC0: 16

Weapon
Dagger +1 1d4/1d3
Baton +1 1d4

Aisling Rinceoir
Shade Skills
Cat Walk: 85%
Climb Walls: 94%
Detect Magic: 85%
Find/Remove Traps: 50%
Hide in Shadows: 53%
Move Silently: 60%
Open Locks: 62%
Sleight of Hand: 65%

Spells
First level: Detect Invisibility, Glamour
Second level: Invisibility

Theme Song: Sweet Child O' Mine (First to Eleven cover)

Aisling (Irish for Dream or Dreamer) is no longer Larina's long lost daughter. She is a girl she rescued from in my playtest run of "A Barbarian in Hell" and adopted her as a "little sister." This way she is part of the West Haven Coven without being a full member. Plus I never gave Larina a sister before and I am kinda wishing I had done that.

Now to compare and contrast. I believe you all know Nida.

Nida
Nida

Human 4th level Thief / 9th level Witch, Chaotic Neutral

Secondary Skill: Herbalist

S: 11
I: 16
W: 13
D: 17
C: 16
Ch: 18

Paralysis/Poison: 11
Petrify/Polymorph: 11
Rod, Staff, or Wand: 12
Breath Weapon: 14
Spells: 13

AC: 6 (leather armor, ring of protection +2)
HP: 21
THAC0: 18

Weapon
Dagger 1d4/1d3

Familiar: Owl

Spells
First level: Bad Luck, Spell Dart, Minor Fighting Prowess, Blindness, Consecration Ritual (Ritual Spell)
Second level: Alter Self, Evil Eye, Hold Person, Rite of Remote Seeing, Weaken Poison
Third level: Bestow Curse, Dispel Magic, Toad Mind
Fourth level: Mirror Talk, Cloak of Intangible Shadows, Phantom Lacerations
Fifth level: Teleport

Theme Song: Spellbound

So Aisling is thief who has some witch powers and Nida is a witch with a thief's background.

Both characters have been fun in their respective games.

Character Creation Challenge