Showing posts sorted by date for query tarot witch. Sort by relevance Show all posts
Showing posts sorted by date for query tarot witch. Sort by relevance Show all posts

Monday, June 22, 2026

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

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

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

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

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

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

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

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

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

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

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

OR

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

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

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

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

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

That makes it stranger.

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

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

Most of all familiars tell me two things.

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

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

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

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

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

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

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

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

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

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

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

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

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

Monday, June 1, 2026

Mirror Mondays: The Witches of 1986. Occult Magic Before It Had a Name

Edit of https://www.pexels.com/photo/brunette-woman-holding-tarot-cards-6014335/
It is June 1st, and June has always been prime D&D time for me.

Summer was either already here or almost there, depending on where you lived and how hot it was. By then, we had stopped pretending school mattered. Days felt slow, and nights seemed endless. Any place, a friend’s house, the basement, the porch, your bedroom floor, or the dining room table, could become a world of adventure for an afternoon or a weekend. It was a time to sit back and properly read that new Dragon Magazine.

And that was the point. Summer is what makes adventure happen.

Riding your bike to a friend’s house felt like a real journey. The library became a place for research. The woods behind the neighborhood felt wild, and the old cemetery was like an unfinished adventure. If a thunderstorm rolled in, your house could turn into a dungeon.

In Jackson, IL, June 1986 was when the possibilities opened up.

School was over, but its presence lingered. Empty classrooms always felt strange compared to when they were full. The public library was chilly and filled with books on topics teenagers weren’t supposed to care about yet. We had bikes, dirt roads, creeks, and long afternoons. Adults were at work, so we had free time, and free time could be risky.

For Advanced Witches & Warlocks, June 1986 was a different sort of opportunity.

It was a chance to play Advanced Dungeons & Dragons the "right" way, at least, that is what we told ourselves back then. All you needed were the books, some arguments, your imagination, and the sense that the game still held some secrets.

Secrets are where you find Occult Magic.

I didn’t have a clear definition for it back then, but I knew it was there.

There is Arcane magic, the province of the Magic-User with his spellbooks and components and towers, the idea that intelligence and hard work can uncover power. And Divine magic for the Cleric, with his gods and prayers and holy symbols, where belief in the divinity is what matters. Mind you, we were not using those words back then. That is what hindsight has given us. But whether we called in Arcane magic or wizard magic, divine or priestly magic, they were the same.

But there’s something in between, too.

The red string charm. A name spelled backward and set alight. An old woman who knows what the Priest won’t tell you. A vision of the truth. Or a mirror that will only give you an answer under the darkest moon. The familiar in the room that seems to understand more than anyone else. A book nobody wants to claim to have read. A curse that stays until you right the wrong.

That is Occult Magic.

Don’t mistake "occult" for a costume. It is not a wizard with a penchant for wearing black, nor is it a cleric of an old god. It isn’t some word they put in to spook the parents. Pentagrams and black cats and Latin mumblings don’t automatically make it so. Occult is hidden. Concealed. Known only to those initiated.

This matters for the game. 

We’re talking about magic that’s forbidden or personal, knowledge kept through names, debts, and memories. Some people think it’s evil, but making it only about evil isn’t very interesting. Not everything forbidden is wicked. Sometimes it’s just dangerous. Sometimes it’s off limits because it’s embarrassing or because it reveals a lie. It might be forbidden to keep power away from those who aren’t supposed to have it, or because it belongs to people society prefers to ignore: women, outsiders, immigrants, queer people, or strangers.

This is what gives Occult Magic its import for an Advanced D&D Witch or Warlock.

A witch isn’t just another Magic-User with a different spell list. She’s not a Cleric without a temple, either. She needs her own way of understanding magic. Arcane Magic explains the physical world. Divine Magic is about asking gods for help. Occult Magic is about following hidden threads.

What lies underneath? Why put that charm under the threshold? How does a name echo through three generations? What did the villagers and the thing in the well come to an understanding over? Where has the baroness’ reflection gone? And why does the old road put itself out of sight when the moon is new?

A witch doesn’t ask, "What spell was cast?" She asks, "Who needed that to be hidden?" That changes the game completely.

Occult Magic has to do this if it is to alter how we play. It has to turn things into an investigation, making you care about names, places, and what is remembered. It puts the Game Master to work considering family curses, old debts, powers you won’t find on a map, or any old scrolls, and the like. It has to be something special, something hidden. 

Charisma remains the right primary stat for a witch on account of all this. Intelligence is for the Magic-User to pore over his spells, Wisdom for the Cleric to serve his god. Charisma allows the witch to stand at the circle’s edge and call on the unseen. She has to be able to bargain, bind, bless, curse, lead, and put people at ease. She needs to invest something of herself into this bargain, or there will be no bargain at all.

The same holds true in Jackson, IL.

Here, Occult Magic is more than finding an old book in your attic and casting spells. There is a structure to the town you have to read. You have to know the cemetery is not only just a cemetery, or that the library has its share of uncatalogued books. You can tell the school hallway is different once the last bell has rung. The man running the occult shop will have your name before you’ve given it to him. You understand the creek’s name is no accident and that it points to something bad.

For a young witch in Jackson, discovery comes before power. She doesn’t begin with a list of spells. She starts with an experience, a dream, a mark on her skin, a voice, a mirror, a dead girl in the bathroom, or a teacher who notices something in her and quickly looks away.

The magic is still a secret to her. But as she starts to follow the threads, the pattern becomes clear. The horror isn’t that magic exists, but that it’s always been there, while everyone else has ignored it or just survived it. 

The *REAL* Necronomicon
This becomes important later on with the idea that some knowledge, either in books, games, or record albums, is just too dangerous to have. 

You could say the Satanic Panic had it all wrong. To them, "occult" was a byword for corruption: dangerous books, dark rituals, evil music, and demonic imagery. An adult would see a teenager with a fantasy novel and some heavy metal on, or one drawing occult pictures and talking of spells, and they would put two and two together and come up with something very wrong in their own imaginations.

But that is missing the point entirely. What you have there is adults who are terrified of young people having access to hidden knowledge. That kind of terror is right at home in Jackson, IL. Not on account of the claims being true, but because they are wielded as a weapon. The girl with her books is being watched. The boy making strange maps is put on the spot. A horror movie makes a teen look suspicious. Get a few friends together after school, and you are a "cult."

It is not supernatural, but it need not be. Jackson has horror enough of its own to go around.

For Advanced Witches & Warlocks, this matters because witches are the class most misunderstood by others. She knows what people need but are afraid to ask for. She might heal a child and still be called wicked, or give a warning and get blamed when it comes true. That’s Occult Magic in a social sense. Hidden knowledge always has a price. In an adventure, it could be your name, a memory, a night’s protection, or a promise never to enter a certain room. In Jackson, the price is your reputation.

That’s why Occult Magic isn’t just about darkness. What matters is what’s hidden or forgotten. It can protect, bind, summon, or curse. It can reveal the truths people live by. It’s both good and dangerous. Magic should be both.

Of course, every spell having a risk is part of the fun, but magic is also dangerous because it changes how the witch relates to the community, to spirits, and to herself. Once something hidden is revealed, you can’t hide it again. And what you uncover might not let you go. Both projects should follow that idea.

In Jackson, IL, Occult Magic drives teenage horror. The town isn’t haunted because of scary spirits, but because the secret is out and the kids have noticed. June 1986 is the perfect time for this. The days are long, adults are busy, and the school doors aren’t always open. The creek is low enough to reveal its winter secrets, the cemetery grass is overgrown, and the roads out of town feel like an invitation. Summer is for adventure, and Occult Magic helps you find it.

The Mirror Shard: See the Hidden Thread

This spell is more of an adventure tool than a combat spell. You can use it as a low-level Witch spell in Advanced Witches & Warlocks, or as the first real magic a teenager tries in Jackson, IL. It won’t show you everything, but it will reveal the connection between something you see and a hidden entity nearby.

A locket might show you the thread to its owner’s grave. A bloodstain could lead to the person who made it. A teacher’s shadow might connect to an old yearbook photo. A charm under a door could glow with the color of the family who placed it there. Sometimes the thread looks like a red cord or black smoke; other times, it’s silver hair, ink, or music only the witch can hear.

The spell shows you what connects two things you aren’t supposed to know about. It won’t tell you what the connection means—that’s for you to figure out. It doesn’t replace real investigation in an AD&D game; if anything, it might lead you to make mistakes or ask tougher questions. If you use it in the halls of the local school in Jackson, you’ll see too much. Bully to victim. Principal to school scandal. Family name to the cemetery. The first time you cast it, you learn something important. The second time, you wish you hadn’t.

See the Hidden Thread
Occult Divination 

Witch Level 1
Range: 6"
Duration: 1 turn
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Spell Effect

When the witch gazes through a fragment of silvered glass and speaks the Supernal syllable of revelation, the spell reveals a shimmering, metaphysical thread connecting a visible object or creature to a nearby hidden entity or significant location. The thread manifests in a form unique to the situation or the witch’s tradition, appearing as a red cord, a wisp of black smoke, a strand of silver hair, or even a faint melody only the witch can perceive.

Details

The spell illuminates the "Hidden Thread" between two things that are cosmically or karmically linked, regardless of whether the connection is secret or obscured.

  • A locket might reveal a silver thread leading toward its owner’s forgotten grave.
  • A bloodstain could show a pulsing red line trailing toward the individual who shed it.
  • A charm tucked beneath a floorboard might glow with the specific color of the family lineage that placed it there.

The spell does not reveal the meaning of the connection or the identity of the hidden entity; it only proves that a link exists and shows the path to follow. This is an adventure tool meant to supplement investigation, not replace it. If used in a densely populated or high-drama area (such as a school or a town hall), the witch may see a chaotic web of threads that can be overwhelming and potentially distressing to the caster's psyche.

Material Components: A fragment of silvered glass that was a shard of a broken mirror and a drop of clear water.

More Insight From Daddy Rolled a 1

If you want another perspective of what was going on with AD&D in the mid-1980s then please check out Martin R. Thomas' blog and YouTube channel, Daddy Rolled a 1

Both discuss the same time period I am covering here, but with a different thesis statement. Both are also worth your time. By this reckoning, my project here is firmly in his Phase 3 camp. Which feels exactly right. I am pleased to see that we see this time period in roughly the same way. 

Monday, February 9, 2026

Barking Alien's RPG CAMPAIGN TOUR CHALLENGE! Day 9

Larina Tarot
Larina will still read your cards
Day 9 - Who’s in Charge?

Day 9-Who's in charge here?
Who are the major movers and shakers in the campaign?

Elowen's Journal

"If you are looking for a throne, you will miss the people who matter.

Larina lives in a small cottage with a large hearth, a kitchen big enough to seat an entire coven, and a soft chair she favors by the fire where she reads late into the night. There is a painting of her and her daughter above the fireplace, I have not met her yet, but she looks exotic. Larina just looks happy. If you did not know her, you would never guess she was one of the most powerful Witch Queens in the world. Esmé once told me she loves Larina dearly, but that she is also the single most terrifying thing she has ever known. I believe her. I know Larina rescued Amaranth from a terrible life. I know she saved Aisling from something like hell. Katrina calls our little circle “Larina’s Misfits,” and I suppose that includes me now.

Katrina herself is no less dangerous, just sharper around the edges. Where Larina is warmth and gravity, Katrina is clarity. Together, they do not rule so much as define. When either of them enters a room, the conversation changes. Not because people are afraid, but because everyone wants to hear what will be said next. 

That is how power works here. It gathers attention. It does not demand it.

There are other leaders, of course. The Lord Mayor and the Witan Council meet to handle the business of the village. Each quarter has its seasonal figure, Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter, who preside over rites and celebrations and quietly settle disputes when the season demands it. But even they listen when witches speak. West Haven is not ruled by crowns or councils alone. It is shaped by those who keep it from unraveling."

Designer Notes

Authority in West Haven is deliberately layered and informal. On paper, the village has a Lord Mayor and a council known as the Witan, composed of respected elders from each quarter. These bodies handle civic matters, trade, disputes, and day-to-day governance. Alongside them exist the seasonal figures tied to the quarters of the town. Lord Summer, Lady Ostra, Lady Mabon, and Lord Winter oversee festivals, rites, and the rhythms that keep the community grounded in the turning year. Their power is cultural and ceremonial, but it is very real.

Above and around all of this sits witch authority, which is not codified but universally acknowledged. Larina is the most powerful witch in the region, with Katrina close behind, but their influence comes from reputation, history, and trust rather than formal titles. Among witches, power is social before it is magical. Elders lead because others listen. Covens follow because they choose to. This structure allows West Haven to function without collapsing into tyranny or chaos. Power here is not about command. It is about presence, memory, and the quiet understanding of who will step forward when things go wrong.

I wanted a place where if the characters asked, "Who is in charge here?" the answer would be, "It depends on what you want."


Join Adam Dickstein of Barking Alien, and his RPG CAMPAIGN TOUR CHALLENGE 2026!

RPG CAMPAIGN TOUR CHALLENGE!

Tuesday, December 16, 2025

Blogsphere Links: Witches on Other Blogs, Part 2

John William Waterhouse - The Magic Circle
 Here are some more links to other blogs, and the occasional message board, talking about things that interest me. Know more? Let us all know!

Dragonsfoot

Shamans / Witch Doctors and Unearthed Arcana
http://www.dragonsfoot.org/forums/viewtopic.php?f=1&t=65694

Dreams of the Lich House

Mythic Monday: The Witch
http://dreamsinthelichhouse.blogspot.com/2011/01/mythic-monday-witch.html

Any of the Gothic Greyhawk posts
http://dreamsinthelichhouse.blogspot.com/search/label/Gothic%20Greyhawk

Doomslakers!

Witch!
http://doomslakers.blogspot.com/2014/05/witch.html

Witch! (revised)
http://doomslakers.blogspot.com/2014/05/witch-revised.html

Witch (another revision)
http://doomslakers.blogspot.com/2014/06/witch-another-revision.html

Dump Stat
Deep Dive - Warlock Class
https://dumpstatadventures.com/blog/deep-dive-warlock-class

Dungeons Deep & Caverns Old
Fantasy Age Specializations - The Witch
http://dungeonsandcaverns.blogspot.com/2015/10/fantasy-age-specializations-witch.html

Elfmaids & Octopi

d100 Witches
http://elfmaidsandoctopi.blogspot.com/2014/01/d100-witches.html

The Blood Wizard Harvest  - Not really witches, but can be used as such.
http://elfmaidsandoctopi.blogspot.com/2015/01/the-blood-wizard-harvest.html

Your familiar is boring
http://elfmaidsandoctopi.blogspot.com/2015/10/your-familiar-is-boring.html

Wondering about Witchcraft
http://elfmaidsandoctopi.blogspot.com/2016/03/wondering-about-witchcraft.html

EN World

D&D 5th Edition Witch Class
http://www.enworld.org/forum/showthread.php?401243-Witch-Class

Let's talk about Witches
https://www.enworld.org/threads/lets-talk-about-witches.469321/

The Eye of Joyful Sitting Amongst Friends
I'm a DT-RPG publisher now! The Enchanter
http://joyfulsitting.blogspot.com/2015/09/im-dt-rpg-publisher-now.html

False Machine
GOBLINS GOBLINS GOBLINS
http://falsemachine.blogspot.com/2022/08/goblins-goblins-goblins.html

Flutes Loot

5e Guide to Playing a Witch
https://www.flutesloot.com/5e-guide-to-playing-a-witch/

Alchemist Artificer as a White Witch: D&D 5e Character Idea
https://www.flutesloot.com/reflavoring-the-alchemist-artificer-as-a-white-witch/

From the Sorcerer's Skull

Witches of Ix
http://sorcerersskull.blogspot.com/2014/08/witches-of-ix.html

Dark Days in Noxia
http://sorcerersskull.blogspot.com/2014/08/dark-days-in-noxia.html

The Witch Queen of Noxia
http://sorcerersskull.blogspot.com/2015/03/the-witch-queen-of-noxia.html

The Witch of the Woods
https://sorcerersskull.blogspot.com/2014/12/the-witch-of-woods.html

Giant in the Playground

Witches in D&D
https://forums.giantitp.com/showthread.php?44145-Witches-in-D-amp-D

The Graverobber's Guide

The Witch's List (an adventure)
https://graverobbersguide.blogspot.com/2018/10/the-witchs-list-adventure.html

Design Document: Three Basic Classes
https://graverobbersguide.blogspot.com/2018/04/design-document-three-basic-classes.html

Magic as Language
https://graverobbersguide.blogspot.com/2018/07/magic-as-language.html

Wenches & Witches (d100 Carousing Table)
https://graverobbersguide.blogspot.com/2018/10/wenches-witches-d100-carousing-table.html

Greyhawk Grognard

Witch class preview: Ylfe-shot
https://www.greyhawkgrognard.com/2008/05/29/witch-class-preview-ylfe-sho/

Witch Class Preview: Evil Eye
https://www.greyhawkgrognard.com/2008/07/18/witch-class-preview-evil-eye/

Witch Preview #3: Familiar Names
https://www.greyhawkgrognard.com/2008/07/28/witch-preview-3-familiar-names/

The Witch
https://www.greyhawkgrognard.com/2011/10/17/witc/

Now Available: The Witch
https://www.greyhawkgrognard.com/2011/10/29/now-available-witc/

31 Days of Halloween: Grimoires
https://www.greyhawkgrognard.com/2015/10/08/31-days-of-halloween-grimoires/

Greyhawk Stories

Iggwilv: Mother of Witches
https://greyhawkstories.com/tales-from-the-flanaess/iggwilv-mother-of-witches/

Greyhawkery

Baba Yaga Mini (with discussion on the Baba Yaga-Iggwilv relationship)
https://greyhawkery.blogspot.com/2011/08/baba-yaga-mini.html

Greyhawk Related Stuff
https://greyhawkery.blogspot.com/2016/07/greyhawk-related-stuff.html

Witch Queen Iggwilv Discussion Tonight
http://greyhawkery.blogspot.com/2019/09/witch-queen-iggwilv-discussion-tonight.html

Tasha's Cauldron of Everything
https://greyhawkery.blogspot.com/2020/11/tashas-cauldron-of-everything.html

Gothridge Manor

Game Props Part 1: Tarot Cards
http://gothridgemanor.blogspot.com/2014/09/game-props-part-1-tarot-cards.html

Developing a Twisted Plot Within an Adventure: The Weeping Witch
https://gothridgemanor.blogspot.com/2016/12/developing-twisted-plot-within-adventure.html

Hall of the Mountain King

Witches, a series of images
http://jasonzavoda-hallofthemountainking.blogspot.com/search/label/witches
http://vaultofthemountainking.blogspot.com/search/label/Witch

Inspiring Illustrations - The Witch-Queen of Yithorium
http://jasonzavoda-hallofthemountainking.blogspot.com/2013/06/inspiring-illustrations-witch-queen-of.html

NPC - Blackmoor Land of a Thousand Witches - Czylle
http://jasonzavoda-hallofthemountainking.blogspot.com/2018/04/npc-blackmoor-land-of-thousand-witches.html

Project - Blackmoor Land of a Thousand Witches - The Red Witch
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/04/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - Inkeri
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - the Sisterhood
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_16.html

Project - Blackmoor Land of a Thousand Witches - NPC Tuure
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_17.html

Project - Blackmoor Land of a Thousand Witches - NPC Eira
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_18.html

Project - Blackmoor Land of a Thousand Witches - The Moon Hall
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/05/project-blackmoor-land-of-thousand_22.html

Project - Blackmoor Land of a Thousand Witches - NPC Taraso Centaur-Lord
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/06/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - Kampala Shrine of Obad-Hai
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/06/project-blackmoor-land-of-thousand_6.html

Project - Blackmoor Land of a Thousand Witches - NPC Hilja
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand.html

Project - Blackmoor Land of a Thousand Witches - NPC Brenna
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand_19.html

Project - Blackmoor Land of a Thousand Witches - NPC Maarika the Fallen Sister
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/project-blackmoor-land-of-thousand_21.html

Land of Black Ice - The Frozen Monolith - Gateway to the Plane of the Gray
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/10/land-of-black-ice-frozen-monolith.html

Project - Blackmoor Land of a Thousand Witches - Siivnna of the Reindeer People
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/12/project-blackmoor-land-of-thousand.html

NPC - Linnea Schnai Witch
http://jasonzavoda-hallofthemountainking.blogspot.com/2019/12/npc-linnea-schnai-witch.html

Nation - Blackmoor Land of a Thousand Witches - Part 1
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand.html

Nation - Blackmoor Land of a Thousand Witches - Part 2
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_8.html

Nation - Blackmoor Land of a Thousand Witches - Part 3
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_12.html

Nation - Blackmoor Land of a Thousand Witches - Part 4
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/04/nation-blackmoor-land-of-thousand_19.html

Nation - Blackmoor Land of a Thousand Witches - Part 5
http://jasonzavoda-hallofthemountainking.blogspot.com/2020/05/nation-blackmoor-land-of-thousand.html

That's enough for today. More later!

Friday, October 24, 2025

Urban Fantasy Fridays: Mage The Ascension, 20th Anniversary Edition

Mage: The Ascension, 20th Anniversary Edition
 I will admit, I love Mage. I love all versions of it, to be honest.

While I never really got into the original World of Darkness when it was all the rage, I did have Vampire: The Masquerade, and I recognized why and how it was good. Still, at the time, I had also just discovered WitchCraftRPG (next week!), so that was the game I had chosen to scratch my Modern-Supernatural itches.

I remember picking up a copy of Vampire the Masquerade back in the early 90s and thinking it looked interesting, but nothing I was going to play really.  Though my thought did go to moving the whole thing over to Ravenloft.  It wasn't until I had moved to Chicago to work on my Ph.D. that I found Mage.  

The ground floor of the commuter train station had a bookstore in it.  One of the pure joys of my daily commute. I picked up a copy of Mage: The Ascension (Revised) and thought that it was fantastic.  While I would ultimately stick with WitchCraft, Mage continued to have a fascination for me. Moving back and forth between the systems, I ultimately landed on the idea that a "Mage" was an evolved form of a "Witch."  I did some refinements, mostly after Mage the Awakening was released, so eventually came to the idea of an "Imbolc Mage," the term borrowed from a friend who wrote about "Ascended witches."  IT worked for me.  Even in my D&D 3.0 days, an Imbolc Mage was a witch prestige class. Even today I have a Mystic Class Starship kitbash called "The Imbolc Mage."  

Though I did really like Mage. A lot. I really like Sorcerer's Crusade; it was a cool idea and much more interesting to me than Mage: The Ascension at first.  That led me to Sorcerer: The Hedge Wizard's Handbook, which is not part of Sorcerer's Crusade, but part of modern Mage.  But I am glad I made that mistake, since I really liked this book, and it made me look again at the World of Darkness.

While Mage: The Ascension grabbed my attention, it was Mage: The Awakening that I created more material for.  I soon figured out why: it felt very similar to WitchCraft.  I wanted to do something that took the best aspects, or more to the point my favorite aspects, of both games and use them together.  I grabbed the Mage Translation Guide with great glee, but I never really did anything with it.  With the release of Mage: The Ascension 20th Anniversary Edition (and its nearly 700 pages), I just dropped all the work I was doing with Mage: The Awakening. 

Mage: The Ascension 20th Anniversary Edition

The 20th Anniversary Edition of Mage: The Ascension is a massive, beautifully crafted tome that brings every prior vision of the game into focus. It’s not just a revision of the rules; it’s a celebration of what Mage has always been: the meeting of philosophy and passion, of science and sorcery, of power and the price of using it. 

It’s also the most “complete” version of Mage ever written. M20 doesn’t erase the differences between editions; it embraces them. The Traditions feel ancient and mythic again, the Technocracy has teeth and ideology, and even the Marauders and Nephandi have more depth than ever before, a LOT more depth. The lore isn’t presented as dogma but as perspective, filtered through the unreliable narrators who populate the Ascension War. This is hit home time and time again. Reality is what you make it. 

Reading it feels like walking through every era of the game’s evolution: the raw wonder of 1st Edition, the sleek paranoia of Revised (my previous favorite), the fiery metaphysics of Awakening, all of it bound together by the idea that belief shapes reality. If you’ve ever argued about whether magic is real, or what truth even means, M20 will make you feel like those questions matter again.

Plus the physical book is just so damn attractive.

Magic, Philosophy, and Price

What I’ve always loved about Mage, especially the 20th Anniversary Edition, is that it treats magic as both metaphor and mechanism. Every paradigm is true, and none of them are. The more you understand, the more dangerous it becomes to believe in only one truth.

That’s why Larina fits here so naturally. In earlier games, she learned that magic has limits. In Mage, she learns that those limits are hers.

The system itself still shines. M20’s rules strike a balance between the freeform wonder of 1st Edition and the structured precision of Revised. The magic system remains one of my favorites of any RPG ever written, not because it’s powerful but because it demands creativity and consequence. Every effect has a cost, every belief has friction, and paradox is always waiting for the arrogant.

This is where Mage transcends its own mechanics. It’s not just about bending the universe; it’s about how much of yourself you’re willing to give up to make that change. Every roll feels like a wager between your vision and the world’s resistance. It’s a game of philosophy disguised as spellcraft, where your paradigm defines not only your powers but your purpose.

In that way, it’s the most dangerous kind of fantasy: the kind that makes you ask, What if I’m the one who’s asleep?

Mage books

The Mature Stage of the Lifespan Campaign

If Little Fears represents childhood beliefs, Monsterhearts embodies teenage Sturm und Drang, and Chill signifies early adulthood resilience, then Mage is mid-life transcendence.

By the time a character reaches Mage, the world has stopped being mysterious because they have seen too much of it. They’ve fought the Unknown, lost friends, made mistakes, and realized that survival is only the beginning. Mage is what happens when you stop reacting to horror and start defining reality for yourself.

For Larina, this is the phase where the witch becomes the magus. She’s no longer the frightened girl with ghosts in her room or the grad student who stumbled into S.A.V.E. She’s a woman in her mid-40s who has survived every shadow the multiverse could throw at her, and learned that power without wisdom is just another kind of curse.

Her story at this stage isn’t about discovery; it’s about integration. Every past incarnation, every spell, every trauma, they all thread together into something greater. The act of Ascension isn’t about escaping mortality; it’s about embracing it as sacred.

Like the rules, I want to integrate all the disparate threads of her life here. 

Larina Nichols in Mage: The Ascension 20th Anniversary Edition (2015)

By 2000 or so, Larina had returned to the States and lived quietly in Chicago. She teaches folklore and comparative mythology at a small liberal arts college, but that’s just the daylight cover. At night, she works as an independent consultant for the Traditions, specifically the Verbena, though she maintains uneasy friendships among the Dreamspeakers and Hollow Ones.

In the context of my Lifespan Campaign, this is Larina’s middle-age chapter, the reckoning after experience, when all her past choices catch up to her. The ghosts from Little Fears, the stress of Monsterhearts, the agents of S.A.V.E. from Chill, even fragments of her other lives like Lowis from Dark Ages, they all echo here.

Mage lets me weave those threads together into something coherent. Maybe those different incarnations were just past lives of the same soul, or echoes across parallel worlds. In Mage, that kind of metaphysical bleed makes sense. It’s one of the only games where her story could become mythic without losing its human edge.

At 45 (2015 in this build), Larina is a seasoned practitioner who has seen the price of awakening. She knows that every act of will leaves ripples in the world. She teaches her students that folklore endures because it speaks to something real, and when she’s alone, she can still hear the faint hum of the Tapestry, like a heartbeat under the world.

She’s part scholar, part witch, part weary survivor. The Ascension War has become quieter, now fought through memes, corporate sponsorships, and disinformation rather than fireballs and paradox spirits. Larina has learned that the Technocracy doesn’t always need to win; reality often fights their battles for them.

But she keeps the candle burning anyway.

Her focus remains rooted in belief: the Old Faith, the Goddess, the sacred cycles of life and death, but expanded now to the Universal and Multi-versal scale. She has studied Hermetic theory and understands the language of the Ethers, yet she still draws her strength from the soil, the stars, and the blood that ties them together. In M20 terms, she is a Verbena, a witch who believes in creation’s divinity but refuses to kneel to any monotheistic god.

She works minor wonders through old rites: candle flame, herbs, whispered prayers, moonlight on water, spreads of her well-worn tarot cards. Her paradigm has grown sophisticated; witchcraft, psychology, and spirit all merge into her personal practice. Where she once used spells, she now shapes Correspondences.

Her Avatar is older now, too, no longer the reckless maiden or disappointed wife, but a patient, keen-eyed woman who sometimes calls herself the Lady of Crossroads. 

Larina "Nix" Nichols circa 2015
Larina "Nix" Nichols

Chronicle: The New Millennium

Nature: Questing
Demeanor: Traditionalist
Essence: Visionary

Affiliation: The Traditions
Sect: Verbena
Concept: Mystic

Attributes 

Physical
Strength ••, Dexterity ••, Stamina •••

Social
Charisma •••, Manipulation ••, Appearance ••••

Mental
Perception ••••, Intelligence ••••, Wits •••

Abilities

Talents
Alertness ••, Art •, Awareness •••, Empathy ••, Expression •, Streetwise •

Skills
Crafts •, Drive ••, Etiquette •, Research •••, Survival •••, Technology •

Knowledges
Academics ••••, Cosmology ••, Enigmas ••, Esoterica •, Investigation •, Medicine •, Occult ••••, Science •

Spheres

Correspondence ••
Entropy 0
Forces •••

Life •••
Matter •
Mind ••••

Prime •
Spirit •••
Time ••

Advantages

Backgrounds
Allies ••
Avatar •••••
Dream •
Library ••••
Past Lives •••
Wonder •

Other Traits
High Ritual ••••
Seduction ••
Area Knowledge ••

Arete ••••• ••

Willpower ••••• ••

Quintessence xxxxx

Rotes
Talons (••• Life, • Prime or • Matter)
Far Speak (•• Mind, •• Spirit)
Astral Projection (••••Mind, • Spirit)
Past Life (•• Correspondence, •• Spirit)

Focus
Paradigm: Creation is Divine and Alive
Practices: Witchcraft
Instruments: Books, ritual tools, tarot

Wonder
Athame

Merits & Flaws
Languages (Celtic, Greek, Italian, Latin, Russian) 5, True Faith 2
Echoes -1

Age: 45, Apparent age: late 30s
Sex: Female
Ethnicity: White (Caucasian)
Hair: Red
Eye color: Blue
Height: 5'4"
Weight: 125 lbs
DOB: October 25, 1969

Equipment
2005 purple VW Beetle
2013 Macbook Pro (Core i7, 2.6 ghz, 13.3" screen, 256gb ssd, 8gb RAM), silver

Mage 20th Anniversary Edition

Notes: One thing I have not decided yet is whether or not this Larina has a 3-year-old daughter "Taryn" as her WitchCraftRPG counterpart would have at this point (Taryn born Dec 21, 2012, when the Meso-American calendar ran out.) I would like to think so, but I have not played this particular character to that point.

This is obviously not a starting character. I figured she began as a Mage character when I first discovered Mage (circa 1999) and she has had 15 years of experience since then. Granted, maybe she would be more powerful, but she had a lot going on in her life that was not Mage-related. 

I have always played my Mage and WitchCraft versions as similar, but separate universes. This Larina may be the Larina that keeps the others connected to the whole cabal/coven of them all. Actually, I really like this idea. Maybe I should reach out to Phil Brucato, "That Mage Guy," and ask him how he would craft such a character. 

Final Thoughts

Mage: The Ascension 20th Anniversary Edition isn’t just a rulebook. It’s a philosophy text disguised as a game manual, a challenge to imagine what reality could be if you dared to believe differently. It captures everything I love about urban fantasy, the collision of magic and modernity, of belief and disbelief, of hope against entropy.

For me, Mage represents the mature stage of the horror-fantasy journey. It’s not about surviving the darkness anymore. It’s about illuminating it, understanding it, and, if you’re brave enough, even becoming it.

Larina has learned that the Ascension War was never about gods or Technocrats. It was always about the soul’s struggle to stay awake.

And after all these years, she’s still standing at the crossroads, candle in hand, whispering to the night: "So mote it be."

Links


Sunday, August 31, 2025

#RPGaDay2025 Day 31 Reward

What is reward, really?

Is it gold? XP? Magic items? The thrill of leveling up and unlocking that next power, that new spell, that coveted domain?

Sure. It can be all of that.

But if you’ve been playing for a while, really playing, you know the real rewards aren't measured in coin or mechanics.

The real reward is the story you still remember fifteen years later.

It’s the time your witch stood alone in the haunted chapel, torch flickering, casting Augury with a deck of real tarot cards, trying to divine whether the village elder was possessed, or worse.

It’s the argument your players had, in character, about whether or not to open the sarcophagus sealed with silver nails, or follow that perfectly innocent-looking elf into the dark alley.

It was a battle so tense that you all jumped to your feet when the last die finally landed. 

My oldest’s Sunday D&D sessions will often get quite loud. I’ll turn to my wife and say “oh I wonder what happened this time!” Especially with his recent “It’s Always Sunny in Waterdeep” campaign. I know it will be something crazy.

You don’t tell stories about how many XP you got. You tell stories about the time the halfling bard tricked the lich into believing he was its long-lost apprentice, and somehow, it worked.

You tell stories about that game, the one that went off the rails in the best possible way. The one that ended at 2 a.m. with laughter and a hastily scribbled map and a blood pact to absolutely pick this up again next weekend.

The reward is connection. It’s the friendships forged in dungeons and dark forests. It’s the notes passed between players when they think the DM isn’t watching. It’s the memes, the inside jokes, the long-running gags about cursed dice or that one player who always rolls a natural 1 during stealth checks.

And yeah, sometimes it’s the bragging rights. The tale you tell at the next Gary Con or your local game store. The story you pull out at dinner when someone says, “Wait, you play D&D?”

The reward is knowing you built something together, something weird and magical and fleeting. A tale that never existed before you sat down to roll the dice.

And maybe, if you’re like me, the reward is watching your players squirm when the signs and portents line up just right, and they realize they’ve been dancing on the edge of something much older and darker than they imagined. 

Or when they finally connect all the dots and realize that they, and they alone, are the ones to save the whole freaking world.  When Willow & Tara held hands and jumped into the maw of Leviathan. When my son’s paladin used the Sun Sword from Ravenloft to split the Chaos Stone Lolth was using to cover the world in Darkness. And so many more that have meaning to me and my players.

So yes. Reward is treasure, sometimes.

But more often?

It’s the echoes of shared imagination, still lingering long after the dice are packed away.

It’s the memory of that witch, that warlock, that paladin who fell but didn’t break.

It’s the experience of creating together.

And that?

That’s priceless.


Questions

What. Nostalgic. Character. What Character am I nostalgic for? I have to admit I LOVED playing Johan, my AD&D 1st Paladin. I have played a version of him in every edition of D&D and many other fantasy games. I have even tried a couple of versions of him in Baldur's Gate 3 and other video games. But nothing really compares to that goldenrod sheet and those old sky-blue dice from my Expert set.

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And that’s a wrap on another #RPGaDAY! Huge thanks to David F. Chapman (Autocratik) and Casting Shadows Blog for keeping this tradition going year after year. It’s been a great excuse to reflect, reconnect, and rediscover why I love this hobby so much. Whether you joined in with every prompt or just caught a few along the way, I hope you found something that inspired you.

See you next year! 

#RPGaDAY2025

Thursday, July 3, 2025

Occult D&D Begins: Witchcraft, Folklore, and Forbidden Magic in Your Game

What if the real treasure at the heart of the dungeon wasn’t gold but knowledge no one was meant to possess?

Welcome to Occult D&D! This is a new series dedicated to the strange, the symbolic, and the spiritual side of Dungeons & Dragons. Over the coming weeks/months, we’re going to crack open the dusty grimoires, draw some chalk circles on the floor, and invite a little witchcraft, ritual, and folklore into our tabletop worlds. Well...more than I typically do every day, that is. 

Why? Because there’s a whole dimension of play that D&D brushes up against, but rarely fully explores. One that I also find rather fun.

Opened grimoire with smoke and candles – perfect witchy vibes](https://images.pexels.com/photos/3050270/pexels-photo-3050270.jpeg) *Photo by Joy Marino via [Pexels](https://www.pexels.com/photo/opened-book-3050270/)

The Occult Thread in D&D

The earliest versions of Dungeons & Dragons were steeped in fantasy literature, pulp horror, and old-school myth. You had demons and devils in the Monster Manual, magic-users who studied arcane formulae, and clerics calling down divine wrath, but precious little that felt like real occultism.

Not real as in "real-world belief," but real as in resonant; rooted in symbolism, ritual, superstition, and the tension between hidden knowledge and spiritual power. The stuff of witches’ charms, cursed bloodlines, forbidden books, and crossroads bargains.

That’s the sweet spot this series wants to hit.

What You Can Expect from This Series

Each Occult D&D post will focus on one of two things:

1. Bringing Occult Themes to the Table

We’ll explore ways to deepen your game’s tone with elements like:

  • Symbolic magic and ritual casting
  • Occult monster design
  • Haunted locations, cursed items, and secret traditions
  • Folkloric mechanics: second sight, lunar phases, witch trials

2. Spotlighting Witchcraft in Your Game

I’ve written a lot about witches over the years, how they work, how they cast, and how they’re more than just “distaff wizards.” I want to integrate them deeper into the game. Taking cues from my "Witches of Appendix N" series on how witches should have been a distinct part of the games we play.  I'll also likely pull in some of the Satanic Panic era notions where D&D was seen as a "gateway to the occult!"

If you've ever wanted your campaign to feel like a midnight séance instead of a tavern brawl, or your dungeon crawl to veer just a little closer to The Witch than The Hobbit, this series is for you.

I am also likely to review various occult-themed RPGs and related products. I'll talk about some of my own books too, but not as a review (that's tacky). 

Let’s Begin...

Next post, we’ll start with a foundational question: What does “occult” even mean in the context of D&D? Is it just another word for “magic,” or something more primal, more forbidden, and more personal?

Let’s peel back the veil and find out. 

Have you used occult themes in your own games? Run a séance in your campaign? Performed a tarot card reading? Designed a cursed grimoire? Used real folklore in your monster design? Tell me about it below, I’d love to hear how the occult has haunted your table.

Drop a comment below, I’d love to hear what haunted your players, and what kind of magic you’ve brought to the table.

Friday, March 21, 2025

Kickstart Your Weekend: Castles, ShadowDark, Witches and More Witches

 Still at Gary Con, having a great time. A few more Kickstarters from some good souls. They honestly don't need my help, but here they are all the same.

Castle Zagyg Galleries of the Arch Mage

Castle Zagyg Galleries of the Arch Mage

https://www.backerkit.com/c/projects/troll-lord-games/castle-zagyg-galleries-of-the-arch-mage

Long story short, this is the real Castle Greyhawk brought to us from Gary Gygax via Troll Lord Games. You know you want this. 

Shadowdark RPG: The Western Reaches Setting

Shadowdark RPG: The Western Reaches Setting

https://www.kickstarter.com/projects/shadowdarkrpg/western-reaches

At the time of writing this is at $1.6 Million. Not too shabby, and they are crazy popular here at Gary Con. 

25th Anniversary of Tarot, Witch of the Black Rose Issue!

25th Anniversary of Tarot, Witch of the Black Rose Issue!

https://www.kickstarter.com/projects/jimbalent/25th-anniversary-of-tarot-witch-of-the-black-rose-issue

Jim and Holly are good friends of the Other Side. This is the 25th anniversary of their little comic that could, Tarot Witch of the Black Rose. This Kickstarter is doing well already, but I would love to see it do even better.

SPELL BOUND vintage witchcraft occult 1960s 1970s art

SPELL BOUND vintage witchcraft occult 1960s 1970s art

https://www.kickstarter.com/projects/centuryguild/spell-bound-vintage-witchcraft-occult-hardcover-art-book

Okay, how could I not love this? Witchcraft covers from the 1960s and 1970s? It's like it was custom-made for me. How could I not love this?

So lots of great choices here. Spend wisely!

Friday, November 8, 2024

Kickstart Your Weekend: 5e Witch Content

 I mentioned before that one of the reasons I have not done a 5e Witch class myself is that I have wanted to have some joy in discovery of something new for D&D. If I make a 5e witch, then I am always comparing it to the new stuff to mine. 

So today there are two witch-related 5e Kickstarters I want to share. They are in their last days of funding, so get on these while you can.

Witchfyre: A Dark Fantasy RPG for 5E+ & Pathfinder

Witchfyre A Dark Fantasy RPG for 5E+ & Pathfinder

https://www.kickstarter.com/projects/witchfyre/witchfyre-a-dark-fantasy-rpg?ref=theotherside

This looks like a lot of fun and has a great Folk Horror vibe. It is for 5e and Pathfinder, so that is really great.  And it comes with minis and a tarot set, so I am very intrigued. While the deluxe cover looks nice, I think I prefer the standard cover.

Any looks great, to bad I will have to wait a year to get it.

The Mystery of Witchhaven: A 5e Solo Adventure

The Mystery of Witchhaven: A 5e Solo Adventure

https://www.kickstarter.com/projects/obviousmimic/the-mystery-of-witchhaven-a-5e-solo-adventure?ref=theotherside

I admit a little trepidation to this one. First, I am generally not a fan of Solo adventures. Nothing against them, I just prefer to play with a group. Secondly I have my own "Witch Haven" but the name is so common I should not be surprised when a variation of it gets used.

But this does look fun and I'd be remiss if I didn't check it out.

ETA: Another one!

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

Wicked Echoes - Whispers of the Samodiva: A 5E Supplement

https://www.kickstarter.com/projects/wicked-echoes/wicked-echoes-whispers-of-the-samodiva?ref=theotherside

Folk Horror is pretty hot right now. And this one looks great.  This is more horror than Witch focused, but that is fine by me!


--

Both look great and hopefully ship quickly.

Tuesday, November 5, 2024

Mail Call and Review: Hexbound: A Witchy Supplement for 5e

Hexbound: A Witchy Supplement for 5e
 So this one was a bit of a surprise for me this week. I honestly kinda forgot I backed it over two and half years ago. But it came in yesterday and I thought I would share it.

Hexbound: A Witchy Supplement for 5e

There are a lot of reasons why I have never put together a witch class of my own for 5e. One of the biggest is I have wanted to see what others have done with their own ideas. You know, try and recapture that thrill of discovery that I had back in the 1980s and 90s when I'd find a new witch class. 

Hexbound is the first big 5e "Witch" class Kickstarter I have backed.  So how did they deliver?

I got the PDFs and STLs a while back and they looked great, but I have been waiting on the book.

Here is what I was sent.

The level I pledged at was for the  Collector's Edition cover of the Hexbound Hardcover, a set of Hexbound Reference Cards, two pins, four minis and digital files of the book and minis.

Hexbound set

The book is really nice. I love the art and in particular the Art Nouveau style cover. Really fits the vibe I want for my witches in 5e. 

Hexbound art

Hexbound art

Hexbound art

The add-ons are nice. I am a sucker for a deck of tarot-like cards for a game. I want to make a witch character for 5e JUST so I can use these cards.

Hexbound cards

And the minis are also nice. I am not sure I recall what that big one is, but it is in the book.

Hexbound minis

Hexbound: The Good

REMINDER: I am always sensitive when I am reviewing someone else's witch material. I am not aware of any RPG author who has written as much about witches as I have, so I need to be careful on how critical I could be. 

Like I said, the book is really attractive. The art is really nice I think I need some dice to go with it to fit the aesthetic (that should have been an option really.) The author of the book, Antonio Demico, is also the illustrator. 

What attracted me most to this book was there was not just one "Witch Class" but rather witch subclasses for each class. And there are some really fun ones here. All are considered "Witches" and they just have different ways of expressing their magics. This is the same idea I have witches but going in the opposite direction.  I have one witch class with a lot of options, aka Traditions which can be viewed as "subclasses." I rather like it to be honest and it would be a fun way to build a coven of witches in 5e. Everyone takes a class and then the witch sub classes. Each one has a lot of unique options to help keep the witches very flexible.

The classes and their witch subclasses are: 

  • The Intoner for Bards. I kinda love this one.
  • The Medium for Clerics. This one is so obvious that I am kicking myself for not doing it myself.
  • Circle of the Brew for Druids. Not how I would have gone, but it is certainly clever. 
  • The Witchblade for Fighters. File under "Why the hell didn't I think of that." Well, I guess I do have my Witch Knights.
  • Way of the Specter for Monks. Interesting, I'd have to play it to really understand it.
  • Path of the Coven for Paladins. Cool, different enough from my Green Knight to be fun.
  • Coven Conclave for Rangers. Similar to my Huntsman but more powers.
  • Duskwalker for Rogues. This one is interesting. I rarely mix rogues/thieves with witches. So I will have to try this one.
  • Coven of Spirits for Sorcerer. This one calls on the magic of family spirits. Pretty much exactly my Family Witch.
  • Witch Patron for Warlocks. This one is also pretty obvious, and likely one of the more popular ones that will get played. 
  • School of Witchcraft for Wizards. Now this one is both obvious and yet still a lot of fun. It also has conceptual roots going all the way back to the earliest editions of D&D. 
  • Path of the Witch for Barbarian. This one was added later on. In some ways it reminds me of my Cowan for the Pagan Witch, OR (better yet) this is how you can play Cú Chulainn (with Scáthach as his witch) OR even like the warriors on their dajemma with the Witches of Rashemen.

So yeah, if you have a witch concept then there is likely a subclass here that will fit your needs.

There are some new backgrounds for your new witch. All look great really. 

We also get some new familiars here too including a personal favorite, the Jackalope

There are some new spells, but only 10. That seems to be a bit, well, underwhelming to be honest. 

Part II of the book is for GMs.

This includes magic items (again, there should have been more), some wands (some really fun ones too), and some magical hats.

Part III is called "for the table." This discusses how to run and play a game filled with witches. There are adventure hooks, NPCs (lots of those), monsters, and some adventures to run. 

Hexbound: The Not So Good

While the book is great to look at, it is not without some issues.

I am not going to quibble about how long it took us to get this and how it may (or may not) sitll be compatible with D&D 5.5. That stuff happens and this is likely a one man show. They get a pass from me on that.

Hexbound cards

Some issues are like the cards above. Great idea, but I'd have to try them out to see how well they work in a game. And as you can see two of the cards went to press with their placeholder art and not the art for their NPCs.

Hexbound Minis

The minis are nice, but they are really too small. As you can see above compared to HeroForge minis; one I printed myself and one I bought color printed. 

I have the 3D printer, I can print new ones if I want to get them to 25/28 mm Not everyone has that option. OR I just redo the characters as halflings, dwarfs, gnomes and/or goblins.

There should have really been more spells. I know all to well that page count is all important when it comes to this Kickstarters fulfilments. But spells are important to the witch, and there should have been a lot more. 

Ok, so I do not know much about the creator Antonio Demico, but I think I have been writing about witches for longer than he has been alive. So I can't hold his work up to the same critical lens I would hold my own up too, but really. Ten spells is not even close to enough. Reduce the font size by a point and get at least 13 in there. Respect the source material. 

One last thing. Antonio Demico is a great artist and he certainly knows someone that is great at layout, there really should have been a redesigned witchy character sheet. I mean that cover BEGS to have a character sheet to match. I mean really, I do love that cover. 

Overall I am happy with the book and the cards. The minis are too small really and the pins, while nice, are largely forgettable. I mean I put them on my gamer bag and will I even remember what they were from next Gen Con?

At the end of the day, I am still happy to have another witch class and book for my collection. Since at last count I had, well, all of them.