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

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


Thursday, January 8, 2026

Character Creation Challenge: Day 8, Bess

Photo by Paola  Koenig: https://www.pexels.com/photo/woman-in-a-halloween-costume-and-makeup-holding-burning-candles-19049168/
Today I want to talk about demi-human witches. Witchcraft, at least as it is typically portrayed is the the practice of witches, and human witches at that.  Yes there is "Faerie Witchcraft" and there are some ideas about elven witchcraft, but very little on others.

I have talked about goblin witches and I have mentioned gnome witches before. But I want to come back to the idea of Dwarven Witches. I introduced these WAYYY back in 2012 as, the Xothia, or the dwarven word for witch and witchcraft. Since then I have talked about one xothia, Roryn the Xothia of the Rock.

Xothia

The dwarven witch feels isolation from her normal community due the distrust of occult magic among dwarves. This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore.

In dwarven society, men and women are regarded as equals.  The dwarven witch is seen as contrary to this established reality.  Most dwarven witches feel deep fear when they first hear the Call and either leave their communities or try to suppress what they now know and feel. Dwarven witches often become Solitaries, learning their art and faith directly from the Mother of Dwarves herself.

The social stigma of being a magic-using dwarf is tough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a member of a clan.  Dwarven witches are the rarest form of witch one will encounter. 

Dwarven witches are often described as being more "elf-like" than other dwarves. This is in regard to their manner and their magic. 

Curious note, while many dwarven women grow beards, a female dwarf witch cannot. It seems the magic of witchcraft does not allow them to grow a beard. Consequently a dwarven woman without a beard is often accused of being a witch.

Bess is the grandaughter of Roryn. She is not quite powerful enough to take over for her august ancestor, but maybe in a century she can. Bess sings her spells, so I thought Performer (Singing) was a good choice. 

She is good friends with Doireann (who tries to dance "the Goblin Stomp" anytime Bess sings) and Aisling (who appears tomorrow).

Bess, Dwarven Witch
Bess
8th level Dwarven Witch, Chaotic Good

Secondary Skill: Performer (Singing)

S: 12
I: 14
W: 13
D: 11 
C: 16
Ch: 17

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

AC: 8 (leather armor +1)
HP: 
THAC0: 

Weapon
Hammer 1d6

Familiar: Rabbit, "His Eminence, Lord Fuzzlelump the Second"

Spells
Cantrips: Dancing Lights, Ghost Sound, Sound
First level: Blindness, Charm Person, Comprehend Languages, Glamour, Silver Tongue 
Second level: Calm Emotions, Enthrall, Head Strong, Hold Person, Scare
Third level: Danse Macabre, Aphasia, Scry 
Fourth level: Charm Monster, Hallucinatory Terrain 

Theme Song: Gold Dust Woman and The Chain (for her coven)

I used cantrips as I described them yesterday and stuck with bonus spells for her. 

Speaking of singers. You may have noticed that every character has a "theme song." I listen to a lot of music while writing and creating. Some songs stick to characters and other characters come fully formed while I am listening to a song. 

I am grabbing most of these from my two public playlists, Witch Songs and Daughters of Darkness.

Character Creation Challenge


Wednesday, January 7, 2026

Character Creation Challenge: Day 7, Skylla

Skylla Character Sheet and reference books

I am going back to another old favorite today, Skylla. My girl here has had something of a popularity resurgence since I began talking about her in 2013! She has a new action figure, a mini, appearances in a D&D adventure and the cover of the new D&D 5.5 Dungeon Master's Guide. That's quite an achievement for a character no one but me seemed to remember.

I did stats for Skylla for the 2024 Character Creation Challenge, but I wanted to do her again because there were some ideas I wanted to jell together and she was the perfect choice to try them.

For starters while many of my builds on her are based on my original 2013 post about her, this one is a little closer to her appearance in The Wild Beyond the Witchlight D&D 5e adventure.

Why? Well to be honest I think my version has drifted a bit from the original and I wanted to work off of something others would find more familiar. 

The second reason I picked her is I wanted to try out more "Advanced" ideas found in my Basic-era Witch book. I am also cribbing some ideas from my older AD&D 2nd Ed Witches & Warlocks Netbook. I figure some alchemy of the two will give me some insight on what I would have done circa 1986.

One of the bigger issues I want to tackle is Cantrips. I have a system that works well for "Basic" and most OSR games. There are the rules in Unearthed Arcana. But neither of those sit well with me for an Advanced game.  I want system that works well for all spell casting classes AND represents learning that apprentice spellcasters would have. That is, the minor spells they learned in magic school before having to go out as an adventurer to earn money for more lessons.

Personally I would like the number of cantrips gained be a function of the spellcaster's prime ability. When it gets right down to it, the only thing abilities do that are spellcasting class specific are set a threshold for entry and given an XP bonus. Fighters do get bonuses for high strength in their class functions; hit things and damaging things. Thieves can gain bonuses for their skills due to higher dexterity. Yes, there are limits and maximum spells and spell levels for magic-users and bonus spells for clerics. But for magic-users that does not effect low level characters. So instead of a bonus it is a limit. 

Option #1: Languages = Cantrips

This is the most straight forward approach. The issues here are a character with 18 in their spellcasting ability ends up with 7 Cantrips. I mean I can live with that, but some might think this is high. Another issue is a character with Intelligence of 9 can learn one cantrip. I am fine with that, but the minimum Int for a magic-user is 10.

Option #1.5: Henchmen = Cantrips

Similar is Charisma for number of henchmen. But this is 1 at ability score 3 and 15 at ability score 18. Way too much. 

Option #2: Magical Attack Adj = Cantrips

This uses the Magical Attack Adjustment for number of cantrips learned. This means 1 at ability score 15 and 4 at 18. Sure that works, but I want cantrips as a "magic school" style learning. 

Option #0 The Basic Witch Option

This is the one from my Basic Witch book. 

I would like to see at least 1 for ability score 10, the absolute minimum starting spellcaster, and maybe 5-6 for ability score 18. I like the idea of seven "spells" 6 cantrips and 1 first level spells at 1st level. Bearing in mind that cantrips are simple little spells. If I do this I might drop the bonus spells for high charisma that witches have, or change the bonus structure to include spells and cantrips.  

Maybe a progression like this:

Ability Score Num. of Cantrips
10-12 1
13-15 2
16-17 3
18-19 4
20 5

That would certainly work. It doesn't over load the character with a lot of spells at first level, it reflects learning apprentice wizards would have (and clerics and witches), and still gives starting spell casters more to do.

I would still say Cantrips can be cast whenever the caster wants. "At Will" to use the modern parlance. 

For Skylla here, I am going to use this new cantrip plan but still my older bonuses for witch spells. Again I am going for a closer version to Witchlight than my version which has "drifted" a bit.


Skylla character sheet
Skylla

7th level Human Witch, Chaotic Evil

Secondary Skill: Alchemist

S: 9
I: 12
W: 14
D: 11
C: 14
Ch: 17

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: Raven "Raven"

Spells
Cantrips: Chill, Dancing Lights, Ghost Sound,  Knot
First level: Faerie Fire, Cause Fear, Detect Invisibility, Glamour, Silent Image
Second level: Invisibility, Hold Person, Phantasmal Spirit,
Third level: Fly, Ghost Ward, Witch Wail
Fourth level: Elemental Armor

Theme Song: Daughters of Darkness

Ok, so a lot of spells for 7th level, but I find I am not that concerned about it. I think this is the cantrip system I can use. I'll try it out with some other characters. 

Oh she has the secondary skill of "Alchemist" because I am performing some strange alchemy here.

Character Creation Challenge


Tuesday, January 6, 2026

Character Creation Challenge: Day 6 Amaranth & Moria

 Moving on with my witches and witch types, I want to experiment with a couple more ideas. Namely tieflings. Now I know your average die-hard AD&D 1st ed fan doesn't care for tieflings despite the existence of alu-demons, cambions, and a host of other half-demon types. Tieflings can work well in AD&D, I just have to be clever on how I use them.

Now, since I don't have AD&D rules for tieflings, or even witches, really, written yet, I am going to borrow some ideas. For this set, I am using the Advanced options in my Basic era witch book, the Daughters of Darkness book, my Demon & Devil book, and my Warlock rules for Swords & Wizardry. I am also going to use some characters I have been using for a bit, Amaranth Lilis and Moria Zami.

Amaranth and Moria AD&D 1st Ed character sheets

Both are "tieflings," but I am experimenting with different kinds. Moria has a diabolical heritage, so she has the blood of devils in her veins. As she levels up, she takes on a more and more diabolical appearance. It began with yellow eyes and skin turning blue. Amaranth is a demonic tiefling. Her bloodline comes from succubi. For her, this manifests a little differently. She is not an alu-demon, but she does have wings.

Both characters are part of my current Forgotten Realms run, and both made appearances in my Baldur's Gate III runs. Technically, they are from different eras, so they would not interact, but for today, they are together.

Tieflings

For AD&D 1st ed, I am saying that Tieflings get +1 to Intelligence, +2 to Charisma as bonuses. For penatlties they get -1 to Wisdom and -1 to Constitution. Now, why a bonus for Charisma when they are clearly inhuman? This is Charisma as a force of personality. If I were using Comliness, then I'd have rules on that, but I don't use it. For psionics? Well, I am inclined to give them a -1 or -2% penalty to be honest. I see psionics as a human feature, and they are not human. I also allow tieflings to take one first level Magic-user spell for free. Typically, chill touch, darkness, magic missile, or burning hands. In the case of magic missile, it is always cast as if the tiefling were a 1st-level magic-user.

I am also toying with the idea that Tieflings get Diabolic or Demonic as a bonus language depending on their ancestry. 

Most of the other species distrust Tieflings, humans and half-orcs are neutral, and even other tieflings have a mild distrust. Tieflings only prefer other tieflings if they are from the same ancestry or bloodline. As for class restrictions, I am leaning towards tieflings not becoming paladins or rangers. but I have not made up my mind yet.

Amaranth is a witch, Moria is my playtest magus. I'll detail what that means later on.

Amaranth Lilis
Amaranth Lilis
6th level Tiefling (Demonic) Witch,

Secondary Skill: Performer (Dancer)

S: 9
I: 15
W: 15
D: 11
C: 12
Ch: 17

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

AC: 6 (Leather armor +2)
HP: 13
THAC0: 18

Weapon
Dagger 1d4/1d3
Staff 1d6

Familiar: Raven "Lucifer"

Spells 
First level: Darkness*, Bewitch I, Blindness, Glamour, Silver Tongue, Black Fire
Second level: Bewitch II, ESP, Invisibility, Hold Person
Third level: Abyssal Shield, Aura of Fire

Theme Song: Amaranth

Amaranth was a dancer in a pleasure house in Baldur's Gate on the Sword Coast. That is until she discovered her magic. Now she is a member of the West Haven Coven.

Moria character sheet
Moria
6th level Tiefling (Diabolic) Magus, Lawful Evil

Secondary Skill: Initiate

S: 14
I: 17
W: 12
D: 15
C: 13
Ch: 20

Paralysis/Poison: 13
Petrify/Polymorph: 11
Rod, Staff, or Wand: 9
Breath Weapon: 13
Spells: 10

AC: 9 (No armor, Dex -1)
HP: 19
THAC0: 19

Weapon
Dagger 1d4/1d3

Familiar: Hell puppy "Mesphitofleas"

Spells
First level: Darkness*, Burning Hands, Magic Missile, Sleep
Second level: ESP, Ray of Enfeeblement
Third level: Fire Ball, Hold Person

Theme Song: Year Zero

Moria's concept is a very easy one. What if any of those demon-spawn babies born in the 1970s ("Rosemary's Baby", "It's Alive", "The Demon Seed", "The Omen") lived to adulthood. Even as a child she was a baby seed, now she is only going to get worse and I can't wait to see how that goes.


Character Creation Challenge



Monday, January 5, 2026

Character Creation Challenge: Day 5, Céline

Photo by Lance  Reis: https://www.pexels.com/photo/beautiful-model-in-oregon-wearing-a-forest-green-linen-dress-portrait-taken-by-portland-photographer-lance-reis-on-my-sonya7iii-on-location-19797385/
Photo by Lance  Reis

Something a little different today. While I have been picking at some ideas for "Occult D&D," I've been thinking about how D&D 5 handles its subclasses. I like their method for a lot of reasons and it does remind me a bit of AD&D 2nd ed. I would not want to do exactly that for AD&D 1st ed. 

But I can try a few ideas here.

One of these is the Gallowglass.

Gallowglass

Fighter Sub-Class
 "Let the witches weave. I’ll stand at the threshold."

The Gallowglass (from Irish gallóglaigh, "foreign warriors") is a grim, oath-bound warrior of ancestral blood, forged in the crucible of war and old magic. He serves no king, no creed, only the covenant of blood, clan, and circle. More than a mercenary, the Gallowglass is a symbol of protection and fate, often standing as the chosen defender of sacred groves, covens, or matriarchal bloodlines.

Oath-Bound Duty (2nd Level)

The Gallowglass may swear an Oath of Protection to a person, place, cause, or object. When acting in defense of that charge:

  • Gains -1 bonus AC, +1 to hit, and +1 to saving throws
  • Only one oath may be sworn at a time; takes 1 turn of solemn ritual to invoke
  • Breaking an oath causes −2 to all rolls for 24 hours, and disqualifies use of the Aura (3rd level) during that time.

Aura of Awesome Presence (3rd Level) 

The Gallowglass radiates a heavy, eerie stillness in battle—an echo of ancestral power. This functions as a continuous aura out to 10 feet.

  • Allies within the aura gain +1 to attack rolls and saving throws vs. fear and charm against enemies of their charge.
  • Enemies of their charge within the aura suffer −1 to attack rolls and −1 to morale checks.
  • This aura does not stack with Bless or similar effects, but counts as magical for dispelling purposes.

Witch-Blessed Steel (5th Level)

The Gallowglass may undergo a ritual bond with a single weapon (usually a great axe, claymore, or great spear ("gae bolg"). But any medium or large-bladed melee weapon will suffice.

  • That weapon becomes +1 magical when wielded by the Gallowglass.
  • Once per day, the weapon may deal double damage to undead, spirits, or extraplanar foes.
  • This is not spell-based (so can not be dispelled), but a result of binding rites, tattoos, and blood oaths.

Typically, a gallowglass receives these blessings from a patron witch. If there is no witch in the party or where the gallowglass calls home, a witch will appear at the appropriate time to grant the blessings.

Céline
Céline
5th level Human Gallowglass (Fighter), Neutral Good

Secondary Skill: Alchemist

S: 16
I: 12 
W: 14
D: 15
C: 12
Ch: 16

Paralysis/Poison: 16
Petrify/Polymorph: 12
Rod, Staff, or Wand: 14
Breath Weapon: 15
Spells: 12

AC: 6 (leather, magic)
HP: 25
THAC0: 16

Weapon
Long sword (Witch Blessed) +1 

Theme Song: Which Witch or Old Religion

 Céline wanted to be a witch. Or, more to the point, she hears the same call that led her older sister to become a witch. But Céline was drawn more to the sword than the book or crucible. Her ancient bloodline included witches, but also grim warriors charged with protecting these witches. Céline took to her role as sword-wielding protector of witches with more enthusiasm than even she thought she would.  Her charge is to protect her older sister Émilie.  

Maybe I should have used a Fighter sheet for her, but this is fine. 

Character Creation Challenge

Sunday, January 4, 2026

Character Creation Challenge: Day 4, Áine nic Elatha

Photo by T Leish: https://www.pexels.com/photo/woman-in-black-witch-costume-with-a-black-book-5600078/
Photo by T Leish
Today I want to revisit Áine nic Elatha from the 2021 challenge. She is my "Rules Check" of a witch priestess. Yesterday, I gave you all Branwen (Witch Priestess) and Eira (Wicce). Áine began life as a magic-user, but has switched over to cleric as a "Rules as Written" cleric. 

She is, essentially, a moon witch or a priestess of the Old Faith. Her concept aligns with a cleric. Instead of worshiping the Goddess of the Moon, she worships the Moon cycles themselves, the natural rhythm waxing and waning, full and dark. What I would do is limit her spells to ones witches would use.

Now there is the issue that she has levels of the Magic-user class. This may be how her magic came about. Áine began as a Dragon #43 witch, but this would be her moving from Moldvay Basic to Advanced D&D. 

Turning Undead

One of the cleric's defining features is their ability to turn undead. How do I factor this into the powers of a witch? Something my Witch Priestess and Wicce (at present) can't do. Throughout my development of the witch class I have gone back and forth on whether or not a witch should be able to turn undead, or command them. Over the last 20 years or so I have been in the camp that they should not. Undead turning is one of the things that make the cleric special. Hell, it was why I first played a cleric to be honest; I wanted to play a vampire hunter. I have allowed witches to take a "Turn Undead" spell.

Áine, who is a cleric mechanically speaking, can turn undead. But I dress it up in occult practice, not divine ones. So she does not hold up a holy symbol and ask for a benediction from her god. She lights a candle and rings a small bell. 

I like this. For her. But as I have played this character off and on over the last couple of years I don't think it is a power I want for the Wicce (cleric subclass) or the Witch Priestess (witch advanced class). 

Áine nic Elatha
Áine nic Elatha
Human 1st level Magic-user/4th level Cleric
Neutral Good

Secondary Skill: Astrologer

S: 10
I: 14
W: 17
D: 11
C: 12
Ch: 11

Paralysis/Poison: 9
Petrify/Polymorph: 12
Rod, Staff, or Wand: 13
Breath Weapon: 15
Spells: 14

AC: 10 (no armor)
HP: 20
THAC0: 18

Weapon
Staff 1d6

Spells (Cleric)
First level: Cure Light Wounds, Detect Evil, Light, Purify Food & Drink, Remove Fear, Sanctuary 
Second: Augury, Detect Charm, Hold Person, Resist fire

Spells (Magic-user)
First level: Sleep

Turn Undead.

Theme Song: Bell, Book and Candle

In addition to filling the role of a priestess of the old faith, Áine daughter of Elatha, does all the horoscopes for the coven or party. There is no real mechanical benefit here, but if characters act in concordance with their horoscopes then I'd grant them 10 xp or something like that.


Saturday, January 3, 2026

Character Creation Challenge: Day 3, Branwen and Eira

 Today's characters are pretty close to my heart. They are my attempts to take my original Netbook of Witches & Warlocks for 2nd Ed AD&D and back convert it to AD&D 1st Edition. 

1st and 2nd Edition Witches

The CNoW&W was built on my original witch ideas, but trying to fit into the structure of AD&D 2nd ed. Looking at it now, 25+ years later, there is a lot I would have done differently. Indeed, my Basic Era Witch book is exactly that.

There are still some things I want to do with it, though, that I didn't do with the Basic Witches. Among these are witches as divine spellcasters. Branwen and Eira here, two "Celtic" girls who are new to the Daughters of the Flame coven, are my ways to test this.

Branwen is basically a version of Larina if she had continued down the path of a divine witch. For her I am using my CNoW&W rules as written. She will, eventurally, become a Witch-Priestess. Eira is a newer concept, a Wicce. The Wicce is a sub-class of the Cleric, much like a druid is, but with more witch-related spells. You can think of Eira as like Rhiannon before she became evil. 

Branwen
Branwen
3rd level Human Witch (Witch Priestess), Lawful Good

Secondary Skill: Translator

S: 10
I: 16
W: 16
D: 12
C: 12
Ch: 16

Paralysis/Poison: 13
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 12
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Dove

Spells 
First level: Faerie Fire, Purify Food & Drink, Sanctuary, Portent
Second level: Augury, Charm Person

Theme Song: All Souls Night

Eria
Eria
3rd level Human Wicce, Lawful Good

Secondary Skill: Weaver

S: 11
I: 15
W: 16
D: 13
C: 13
Ch: 16

Paralysis/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

AC: 9 (Padded armor)
HP: 14
THAC0: 20

Weapon
Dagger 1d4/1d3
Sickle 1d4

Familiar: Hare

Special Abilities
Moon Blessed Magicks, Shared Rituals (can cast ritual spells), Sacred Circle, Coven Bond

Spells
First level: Bless, Command, Light, Purify Food & Drink
Second level: Chant, Spiritual Hammer (manifests as a Moon bow)

Theme Song: The Old Ways

Ok. Both of these are great choices; they just differ a bit in spells and how their "occult powers" manifest. 

Also both of the classes need some tweaking, the Wicce starts out more powerful and has less XP needed, but the Witch Priestess begins to over take her at higher levels. Not a deal breaker by any means. Right now both girls are similar enough that the differences are largely minor or even cosmetic.

These two have been a lot of fun to play to be honest and I kinda wish I could play them more often. Plus I would love to do more with the Daughters of the Flame. They were a big deal for me once.


Character Creation Challenge