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
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.

















