Chapter 1 - Class - Character Kits - Wizard Kits
Witch
The Witch is a wizard whose powerful magical abilities are extraplanar
in origin. Though wizards typically learn the basics of spellcasting at magic academies or
from learned mentors, Witches learn magical skills from entities and their minions from
other planes of existence, or from other Witches.
Occasionally, these extraplanar entities contact youthful humans or demihumans for
magical instruction; other times, humans and demihumans seek out the entities through
arcane rituals and petition them for instruction. The entities agree to such instruction for a
variety of reasons-- some hope to train their students to eventually become emissaries;
some hope to use them as conduits for various forces; some hope to seduce them as
consorts; and some simply share their magical secrets for their own amusement.
Whatever the motives of the extraplanar entities, they exude a powerful directing
influence over their students. However, a few Witches with particularly strong wills are
able to maintain their own drives while using their magical skills to further their own
goals. Such Witches face a life-long struggle with the forces who relentlessly strive to
direct their spirits.
The requirements for becoming a Witch are higher than for any other kit. Because her
training is more demanding than that received by most other wizards, she must have a
minimum Intelligence and Wisdom of 13. To resist the corruption inherent from contact
with extraplanar entities, she must have a minimum Constitution of 13. The vast majority
of Witches are female, but male Witches are also possible, commonly called Warlocks.
The Witch kit cannot be abandoned. If a Witch manages to sever all ties with the
entities responsible for her instruction (usually requiring the power of a wish or its
equivalent), she loses two experience levels. If she still wishes to pursue a magical career,
she must relearn the experience levels that she lost.
Preferred Schools: The most appropriate school for Witches is enchantment/charm.
Conjuration/summoning and necromancy are also good choices.
Barred Schools: There are no barred schools for Witches.
Role: Regardless of her actual alignment, all but her closest friends are likely to
presume that a Witch is in collaboration with extraplanar spirits, and will shun her
accordingly. There are few places where a Witch is welcome, and for the most part, a
Witch will need to conceal her identity when traveling to assure her safety.
A Witch's player character companions need not have such fears or prejudices against
her, especially after she proves herself in life-and-death situations. However, there might
always be a veil of suspicion between the Witch and her companions, as if they cannot
quite bring themselves to trust her completely. Any player characters with suspicious
natures, particularly those with primitive or unsophisticated backgrounds, may never
fully warm up to a Witch and will avoid being alone with her, sometimes even accusing
her of betraying the party or bringing them bad luck. (The DM is free to encourage this
type of role-playing, but not to the point of disrupting the campaign. If this distrust
becomes problematic, the DM might remind the PC leader of the party that the Witch is
indeed a good-aligned character and it is his job to promote good will among his
companions.)
Although a Witch learns her magical techniques from extraplanar entities, once on her
own, she learns her spells in much the same way as any other wizard. Still, her techniques
for casting spells may differ significantly from the standard methods. The casting times,ranges, and effects of her spells are no different from the same spells used by other
wizards, but she may use different verbal, somatic, or material components, as well as
meditation. These differences should make her seem even more threatening to outsiders,
as well as making her seem more remote to the other player characters.
Secondary Skills: Required: None. Recommended: Scribe.
Weapon Proficiency: The Witch is not allowed an initial Weapon Proficiency, nor
can she acquire a Weapon Proficiency as she advances in level.
Nonweapon Proficiency: Bonus Proficiencies: Herbalism, Spellcasting.
Recommended: (General) Artistic Ability, Brewing, Cooking, Languages (Modern),
Weather Sense; (Wizard) Ancient History, Astrology, Languages (Ancient),
Reading/Writing, Religion; (Priest, double slot) Healing.
Equipment: When a Witch is first created, she must buy her weapons from among the
following choices: Dagger or dirk, knife, sling, staff sling. Additionally, the Witch can
choose up to 1,500 gp worth of magical items from Table 89 (Potions and Oils), Table 91
(Rings), Table 92 (Rods), Table 93 (Staves), Table 94 (Wands), and Tables 95- 103
(Miscellaneous Magic) on pages 135-139 of the Dungeon Master's Guide. These items
are free-- she doesn't have to pay for them (but she cannot keep any of the leftover 1,500
gp).
Special Benefits: When a Witch is initially created, she automatically gains the spells
detect magic and 'read magic''; these spells are in addition to any spells she normally
receives. As a Witch increases in level, she automatically gains the following abilities.
These are all naturally acquired abilities, and do not count against the number of spells
she can know or use. All of the following abilities can be used once per week.
- 3rd Level: The Witch acquires the ability to secure familiar. This is identical to the 1st-level wizard spell find familiar, except that a Witch does not need to burn 1,000 gp worth of incense and herbs in a brass brazier. Instead, the Witch must merely concentrate for one turn. If a suitable familiar is within 1 mile per level of the Witch, it will arrive within 1d10 hours. A Witch can have only one familiar at a time.
- 5th Level: The Witch acquires the ability to brew calmative. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an elixir that has the effect of a sleep spell when a victim comes in contact with it. One dose is sufficient to coat a sword or any other single weapon. The elixir has no effect on victims with more than 8 HD; victims can resist the effects of the elixir with a successful saving throw. The Witch requires one hour to brew the elixir. The elixir loses its potency after 24 hours.
- 7th Level: The Witch acquires the ability to brew poison. With the proper ingredients, available in most forests, she can brew one dose of Class L contact poison sufficient to coat a single weapon. The Witch requires one hour to brew the poison. It loses its potency in 24 hours.
- 9th Level: The Witch acquires the ability to beguile any single person or monster (assuming the person is no higher than 8th-level or the monster has no more than 8 HD). Beguile is identical to the 4th-level wizard spell charm monster and the 1st-level wizard spell charm person, except that the victim is not allowed a saving throw. To cast beguile, the Witch must merely point at the victim and concentrate for 1 round; there are no verbal or material components.
- 11th Level: The Witch acquires the ability to brew flying ointment. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an ointment which, when rubbed on the skin, gives the recipient the ability to fly, as per the 3rd-level wizard spell fly. The dose is sufficient to affect one human-sized
subject; the effects persist until the ointment loses its potency 24 hours after it is brewed. The Witch requires one hour to brew the ointment.
- 13th Level: The Witch acquires the ability to inflict a witch's curse on any single person or creature. This is exactly identical to the 4th-level wizard spell bestow curse, except that its effect is automatic; the victim is not allowed a saving throw. The effect of the curse persists for 24 hours unless the curse is dispelled by a remove curse, wish, or similar spell. To cast the spell, the Witch must merely point at the victim and concentrate for 1 round; no verbal or material components are required. To determine the effects of witch's curse, roll 1d8.
Effects of Witch's Curse
d8 Roll | Result |
1-3 | One ability of the victim is lowered by 3 points. Determine which ability is lowered by rolling 1d6: |
1 = Strength | |
2 = Dexterity | |
3 = Constitution | |
4 = Intelligence | |
5 = Wisdom | |
6 = Charisma | |
4-5 | The victim's "to hit" and damage rolls are reduced by 4 points |
6 | The victim becomes blind, as per the 2nd-level wizard spell blindness. The effect persists for 24 hours or until the witch's curse is dispelled. |
7 | The victim loses 1 hit point per hour for the next 24 hours. These lost hit points cannot be recovered by normal or magical means until the witch's curse ends in 24 hours or unless the curse is dispelled. If the victim is reduced to 0 hit points or less within 24 hours of receiving the curse, or before the curse is dispelled, he dies. |
8 | The victim immediately lapses into a state of temporal stasis, as per the 9th level wizard spell. The effect persists unless the curse is dispelled. Otherwise, at the end of 24 hours, the victim is reduced to 0 hit points and dies. |
Special Hindrances: Because of their non-conventional training, Witches do not earn
bonuses to their experience for high ability scores. Witches cannot be multi-classed or
dual-classed.
Generally, outsiders are terrified of Witches. Unless an NPC is exceptionally open-minded or has extremely high Intelligence or Wisdom (13 or more in either ability), the
Witch receives a -3 reaction roll. If the NPC is uneducated, comes from an extremely
superstitious or unsophisticated culture, or has low Intelligence and Wisdom (under 10
for both), the Witch receives a -5 reaction roll. Additionally, if a Witch lingers in a
superstitious or culturally unsophisticated community for more than a day, she runs the
risk of facing a mob of hostile citizens bent on running her out of town, imprisoning her,
torturing her, or executing her. (The DM decides the size of the mob, their intentions, and
the likelihood of their accosting the Witch. As a rule of thumb, assume a 20 percent
chance of a 4d6-member mob forming in a hostile community if the Witch stays for a
day. This chance increases by 20 percent for every additional day the Witch remains; the
size of the mob increases by 2d6 members.)
The Witch must periodically struggle with the extraplanar forces striving to direct her.
The forces are so powerful that they cannot be dispelled; all the Witch can do is endure
them. When undergoing these internal struggles, the Witch suffers penalties to her
combat abilities and saving throws.
The DM has three options for determining the frequency and intensity of these
penalties, depending on the needs of his campaign and how much bookkeeping he is
willing to undertake:
''Wealth Options: The Witch receives the standard (1d4+1) x 10 gp as starting money.
Races: No racial restrictions.
Note: The Witch is among the most complex of all the kits, and many of the details
are left up to the player's discretion. For instance, he may wish to design specific daily
rituals for his Witch, or he may wish to expand on the Witch's relationship with the
entities who originally trained her. What exactly are they? Where are they? Can the
Witch contact them for favors? What exactly happens if the forces succeed in controlling
the Witch? Does her alignment change? Her abilities? Her relationship to the party?
There are many possible variations on the Witch kit, and the DM is encouraged to
experiment, as long as he avoids the temptation to make her excessively powerful, and
keeps in mind the potential disruptions in his campaign.