Showing posts with label Witchcraft Wednesday. Show all posts
Showing posts with label Witchcraft Wednesday. Show all posts

Wednesday, November 12, 2025

Plays Well With Others: Witchcraft Wednesday Edition, Part 1 Old-School

So when I was working on The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions there were some other OSR books I thought would be fun to suggest. Not for compatibility, or even "must buys" but for their general coolness and because I often used their material alongside my own when playing my Old-School games. 

In the end, I decided not to put them in the book in Appendix N style because I didn't want customers to think they need to buy these other books (though many should buy them and most of you likely already have). Also, I didn't want a book excluded because of time, space, or my forgetfulness.

So instead, I am going to post them here. The reviews are below, but like I said, I think you all know these. 

Some Old-School Books

This is not an exhaustive list. Nor is it just a list of favorites. I have plenty of favorites. These are a subset of products that work great with my various witch books or ones I like to use with them. The key here is that they work well with my various witch books. None are needed to play with my witches, but all have something about them I really enjoy. Often compatible classes, spells or something else I enjoyed. 

I am not including complete rule sets or adventures in this post. Just extra material I use alongside my witch material in my Old School games. 

These are in no particular order, save how I remembered to add them. 

The Basic Illusionist
The Basic Illusionist

The one thing you can say about the entire OSR Gestalt that despite it all there is still a sense of community and of giving back. Case in point, The Basic Illusionist.

The Basic Illusionist is the brain-child of Nathan Irving and was first seen during the S&W Appreciation Day Blog Hop.

Before I delve into the book itself. Let's take a moment to look at this cover. Seriously. That is a cool cover. I am not sure what made Nathan Irving choose this piece ("Beauty and the Beast" by Edmund Dulac), but I love it. The title works seamlessly, like they were meant for each other. The woman in the foreground is no longer the "beauty" but she is now an Illusionist.

Ok. So the book is overtly for Swords & Wizardry, but there isn't anything here that keeps you from using any Original or Basic-inspired system. I know it works out well in Labyrinth Lord and Basic D&D and it really should work well in ACKS, Spellcraft & Swordplay or any other system. Astonishing Swordsmen & Sorcerers of Hyperborea might be a trick, but they have an Illusionist class already.

Getting into the book now, we have 34 pages (with cover) on the Illusionist class. The book starts off with a helpful FAQ. Personally, I think Nathan should also put that FAQ on his blog as a page so everyone knows why they should get this. The Illusionist class itself is in S&W format, but the only thing keeping you from using this in any other Basic or Advanced Era game is a table of Saving Throws. Copy over whatever the Wizard or Magic-user is using in your game of choice, and give them -1 bonus to saves when it comes to illusions. The Illusionist gets a power or feature every odd level, but nothing that is game-breaking when compared to the wizard. The Illusionist trades flexibility for focus in their magical arsenal. There is even an Illusionist variant class called the Mountebank. Which is more of a con artist. How does it compare to other classes of the same name?

One of the best features of the book is a guideline on illusionist magic and how to play with illusions. Great, even if you never play the class.

What follows next is over 150 Illusionist spells. Many we have seen before and come from the SRD. That is not a bad thing. Having all these spells in one place and edited to work with the class is a major undertaking. I, for one, am glad to see them here. Spells are alphabetical instead of sorted by level. A list of conditions ported over from the SRD is also included. I like that personally. We all love how the older games and the clones play, but in our zeal, we tend to forget that 3.x and later games did, in fact, have some good innovations and ideas; this is one of them.

We end with a couple of monsters and a two-page OGL statement.

Really, this is a fantastic piece of work and really should be the "go to" document if you ever want to play an illusionist.

Since this book was released I have had a chance to try it with various systems. I can say it works great with S&W, Basic D&D, AS&SH (when used with their own illusionist class) and even AD&D.

B/X Companion
B/X Companion

The Game We Never Got.

One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed. B/X Companion is one of those products.

The product I think I have been waiting for for close to 30 years. Sure, I have had books that have covered the same ground, and books that made this book obsolete, but somewhere, deep in my psyche, there is still that 12-year-old version of me wishing he could take his cleric to 15th level.

The B/X Companion does not disappoint. If this isn't exactly how it was going to be, then I'd be hard-pressed to know what it would have been. I am reading through it all now, and I am purposefully NOT comparing it to the BECMI version of the Companion rules.

The cover, of course, is very much part of the original scheme. The three principle characters, the fighter and the two wizards (or maybe she is a cleric, that could be a "light" spell, though she has a torch too) stand in front of their followers. They braved the dungeon, the wilderness, and now they are ready for the next adventure. So are we.

For those of us who grew up with the Moldvay/Cook Basic and Expert sets, the Companion book feels very familiar. The layout is similar, the flow is similar, and even the art has a familiar feel. If you own the Basic or Expert books, then finding something in the Companion book is trivial. I turned right to the character rules and took a glance at all the tables. Yes, sir, they run from 15 to 36, just like promised. Clerics still top out at 7th-level spells, but eventually they get 9 of them. Wizards still go to 9th level, and get 9 of those too. Fighters get more attacks per round (as they should), and thieves get more abilities.

There are plenty of new spells here. Many look like they take their inspiration from the products that came after, the Player's Handbook or the D&D Rules Cyclopedia, but nothing is an outright copy. It does have the feel like Becker sat around one day and thought, "What are some good spells, and what level should they be.

There are new monsters and advanced versions of some others. The Greater Vampire nearly made me laugh out loud as I had done the exact same thing after reading and playing the Expert book for so long. My Greater Vampire was a photocopy of Ptah from Deities and Demigods with some fangs drawn in. I never claimed to be an artist. The monsters all are appropriate for the levels, though a few more in the 30 HD range might have been nice, but not really needed.

The BIG additions here, though, are the ones that were most "advertised" back in the day. “Running a High Level Game” is great advice for ANY edition of the game. 

Related is running a domain and running large armies. Battlesystem would later give us these rules for AD&D, but here they are much simpler to use. Again, this is something to consider for porting to other versions of the game.

I loved the new magic items and can never get enough of them. I also liked the part on the planes and how it is totally left up to the design of the DM. How many people out there will re-invent the Gygaxian Great Wheel for their B/X/C games?

Companion to Basic/Expert Rules. Obviously, this is where it works the best. But there is something here that I don't think others have tapped into just yet. Companion makes the Moldvay/Cook rules a complete game. With these three books, you now have a complete D&D game. The only thing really missing is a "C1" module or maybe a BXC one.

Companion to Labyrinth Lord/Basic Fantasy. The new Becker Companion owes a lot to Labyrinth Lord (LL) and Basic Fantasy (BFRPG). While not directly, these two games showed that there is a market for "Basic" styles of play. Both LL and BFRPG take the modern 1-20 level limit for human classes. Companion is 15 to 36. So some adjustments need to be made. There are a few differences in how each of these books calculates XP per level, and how they do spells. But nothing so complicated that a good DM couldn't figure out.

If I were playing a LL/BFRPG game, I'd go to 15th level and then switch over to B/X Companion for the next levels to 36. OR even go to 20 and use B/X Companion as a guide to levels 30 or even 36.

Frankly, the homebrewiness of it all has me very excited for anyone who has decided to throw their lot in with "Basic" D&D.

Final Tally, I like this book. A lot. It makes me want to pull out my ratty Basic and Expert books and play Moldvay/Cook era Basic D&D again. In the mean time, I think I'll just have to satisfy myself with converting some D&D 3.0 or 4e characters over to Companion, just for the fun of it.

One of the best of the OSR ethos; to give us something we never got but really wanted. Likewise, The Complete B/X Adventurer is also great.

Theorems & Thaumaturgy
Theorems & Thaumaturgy Revised Edition

Theorems & Thaumaturgy is a Free product. The book itself is 66 pages (standard letter) with text and art that immediately remind you of the old Moldvay Basic books.  If you have The Complete Vivimancer, then you have an idea of how the text and art look.   To me, the art is like psychedelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer, and Vivimancer.  The Vivimancer is, of course, detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The vivimancer gets expanded in its own book, too

Magical Theorems & Dark Pacts
Magical Theorems & Dark Pacts

Magical Theorems & Dark Pacts (MT&DP) is an Old-school reference for all things Magic-user. The book is designed with what I call "Basic Era" in mind, so the rules from right around 1979-1981, where "elf" is a class, not just a race. Overtly, it is designed for Labyrinth Lord. That being said, it is still compatible in spirit with 99% of all the OSR and books from that time.

The book itself is 6"x9", black and white interior, and 161 pages. So, for a "Class" book, there is a lot here. There are 5 Chapters covering Classes, Spells, Magic Items, Monsters, and a section on using this book with the "Advanced Era" books (and their clones), along with an Introduction and OGL page.

The introduction covers the basics. What this book is, what it is for, and its very, very open OGL declaration.

Chapter 1 is the heart of this book, really. It details 13 magic-using classes. The two core classes, Cleric and Magic-User (Wizard), and 11 new classes.

From the product page: Cleric (warrior-priests) Wizard (classic magic-users with 10 levels of spells) Elven Swordmage (elves from the core rules – arcane warriors) Elven Warder (wilderness elves, guardians of their kin) Enchanter (artists, con-men, and masters of… duh… enchantments) Fleshcrafter (twisted magic-users that work with flesh) Healer (compassionate and tough hearth-healers) Inquisitor (ecclesiastic investigators and master intimidators) Merchant Prince (elite merchants with spellcasting support) Necromancer (you know exactly what these guys do) Pact-Bound (magic-users who sell their souls for power) Theurge (divine casters who learn from liturgical texts) Unseen (thieves with an innate knack for magic)

Clerics are as you know them, but Magic-Users are now Wizards (since everyone here is a magic user) and they get 10 levels of spells. The "Elven" classes replace the "Elf" class in the book. The others are as they are described, but there is more (much more) to them than re-skinned Magic-Users (not that there is anything wrong with wrong that). The classes are re-cast with many new spells, some powers (but nothing out of whack with Basic Era) and often different hit-dice and altered saving throws.

Nearly a third of the book is made up in these new classes.

Chapter 2 covers all the spells. Spells are listed alphabetically with class and level for each spell noted (like newer 3.x Era products). There are a lot of spells here, too. Many have been seen in other products, but some are new. In any cas,e they are a welcome addition. This section makes up more than a third of the book.

The last three chapters take up the last third or so of the book. Chapter 3 covers Magic items. There are 28 new magic items with these spellcasters in mind. Chapter 4 covers some magical creatures. These are monsters listed in many of the new spells for summoning. There aren't many, but they are needed. Chapter 5 is the Advanced Edition conversion materials. It covers HD changes, racial limits, and multi-class options.

So what are my thoughts? Well, you get a lot of material in 160+ pages to be honest. At 10 bucks, it is a good price. For me, it is worth it for the classes. Sure, we have seen variations of these over the years, but it is all here in one place, and they all work well together. The spells are good. At first, I balked at 10th-level spells, but really, they are, for the most part, other people's 9th-level spells, so they work for me.

The magic items are nice, but for me the value is in the classes and the spells.

Who should buy this? If you play old-school games and enjoy playing different sorts of Magic-Users, then this is a must-have book. If you are looking to expand your class offerings or even add a few new spells then this is also a good choice. Personall,y I think it is a great book and I am glad I picked it up.

So many classes and spells here, including another necromancer and a healer. One of the main reasons I have never felt the need to complete my necromancer and healer.

PX1 Basic Psionics Handbook
PX1 Basic Psionics Handbook

I love Basic-era gaming. Basic/Expert D&D was the first D&D I ever played. Even when I had moved on to Advanced D&D, it still had a strong Basic feel to it. So I was very, very pleased to hear about +Richard LeBlanc's new psionics book, Basic Psionics Handbook. If you have been reading his blog, Save vs Dragon, a lot of what is in the book won't be a surprise, but it is all great stuff. Even then there are things in the book that are still a treat and a surprise.

The book itself is 58 pages (PDF), with a full-color cover and a black/white interior.

The book covers two basic (and Basic) classes, the Mystic and the Monk. Both use the new psionic system presented in the book. The system bears looking at and really is a treat.

Overview. This covers the basics, including how psionics is not magic and how attributes are used. It's a page of rules that slot in nicely with the normal Basic rules. The basics of psychic power, including Psionic Level and Psionic Strength Points (PSP), are introduced.

Mystics are next. Mystics in this case are more molded on the Eastern philosophy of mystics, not the clerical sub-class-like mystics I have detailed in the past. Though through the lens of Western thought. That's fine this is not a religious analysis, this is a game book. This class helps builds the psionic system used in this book based on the seven chakras. Chakras divide the psionic powers into broad groups; something like the schools of magic for spells. As the mystic progresses in level, they open up more and more chakras. Each chakra has seven Major Sciences and twelve Minor Devotions, similar to the old AD&D rules (but not exactly the same, so read carefully). This gives us 72 devotions and 42 sciences. That's quite a lot really. As the mystic progresses they also earn more PSPs and more attack and defense modes. They are the heavy hitters of the psionic game.

Monks are the next class. Monks really are more of psionic using class in my mind and to have them here next to the mystic is a nice treat for a change. Everything you expect from the monk is here. Unarmed attacks, no need for armor and lots of fun psionic based combat powers. The monk does not have the psionic power the mystic does, but that is fine it is not supposed to. It does have a some neat powers from the mystic's list. One can easily see a monastery where both mystics and monks train together, one more mental and the other more physical. The monk has plenty of customization options in terms of choice of powers. In truth it is a very elegant system that shows it's strength with the mystic and it's flexibility with the example of the monk.

This is very likely my favorite monk class.

Psionic Disciplines detail all the powers of the chakras. It is a good bulk of the book as to be expected. There are not as many psionic powers as you might see spells in other books, but this is a feature, not a bug. Powers can be used many times as long as the psychic still has PSP. Also many do more things as the character goes up in level.

Psionic Combat is next and deals with the five attack modes and five defense modes of psychic combat. The ten powers are detailed, and an attack vs. defense matrix is also provided. The combat is simple and much improved over it's ancestors.

The next large section details all the Psionic Monsters. Some of these are right out of the SRD but others are new. Personally, I am rather happy to see a Psychic Vampire. Though it is not listed, I assume that these creatures are also undead and are turned as if they were vampires.

Appendix A deals with something we abused the hell out of, Wild Psionics. At two pages it is the simplest set of rules I have seen for this sort of thing. Also it looks like something that could be ported into ANY version of D&D including and especially D&D 5.

Get out your crystals, Appendix B details Psionic Items. Again, short, sweet and to the point.

Appendix C: Psionics and Magic is a must read chapter for anyone wanting to use both in their games.

Appendix D: Phrenic Creatures turns normal creatures into psionic ones.

Appendix E covers Conversions for Monsters from LeBlanc's own CC1: Creature Compendium.

Appendix F details how to convert any monster into a psionic one.

We end with a a couple pages of collected tables and the OGL.

Bottom line here is this is a great book. Everything you need to play psionic characters and add psionics to your game. Personally I am going to use this to beef up The Secret Machines of the Star Spawn which I also picked up today.

I have played around a lot with various forms of Psionics. For now, this is the one I use most often.

Carcass Crawler: Issue Two

I am a fan of anything B/X and OSE in particular. This zine for Old-School Essentials gives me two elves and some new snake-cult monsters.

Carcass Crawler: Issue Three

I have lots of variations on Dragonborn and Tieflings, but these are good. 

Old School Magic

This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages, and a better-looking layout. A good deal if you ask me. The alchemist is very much like the one from the previous product. Like the alchemist supplement, I might do a multi-class with this alchemist, either as an alchemist-artificer or an alchemist-sage.

The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer. Plus, there are some new spells that I rather like.

Old-School Psionics

Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.

Another great set of psionic rules.

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I have some other posts with adventures and monster books coming up for the future.

Wednesday, November 5, 2025

Witchcraft Wednesday: Witches, Warlocks, and The Wicce

 I have been spending a lot of time going back to my roots and re-evaluating and even re-writing things I have done in the past. Case in point, my first real release, The Complete Netbook of Witches & Warlocks.

The Complete Netbook of Witches & Warlocks

First "published" in 1999, I remember sitting in the hospital room after my first child was born and clicking on the button to "FTP" to my website. That was 26 years ago.

Re-reading through it now, there are a lot of things I would have done differently, but they all made sense to me at the time. But that doesn't mean I can't play a little "What If?"

One of the things I really liked about my AD&D 2nd Edition witch was that it was a Cleric subclass. I always liked clerics and played a lot of them (despite being an atheist in real life and at least one person calling me I am a pagan). AD&D 2nd ed provided me the framework in which to explore my witch ideas as a "Priest of Specific Mythoi."

These days, I am pretty set on witches being a Charisma-based caster, but that doesn't mean I can't still play around with these ideas. 

I have no intention on re-publishing the CNoW&W; it exists as a moment in time both to what I wanted at the time AND what the DIY D&D movements were doing back then. 

I can, however, share new ideas here.

THE WICCE

The wicce is a sub-class of the cleric, devoted not to a singular deity but to the Old Religion: an ancient, earth-centered faith that honors the divine as immanent in nature, the turning of the seasons, and the cycle of life, death, and rebirth. Wicce are priestesses (and priests) of balance, healing, fertility, and mystery.

Rooted in the remnants of ancient cults, the Wicce uphold sacred rites passed down in secret circles and moonlit groves. Their power flows not from divine commandment but from attunement to the cosmic rhythms, the lunar phases, the wheel of the year, and the spiral dance of creation.

Wicce are communal and nurturing, often found tending sacred springs, offering blessings, leading seasonal festivals, or guiding others through spiritual transformation. Though often misjudged as eccentric or harmless, the Wicce are fierce defenders of harmony, life, and the sacred divine aspects of all life.

Like druids, Wicce are nature-connected, but their magic is symbolic, intuitive, and ritualized. Unlike clerics, they serve no formal church but gather in circles, groves, or sky-thatched temples.

Photo by Marina Utrabo: https://www.pexels.com/photo/woman-in-a-white-dress-sitting-on-the-ground-in-the-forest-18947632/
Photo by Marina Utrabo
Requirements: Wisdom 13+, Charisma 11+

Prime Requisite: Wisdom

Hit Dice: d6

Armor Allowed: Any non-metal (leather, hide, padded, wooden shields)

Weapons Allowed: Staff, dagger, sickle, sling, club, spear, crescent blade

Alignment: Typically any non-evil

Spell Use: Divine and Occult (custom spell list, see below)

Special Abilities

Moon-Blessed Magicks: The Wicce may perform circle magick tied to the lunar calendar. When casting beneath the full moon or during seasonal festivals, any healing or protective spell gains +1 per die of healing or +1 to saving throw modifiers. (Modified per the GM’s world)

Shared Ritual Craft (2nd Level):  Beginning at 2nd level, the Wicce (or Magus) may participate in a ritual casting alongside a witch (of any Tradition) as if they were a witch of the same level. This applies only when performing Occult Rituals that require multiple casters.

The Wicce/Magus must meet all material and ceremonial requirements and must be aligned in intent with the witch leading the ritual. In all such workings, the Wicce or Magus contributes fully to the spell's power, as if they were a witch of equal experience level.

This ability does not grant the ability to lead witch rituals or cast witch-only spells unaided, but reflects the shared cosmology and deep resonance between these occult paths.

Sacred Circle (3rd Level): Once per day per 3 levels (3rd, 6th, 9th…), the Wicce may consecrate a space with herbs, salt, and chant. This functions as a Protection from Evil (10' radius) and grants +2 on saving throws vs. possession and charm for allies within. Takes 1 turn to cast.

Blessed Be: The Wicce may offer a benediction to any creature once per day. This acts as a Bless spell (single target) but also grants +1 to Wisdom checks or saving throws vs. fear and despair for 1 turn.

Coven Bond: Wicce gain +1 to all saving throws when within 30 feet of another Wicce, Druid, Witch, or Cleric of aligned faith. This effect stacks up to +3.


Wicce may use all clerical magic items, unless tied to a particular faith, and some witch (occult) magical items. They do not worship a deity in the traditional sense, but honor the Goddess and God, the Triple Moon Goddess, or Nature Herself. Their spells are granted through alignment with the sacred cycles and the ancestral wisdom of the Old Ways.

Wicce do not build churches, but found groves, stone circles, mystic retreats, or earth temples. These sites often become places of pilgrimage for the disenchanted or spiritually seeking.

Though often dismissed as flower-wearing mystics, the Wicce represent a potent force for healing, guidance, and resistance against spiritual decay. They greet friend and stranger alike with warm smiles, words of blessing, and quiet power.

9th Level

Upon reaching 9th level, a Wicce becomes a High Priestess (or High Priest) and may establish a Circle, Grove, or Sacred Temple of the Old Ways. This site may be a stone circle, secluded glade, hilltop shrine, or ritual sanctuary aligned to lunar phases or natural ley lines. It must be consecrated by sacred rites and protected from profanation.

Once the Circle is founded, the Wicce will attract 2d6 1st-level Wicce initiates within 1d6 months. These are not servants or soldiers, but spiritual students and co-celebrants who come seeking guidance, initiation, and training in the mysteries of the Old Religion. These initiates are loyal, but not blindly obedient; they are part of the Wicce’s extended spiritual family.

In addition to initiates, the Wicce may also draw:

  • Healers, herbalists, and wise folk
  • Fey-blooded or nature-touched seekers
  • Occult scholars, druids, or Witches of compatible Traditions
  • Pilgrims or supplicants in search of spiritual insight, healing, or blessings

The Circle functions as both a spiritual retreat and a center of influence, granting the Wicce status in the hidden pagan networks of the world. It may even attract attention, welcoming or hostile, from organized religions, nobles, or inquisitors.

A Circle may hold sabbats and esbats, sanctify marriages and births, banish malevolent spirits, and maintain harmony with nature spirits or the local fae. The DM may treat the Circle as a minor religious stronghold, but it does not generate income like a clerical temple unless ritual services are offered to the surrounding community.

Wicce XP Progression Table

Level Title Experience Points Hit Dice
(d6)
Spell Level Access
1 Initiate of the Circle 0 1 1st
2 Seeker of the Spiral 1,750 2 1st
3 Blessed Sister/Brother 3,750 3 2nd
4 Priest/Priestess of Light 7,500 4 2nd
5 Guardian of the Grove 15,000 5 3rd
6 Weaver of Fates 30,000 6 3rd
7 Voice of the Goddess 60,000 7 4th
8 Spiral Elder 110,000 8 5th
9 High Priest/Priestess 180,000 9 6th
10 High Priest/Priestess 260,000 9+1 6th
11 High Priest/Priestess 380,000 9+2 7th
+ High Priest/Priestess +120,000 +1

--

1st-Level Spells

  • Bless (PHB)
  • Command (PHB)
  • Cure Light Wounds (PHB)
  • Detect Evil (PHB)
  • Faerie Fire (UA)
  • Invisibility to Undead (UA)
  • Light (PHB)
  • Purify Food & Drink (PHB)
  • Remove Fear (PHB)

2nd-Level Spells

  • Augury (PHB)
  • Chant (PHB)
  • Barkskin (UA) 
  • Cure Moderate Wounds (UA)
  • Resist Fire (PHB)
  • Slow Poison (PHB)
  • Speak with Animals (PHB)
  • Spiritual (Hammer) weapon (PHB) reflavored as moon-blessed weapon

3rd-Level Spells

  • Create Food and Water (PHB) 
  • Cure Disease (PHB) 
  • Dispel Magic (PHB)
  • Locate Object (PHB) 
  • Meld into Stone (PHB) 
  • Prayer (PHB) 
  • Protection from Fire (PHB) 
  • Remove Curse (PHB) 

4th-Level Spells

  • Cure Serious Wounds (PHB) 
  • Divination (PHB) 
  • Lower Water (PHB) 
  • Neutralize Poison (PHB) 
  • Protection from Evil, 10' Radius (PHB) 
  • Speak with Plants (PHB) 
  • Spell Immunity (UA) 

5th-Level Spells

  • Commune with Nature (UA)
  • Cure Critical Wounds (PHB) 
  • Dispel Evil (PHB) 
  • Flame Strike (PHB) 
  • Plane Shift (PHB)
  • Quest (PHB) 
  • Wall of Fire (PHB) 

6th-Level Spells

  • Aerial Servant (PHB) 
  • Forbiddance (UA) 
  • Find the Path (PHB) 
  • Heal (PHB)
  • Speak with Monsters (PHB) 
  • Weather Summoning (PHB) 
  • Word of Recall (PHB) 

7th-Level Spells

  • Astral Spell (PHB) 
  • Earthquake (PHB) 
  • Holy Word (PHB) 
  • Regenerate (PHB) 
  • Reincarnation (PHB) 
  • Symbol (PHB)
  • Wind Walk (PHB)

I'll add more spells, I am sure. 

Behind the Scenes

This is obviously my ode to the nature-loving neo-Pagan style witch. These characters are also closer to how I used to play Druids back in the AD&D days. Less the shape-shifting guardians of nature and more the dancing in circles priests and priestesses honoring what nature provides form them.

How does it differ from the Craft of the Wise? The Craft of the Wise or Pagan Witch is a witch first and a follower of a Goddess or God second. This one is the other way around. 

How does it differ from the Witch-Priestess? They serve similar purposes and even have similar spell lists but the difference is intent. 

Both the Wicce and the Witch-Priestess walk a sacred path, but their focus, source of power, and approach to magic are notably different. Choosing between them depends on the kind of spiritual figure you wish to play.

Wicce: The Gentle Shepherd of the Old Ways

The Wicce is a cleric subclass who serves the Old Religion as its community priestess. She leads sabbats, blesses fields, heals wounds with herbs and chants, and welcomes all who seek comfort, renewal, or wisdom. Her spells are granted through alignment with the rhythms of nature, the moon, and life itself, not a single deity. The Wicce is intuitive, nurturing, and grounded in spiritual service.

  • Role: Community priestess, healer, celebrant
  • Serves: The wider community
  • Power Source: Divine and Occult; seasonal and lunar forces
  • Connection: Tied to place, people, and the turning of the Wheel
  • Ideal For: Players who want a wise village witch, spiritual counselor, or mystical healer

Witch-Priestess: The Devoted Flame Within the Circle

The Witch-Priestess is an Advanced Class for witches who place their Patron or Tradition at the center of their life. She is a witch first, but one whose devotion elevates her to a position of sacred authority. The Witch-Priestess blends occult mastery with religious fervor. She may serve as oracle, cult leader, sacred warrior, or ritualist of deep mysteries. Her path is more arcane, personal, and potent, but also more demanding.

  • Role: Religious leader within the witch’s Tradition
  • Serves: Their Patron/Goddess/God and the Tradition
  • Power Source: Occult (primarily), with divine undertones
  • Connection: Bound to a specific Patron, Rite, or Mystery
  • Ideal For: Players who want a high-stakes mystic, zealous devotee, or visionary prophetess

Also, the Wicce can only be non-evil in alignment. Witch-Priestess as a class have no restrictions.

Both are my attempts at a revision (both in the sense of revise and to look at again) of my AD&D 2nd Ed Witch Class. 

If I were to expand this I would grab some spells from my CNoW&W and some of my other sources. Maybe along the lines of 12 or so spells per spell level. 

As always, let me know what you think.

Wednesday, October 29, 2025

Witchcraft Wednesdays: The Witch Queen Advanced Class

Larina Witch Queen
Photo edit of "Ginger Queen by Black-Bl00d"
For all my talk about witch queens here, I have no real witch queen class. Yes, there is my D&D 3x Prestige class, but nothing really for Old School games. So my oldest and I tried this one out during our AD&D games. Not 100% there yet, and in the tradition of the Arch Druid (Unearthed Arcana), she might get her own level progression above and beyond the witch class. I just have not crunched all the numbers just yet.

This is primarily for AD&D 1st Edition, but it should work in many other games as well.

WITCH QUEEN / WITCH KING

Advanced Class for Witches

When a Witch has reached the height of mortal power, there yet remains one step further upon the Path, the ascension to the mantle of the Witch Queen (or Witch King). This being is the supreme vessel of a Patron’s will, the living nexus of a Tradition’s power, and the spiritual sovereign of all witches within her realm. Like the Grand Druid of the Old Faith, she is both pontiff and prophet, counselor and conduit, a figure whose very presence can bend the ley and alter the seasons' turning.

Whether crowned by fate, prophecy, deed, or divine lineage, this witch has ascended beyond the coven to become a legendary figure. 

Only one Witch Queen (or King) may reign for each Tradition at any given time, making them as rare as they are powerful.

Requirements

To become a Witch Queen (or Witch King), a character must:

  • Be a Witch of at least 14th level
  • Possess Charisma 17 or higher. Additionally, the witch needs to have an Intelligence or Wisdom of 15 or higher.
  • Be a member in good standing of a coven
  • Must know the Supernal Language
  • Have been chosen through omen, divine sign, or a coven-wide rite as the next Queen or King

Restrictions

  • Only one Witch Queen or King may exist per Tradition at a time (GM’s discretion)
  • To become a Witch Queen or King, the previous sovereign must abandon or relinquish their rulership.  This is often upon the death of the previous sovereign, but not required. 
  • Occult Powers are gained differently (see below)

Spellcasting

  • The Witch Queen continues to cast spells as a Witch of her full level
  • May forego the use of Material Components. 

Witch Queen Abilities

Awesome Presence (gained at level 16): Witches perceive the Witch Queen as a radiant beacon of power. Allies within 60 feet receive +1 to morale checks and saving throws vs. fear; enemies must save vs. spells or suffer -1 to morale. All witches instinctively recognize her status and will defer unless magically compelled otherwise.

Occult Eminence (gained at level 18): The Witch Queen gains one choosen Occult Power of her Tradition. This power is gained as if at the appropriate level, but may not exceed the “Grand” tier unless already eligible. She may choose another Occult Power from a different Tradition at level 19 if desired.

A Thousand Faces (gained at level 20): The Witch Queen may alter her appearance at will, as per the disguise self spell, though the effect is real, not illusory. This change does not affect clothing or equipment, and may be maintained indefinitely.

Timeless Body (gained at level 22): The Witch Queen ceases to age. She gains immunity to magical aging and no longer suffers ability penalties due to age. Natural bonuses to Intelligence and Wisdom still accrue. Her lifespan is extended to 120 years, and she will still die of old age unless further extended by other magical means. 

Rulership and Influence

The Witch Queen or King is not merely a title, but a mantle of magical authority. All witches of her Tradition know of her. At the GM’s discretion, she may gain the right to command covens, invoke her Patron’s will across vast distances, or declare magical edicts that affect ley lines or seasonal flows. Along with this power and influence comes the wisdom and responsibility of how to use such power. 

Optional Rule: Mantle of Sovereignty

Once per month, the Witch Queen may perform a rite, calling upon her Tradition’s power. Effects may include summoning a spirit host, causing omens to appear across the land, or sealing a region against extra-planar intrusion for 1d4 days.

Experience Progression and Saving Throws

Continues to use the Witch class tables for all purposes.

Multi-Class and Dual-Class Use

Only single-classed Witches may become Witch Queens (Archwitches and Witch-Priestess are considered single-class witches). The transformation requires undivided devotion to the Patron and Tradition. Other characters may assist or serve such a queen, but may never claim her title.

The Witch Queen is both symbol and sovereign, oracle and enforcer. Her path is not taken lightly, for once crowned, her soul is forever marked by the gaze of the gods.

--

Still have details to work out, but I like it so far. Again, this is designed to mimic the Arch Druid to Hierophant Druid of AD&D 1st Edition. Though I do think the Hierophant is a bit overpowered.  

I briefly considered the more gender neutral title of Witch Sovereign, but that doesn't have the same weight to it. My influences should be rather obvious, but even "Simon King of the Witches" is called a King and not a Sovereign. 

Likely need some more work on this one, so feedback is appreciated. 

Wednesday, October 22, 2025

October Horror Movie Challenge: Queen of Bones (2023)

Queen of Bones (2023)
 Another pick by my wife. Now, typically when she picks the movie, I get a veto power if it is under a certain IMDB or Rotten Tomatoes rating. She doesn't like to look at the ratings beforehand. This one did not have very good ratings at all, 4.6 on IMBD and no rating at all on Rotten Tomatoes; neither a good sign. But we watched it anyway and really liked it. This in a large part due to the performances by  Martin Freeman and Julia Butters. 

Plus, it is a perfect Witchcraft Wednesday movie.

Queen of Bones (2023)

Fearful or religious men (often the same thing) have always feared women’s autonomy. History has shown that whenever a woman becomes too independent, too willful, too curious, too powerful, someone slaps the word witch on her and decides she needs to be “saved.” That’s the heart of Queen of Bones, a quiet, moody folk horror film that takes place not in the 1600s but in 1930s rural America.

Martin Freeman plays Malcolm, a widowed father raising his daughter Lily (Julia Butters, who’s fantastic) and son Samuel (Jacob Tremblay) in a house thick with secrets. At first, Malcolm seems decent enough, even tender in his grief. But as Lily begins to change, both in body and in strange, supernatural ways, his love curdles into fear. We slowly realize that he’s not just haunted by what happened to Lily’s mother… he’s terrified his daughter might become her.

That dynamic drives the film’s tension. Lily starts having dreams, visions, and odd encounters in the woods. The line between puberty and possession blurs. Is she cursed? Chosen? Or simply awakening to her own power in a world that can’t tolerate that? By the time the third act arrives, the answer feels almost inevitable: Malcolm would rather destroy her than let her become something he can’t control.

It’s not subtle, but that’s fine, it isn’t supposed to be. Queen of Bones plays like a postscript to Robert Eggers' The Witch, set 300 years later but fueled by the same fear: that the feminine divine, if left unchecked, would upend the patriarchal order. It’s witch panic dressed in Depression-era grief, with dust, silence, and old ghosts in every corner.

There’s a scene late in the film, no spoilers, where Lily finally confronts what her father did to her mother. It’s devastating, not just for the violence but for the certainty behind it. Malcolm truly believes he’s doing God’s work. That’s what makes him the monster.

What I loved about this film, and what I think most critics seem to have missed, is how subtle its magic is. It’s not a jump-scare movie. It’s an awakening movie. The horror here isn’t in the witchcraft, it’s in the control. Freeman gives one of his best performances as a man eaten alive by righteousness, and Butters is mesmerizing as Lily, teetering between innocence and fury.

This isn’t The Witch, no. But it shares the same DNA: a girl’s coming-of-age framed as an act of rebellion against divine tyranny. The difference is, this one suggests the witch’s power was always there just waiting for her to claim it.

Queen of Bones might not be perfect, but it’s important. It’s quiet horror with something to say about generational trauma, religious oppression, and the terror of becoming yourself. The final moments hit like a benediction and a curse all at once.

NIGHT SHIFT & Occult D&D Ideas

Let's be honest here. 

I you can't see the RPG potential here I am not sure you are reading the right blog. Generational witches are a topic I discuss frequently here. Like obsessively so.

I wonder what Lily's life would have been like after the movie? She would have been 23 near the start of WWII, in her 40s when the Beatles came to America, her 60s when the 80s began and so on. Interesting. 

For NIGHT SHIT, it’s a modern folk-horror story transplanted to a rural, Depression-era America where witchcraft is whispered about in sermons. A perfect slow-burn scenario: something ancient stirs in the woods, and the townsfolk are eager to call it Satanic. The PCs could arrive as outsiders—teachers, doctors, or priests, only to discover the true evil that resides within the house. Or a perfect Call of Cthulhu game that doesn't involve the Mythos. 

For my Occult D&D ideas, it is a good example of how witchcraft is inherited via bloodlines, and there are witch families.

October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 25
First Time Views: 23

Witchcraft Wednesdays: Occult D&D updates and Halloween sales and more

 Stayed up last night watching The Substance, if you haven't read my review, then no big deal, but at least see the movie, might be my favorite one of the Challenge so far. 

Occult D&D

I have been playing around with this idea of "Occult D&D" for a little while now. I went into it really with no major intentions save to add some more occult feeling to my D&D games and maybe into my NIGHT SHIFT games as well. Its been a blast really. I was sorting through my notes and looking over the books I still want to read or reread for it, and I discovered that I have a lot. Like an obscene amount.

Not just in what I have written so far (an estimate of about 350 pages), but also in what I am still planning on reading.

The Enchanted World
The Enchanted World

Mysteries of the Unknown
Mysteries of the Unknown

The Supernatural
The Supernatural

Man, Myth, & Magic
Man, Myth, & Magic

Do I *need* to read all of these? No, but I *want* to. Many of course are re-reads. I have had these for ages, but I want to be systematic about all of this. Half the joy for me is the research. Sorry, its the academic in me.

I am not 100% sure what shape the final product(s) will take, or even if it will be something I will ever publish. But I am having a lot of fun with it so far.

Halloween Sales

As always, many of my books are on sale at DriveThruRPG for Halloween!

This includes my newest and most popular titles:

Plus a lot more!

EGG Con

I'll be at EGG Con this summer! I'll be there again with Elf Lair Games, selling and running NIGHT SHIFT and Thirteen Parsecs. Hope to see you all there. 


Wednesday, October 15, 2025

Witches of Appendix N: John Bellairs

John Bellairs - The Face in the Frost
There is only one entry for John Bellairs in Gygax's Appendix N; 1969's The Face in the Frost. I decided to read this to see what other titles he had prior to the 1977-1979 publication of AD&D. But I learned a couple of things. First his biggest publication before the AD&D generation age was "The House with a Clock in Its Walls" series for children, which is by all accounts a good book. Secondly, while it is in the Appendix N, it didn't really influence AD&D.  According to The Dragon issue #22. 

As I have not read the book until recently, there is likewise no question of it influencing the game. Nonetheless, THE FACE IN THE FROST could have been a prime mover of the underlying spirit of D&D.

So. With this in hand, I still opted to read this one based on Gary's recommendation. 

This slim novel follows two wizards, Prospero (no relation to Shakespeare’s) and his friend Roger Bacon (the real Roger Bacon), as they stumble into a creeping darkness spreading across their half-real world, a place somewhere between fairy tale and nightmare, where mirrors whisper, shadows move, and even the geometry of time bends. Bellairs’ world feels like a dream the Brothers Grimm might’ve had after reading The Necronomicon.

Prospero and Bacon go all over their world, which is and is not England, in search of an ancient, hard-to-translate book (I kept thinking of the Voynich manuscript, and the wizard who is close to unraveling its secrets.

It's a travling magical adventure that takes place in dream-like, and nightmare-like

That is great, but does it hit my central thesis? In other words, are there witches?

Well. No. There are rumors of witches and a couple of really eccentric wizards. But no proper witches.

If you like the idea of a wizards-only adventure (and who doesn't!) then this is a good choice.

Updates

Ok, I have been doing this for a bit, time to check in on who I have read so far. Well, I have read most, I have talked about all of them yet.

Anderson, Poul. Three Hearts and Three Lions; The High Crusade; The Broken Sword
Bellairs, John. The Face in the Frost
Brackett, Leigh.
Brown, Fredric.
Burroughs, Edgar Rice, Pellucidar series; Mars series; Venus series
Carter, Lin. "World's End" series
de Camp, L. Sprague. Lest Darkness Fall; Fallible Fiend; et al.
de Camp & Pratt. "Harold Shea" series; Carnelian Cube
Derleth, August.
Dunsany, Lord.
Farmer, P. J. "The World of the Tiers" series; et al.
Fox, Gardner. "Kothar" series; "Kyrik" series; et al.
Howard, R. E. "Conan" series [Part 2] [Part 3]
Lanier, Sterling. Hiero’s Journey
Leiber, Fritz. "Fafhrd & Gray Mouser" series; et al.
Lovecraft, H. P. (The Dreams in the Witch House)
Merritt, A. Creep, Shadow, Creep; Moon Pool; Dwellers in the Mirage; et al. (Burn, Witch, Burn!)
Moorcock, Michael. Stormbringer; Stealer of Souls; "Hawkmoon" series (esp. the first three books)
Norton, Andre. (Witch World)
Offutt, Andrew J., editor. Swords Against Darkness III.
Pratt, Fletcher. Blue Star; et al.
St. Clair, Margaret. The Shadow People; Sign of the Labrys
Tolkien, J. R. R. The Hobbit; "Ring Trilogy"
Vance, Jack. The Eyes of the Overworld; The Dying Earth; et al.
Weinbaum, Stanley.
Wellman, Manly Wade. (The Desrick on Yandro)
Williamson, Jack.
Zelazny, Roger. Jack of Shadows; "Amber" series; et al.

--

There's still a way to go! I have read many of these in the past. Some, like Lovecraft and Moorcock, I am ready to do now, I just want to reread some stories in particular. Others, like Vance and Zelazny, it has been so long I don't recall everything. 

I put some tales in parentheses because those are ones I want to pay particular attention to. I am sure I am missing some tales, so if you know of one, please let me know!

Wednesday, October 1, 2025

October Horror Movie Challenge: Witchcraft (1988)

Witchcraft (1988)
This October Horror Movie Challenge, I am going "themeless." Well, not entirely themeless, I am going to hit some movies I have been wanting to see for a while. I am going to hit some movies with a strong occult themes to help with my Occult D&D ideas. And a lot of movies that are random picks. 

So, lets get in a Witchcraft Wednesday special!

Some horror movies become classics because they’re great. Others become classics because they’re terrible. And then there are the ones like Witchcraft (1988)—movies that sit in that odd middle space where you can’t really call them good, but you also can’t quite look away. This was the beginning of what would inexplicably become the longest-running horror franchise of all time, with over a dozen sequels. Yep, this little direct-to-video oddity outlasted Friday the 13th.

Witchcraft has always been out there, taunting me. The later direct-to-video offerings are essentially cheesy, low-grade horror with soft-core porn. There is a time and place for that, but not often in the Horror Movie Challenge. Still, I am not going to rule out more of these for the simple reasons that A.) this one wasn't so bad (ok it is, but) and B.) maybe there is something to extract here.

The setup is Gothic in all the right ways. The film opens with a young woman, Grace Churchill, giving birth to a child in a spooky old mansion, watched over by ominous figures who may or may not be part of a Satanic coven. The baby, William, grows up haunted by strange powers and a dark inheritance. That’s about as coherent as the plot gets. The rest is a mix of supernatural brooding, awkward family drama, softcore sex, and a finale where witchcraft and devil-worship clash in melodramatic fashion.

It’s the kind of movie that promises “occult terror” on the box but delivers more soap opera than sorcery. The budget clearly wasn’t there, and it shows—cheap sets, stilted acting, and special effects that would’ve been laughed off Tales from the Darkside. But there’s something about the sheer earnestness of it that makes it oddly watchable. You get the sense that everyone involved thought they were making something serious, maybe even artistic. Instead, they accidentally launched the trashiest franchise in horror history.

What stands out, though, is the vibe. Witchcraft is soaked in late-80s VHS energy, grainy lighting, synth score, and a sleazy Gothic tone that feels like it belongs in a tattered paperback you’d find in a used bookstore. It’s not scary, not really, but it is atmospheric in that “midnight cable TV/Cinemax” way.

Witchcraft (1988) isn’t good. But it’s important. It’s the seed from which a whole weird forest of bargain-bin horror would grow, a franchise that leaned more and more into sleaze and supernatural soap opera. I can't help but think that this series promises a better movie. 

Maybe I'll watch them all one day. But not this month. 

Occult D&D and NIGHT SHIFT

Yeah, there is a NIGHT SHIFT campaign here, but it is likely a silly one.


October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 1
First Time Views: 0

Witches of Appendix N: Poul Anderson

Three Hearts and Three Lions (1953)
 It is the start of October and time for another foundational author for D&D from Gary's Appendix N. As always with this feature I am focusing on the witches presented in these tales.

Poul Anderson (1926-2001) is much better known for his Science Fiction tales, but he does have three (well, 2.5) fantasy stories on the Appendix N list, and two of these feature witches rather prominently: "Three Hearts and Three Lions" and "The Broken Sword."

I will take each in turn and also expand a little from "just witches" with these.

Three Hearts and Three Lions (1953)

Anderson’s Three Hearts and Three Lions is already famous in D&D circles for giving us Law vs Chaos, the Swanmay, regenerating trolls, and even the proto-paladin in Holger Carlsen. But nestled amid the elves, trolls, and Moorcock-before-Moorcock cosmology is one of the first proper "witches" of Appendix N.

The unnamed witch of the forest hut is classic fairy-tale witchcraft: ugly, corrupt, but wielding real power. She brews potions, dabbles in deviltry, and represents the Chaos side of Anderson’s moral spectrum. Anderson clearly has one foot in the folkloric hag tradition; this witch could have walked right out of the Brothers Grimm, but her function in the story is thematic as much as narrative. She exists as a living symbol of the Chaos that Holger is pitted against, an incarnation of superstition and malice. While her interactions with Holger are not long, she is his first clue that magic, chaos, and evil are real, tangible things in the world/time.

Then there is Morgan Le Fey. She is Holger's former lover in a past life, and she is the main antagonist. She is a representative of the "Old Ways," the paganism of Europe, dying out in the face of rising Christianity. She is also representative of chaos, evil, and magic. Where the old hag is evil and ugly, Morgan Le Fey is evil and beautiful. Representing that evil does come in many guises and our hero needs to recognize that.

The battle is a parallel of the one Holger left in his time, World War II.

Both witches represent the two types of witches most often seen: the old Satanic Hag and the beautiful Pagan. Both, however, represent evil and mostly Chaos. 

The notion of Paganism/Old Ways versus Christianity is a recurring theme in Anderson's other significant Appendix N book.

The Broken Sword (1954/1971)

The Broken Sword (1954/1971)

The Broken Sword gives us a much darker, more primal vision of witchcraft. 

Here we get another hag-witch who is close enough to the elves and trolls to have dealings with them, but is also very explicitly Satanic. She lives in a run-down cottage/hut, deals with the dark forces of evil, and has a talking rat familiar. Honestly, she could even be the same witch if so many years were not between them.

She also tempts our main antagonist, the Changeling Valgard, by glamouring herself into a beautiful woman. It is her desire for vengeance that sets the plot into motion. 

Like Three Hearts, the Witch, and she never is given a proper name, is a force of evil and chaos. Also like Three Hearts, the story centers around the battle between Pagans and Christianity, which Anderson casts here as Evil/Chaos vs Good/Law, respectively.

The elves and trolls of The Broken Sword are more similar to each other; both are forces of Chaos, for example, and an elf/troll child is a Changeling. Their magic is also described as akin to witchcraft ("witchsight" allows humans to see the world of faerie) and to the witchcraft the old hag employs. Many elves and trolls have "Warlocks" in their ranks.

Here, also, the big Pagans vs. Christians war takes a back seat to two warring factions of Pagans, the Elves/Faerie and the Trolls/Giants. The interaction our protagonist Valgard has with the displaced Faun is very telling. This area of England/British Isles is one of the last holdouts of the Pagan ways. 

The mixing of the various mythologies, Norse, Irish, Welsh, British, and Greek, is very D&D. 

That Last Half

I joked above, 2.5 books in Appendix N. The ".5" is "The High Crusade" which is more appropriately a Science Fiction or Science Fantasy novel. I didn't include it here because, simply, I have not read it. 

A Note About Trolls

Three Hearts and Three Lions is notable for giving us the "D&D Troll," but the ones in The Broken Sword are much more interesting. Yes, they are ugly and brutish, but they are also smarter, and while they have enough similarities to elves to produce offspring (with the help of magic), they are explicitly related to the Jotun of Norse myth. 

Closing Thoughts

Anderson gives us some compelling stories. While not explicitly set in the same world, they are also not not the same world. His epic war of Good vs. Evil, Law vs. Chaos, is something that rings loudly even today in all editions of D&D. His wars of Christians vs. Pagans ring loudly to me.

His witches are less characters and more caricatures at times, but this fits into the world view these books have: the witches are just pawns and tools. Even when they have agency, their fate is already predetermined.

The entire time I was reading The Broken Sword, I could not help but wonder why witches didn't play a more prominent role in the game. Of course, the reason is simple. I was reading this looking for witches and not the larger themes. Gary, I assume, read these and saw the cosmic battle of Law vs. Chaos.  

None of the witches in these two tales would make for good Player Characters. They would, however, make for great NPCs using the Dragon Magazine witch class. 

In the AD&D Player's Handbook, it is mentioned that the Druid class is the same as the pre-Christian (not Gary's words) druid that has survived to Medieval times. If this is the case then certainly other "pagans" have survived. The witches of Poul Anderson certainly could be among those numbers.  

Wednesday, September 17, 2025

Witchcraft Wednesdays: Expanding the War of the Witch Queens

Dungeon #42
 I mentioned a bit back that I need want to revise my War of the Witch Queens. The first idea was to redo it all for Wasted Lands. Good so far.  Plus I found some other adventures I want to add, namely The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

I also found this resource online that details all the adventures from Dungeon Magazine issues #1 to #100. These are all AD&D 1st ed, 2nd ed, and BECMI adventures with some 3rd edition. So, I went looking for all the "witch" adventures.

Here is what I found.

  • Added: "Monsterquest" by Vince Garcia, Issue #10, Levels 1-3, AD&D 1st Ed.
  • "The Wards of Witching Ways" Issue #11, Levels 3-5, AD&D 1st Ed.
  • "Things That Go Bump in the Night" Issue #38, Levels 3-6, AD&D 2nd Ed.
  • "The Price of Revenge" Issue #42, Levels 4-6, AD&D 2nd Ed. Ravenloft
  • "The Witch of Windcrag" Issue #51, Levels 2-3, BECMI
  • "The Witch's Fiddle" Issue #54, Levels 2-5, AD&D 2nd Ed.
  • "Witches' Brew" Issue #67, Levels 3-5, AD&D 2nd Ed Forgotten Realms
  • "Visiting Tylwith" Issue #77, Level 1, AD&D 2nd Ed.
  • "The Witch of Serpent's Bridge" Issue #95, Level 3, D&D 3rd Edition

Now I just need to find these issues! Thankfully, I have a game auction coming up, and old Dungeon magazines always come up. Yeah, I know they are probably somewhere online, but I don't want those; I would rather have physical copies.

Once I review these (when I get them), I'll need to see how to integrate these into the large adventures.

I also just found out about this one, La arboleda de la Bruja Muerta (The Dead Witch's Grove). A new witch adventure AND a chance to practice more Spanish! It is not out yet.

La arboleda de la Bruja Muerta

But this one was just released!

Witch and Stone

Witch and Stone from Pacesetter Games. Grabbed it this morning. 

Looks like War of the Witch Queens will be back on!

Wednesday, September 3, 2025

Witchcraft Wednesdays: More Occult D&D, the Supernal Tongue

A 16th-century portrait of John Dee
Still working through my ideas on "Occult D&D." 

I have scads of notes on Enoch and Enochian and the connection he has to the occult via figures like John Dee and Edward Kelley. I have always wanted to explore the concept of Enochian as a magical language, but I have not used it. Why? Well, for starters, Enochian works well here due to its ties to history (Dee, Kelley) and myth (Enoch), as well as the gravitas of the Abrahamic religions. That all works wonderfully in a NIGHT SHIFT game, but not for a D&D-like game.

I also have a bunch of notes and ideas scribbled out on Proto-Indo-European languages. My thinking was to use PIE as a sort of root language of the world and one taught to witches, much like the ideas of my first "witch language" posts

There is no way I am going to build my own constructed language no matter how cool that sounds. I am no David Peterson. Though I do like to think his Inha language would be fun to explore. Great for Primordial. His Verbis Diablo is also great for Infernal, and I loved the idea of his Méníshè from Motehrland: Fort Salem.  What do all three of these languages have in common other than being constructed by Peterson? They are all explicitly languages learned by witches.

I am not ready yet to put a stake down in a specific witch language. I mean, I assume most Pagan witches are likely illiterate, and many of my other traditions are separated by time and space (Classical and Gothic, for example). So what language would they have in common? Well, nothing witch-specific, but something very occult.

SUPERNAL (Lost Tongue of Creation)

This language is the primordial root-speech from which all alignment tongues are said to descend. It is believed to have been spoken in the earliest ages, before the division of law and chaos, good and evil. Angels and devils alike once uttered its syllables, but even the eldest celestials and the most ancient fiends no longer command it in full.

Supernal is not a common language of conversation but a metaphysical system of sound and sign, wherein words themselves shape reality, bind spirits, and mark the planes. Only a fragment survives. Fewer than two hundred words are known with proper pronunciation, and even these must be taught with precision, for error can render meaning void or bring peril to the speaker.

There are many written forms, the most notable being Supernal-A, a draconic-seeming script often mistaken for true Draconic, and Supernal-B, a flowing elven hand that appears beautiful but yields nonsense when translated as Elvish or Sylvan. Supernal texts (grimoires, tablets, or fragments) are commonly interpolated with Celestial, Draconic, or Elven words to replace what has been lost.

Those Who May Learn It: Supernal is reserved for scholars of the occult, such as high witches, ceremonial warlocks, magi, and certain esoteric clerics or wizards. Ordinary characters cannot select it. Even among such classes, mastery is partial; no individual is known to possess more than a handful of true phrases.

Game Use: Treat Supernal as a secret, universal occult tongue. It may be used to decipher ancient inscriptions, recite certain rituals, or command extraplanar beings when the proper words are known. It is never learned by chance; knowledge of Supernal must come through initiation, tutelage, or the study of rare and perilous texts. Characters cannot learn Supernal unless they meet the following requirements. 

  • Must be a witch, warlock, cleric, magic-user, or one of their subclasses. Druids cannot learn this language.
  • Intelligence score of 16 or higher.
  • Have a free language to learn.
  • Find a teacher who knows Supernal.

Costs for this can vary greatly depending on the demand and location. It takes one year for the character to even learn the basics and a decade to learn enough to be able to read any text. For game purposes, treat one year of learning as one level of experience.

Magic-users, as part of their normal education, learn a few words of Supernal along with magical words of Draconic and Elvish. They can be assumed to have had one year (one level) of instruction already.

Phygor

The Ascended Master, Scribe of the Gods, Walker Between Worlds

In the chronicles of magic, few names are so widely spoken and so little understood as Phygor. Born into a wealthy family, he was initially a promising but unremarkable student at the Great School of Magic. Then, as the tale is told, one day he simply stood up from his bench, leaving behind his books, his belongings, and even his half-eaten meal, and began to walk. He walked out of the School, out of city, and out of the world that others knew.

Phygor wandered for years beyond counting, traveling among hermits, witches, shamans, astrologers, monks, and warlocks. He learned a fragment here, a secret there, piecing together what none before him had dared: a greater vision of magic, gathered from every corner of the earth. Some say he spoke with dragons in their dreams, others that the spirits of the land taught him great mysteries. A few whisper that he was shown hidden truths by beings of heaven and hell, who recognized in him a mind vast enough to hold the Supernal syllables themselves.

When Phygor returned, he was transformed. His magics were strange and terrible, alien even to the archmages of the Great School. With these, he crushed a rebellion of wizards not with slaughter, but with dazzling displays of artifice and spells they could not comprehend, forcing them to surrender in awe. Though a man of Law and Good, he did not hoard his knowledge. He broke with all tradition, declaring that magic was not the possession of a cabal or a guild, but a birthright of the wise. He published his findings, opened his grimoires, and gave freely of his lore. Even those of wicked heart who opposed his ideals respected his power and grudgingly acknowledged his genius.

Phygor’s end is disputed. In some tales, he simply walked again, leaving the world behind as he had once left the School, and was never seen thereafter. In others, he ascended bodily into the higher planes, taking a place among the immortals. A few claim he became something greater still: the Scribe of the Gods, known to angels as a shining scribe and to demons as a voice of thunder, recording the hidden laws by which all spells are written.

Among witches, magi, and warlocks alike, Phygor is a luminary sage of study, initiation, and the pursuit of hidden knowledge. To invoke his name is to claim the lineage of the wandering master, the one who saw further than all others and gave what he found to the world. To some, he is a hero, a true master teacher. To others, a dangerous radical bent on upsetting the balance of magic. To all who wield magic, he is a name spoken with respect.

All of the known words of Supernal come from his writings.