The Witch
There are two key elements that makes witchcraft different from other forms of magic.
- A direct link and willing allegiance to an unknown supernatural being.
- Empowerment by that supernatural being's Magic, like technology and knowledge, is a tool that can be used for good or evil; to build and protect or to destroy and subjugate.
To become a witch, the character must make a pact with a supernatural force. These supernatural beings are usually powerful gods, angelic or demon lords or alien intelligences (some say lesser cousins of the slumbering Old Ones). Many clergy and scholars believe that the majority of witches (65%) unwittingly bond themselves to the slumbering Old Ones! Although these legendary alien intelligences are locked in a magic sleep and hidden away, their subconscious mind or dream essence can still reach out and touch the humans and Humanoids of the Palladium World. It is these terrible creatures of chaos and darkness from which many witches draw their powers! Consequently, witchcraft has been outlawed in some parts of the world. However, witchcraft is relatively common among primitive tribes, wilderness people, and many of the monster races, particularly Orcs, Ogres, Trolls, Coyles, and Gigantes.
Many alien intelligences and supernatural beings feed on human emotions like psychic vampires. Thus, they have little real concern about events set into motion by their witch, but only in the emotions that such an event creates. Otara, with its strong magic energy, has always been a place of magic, where one can easily open portals to other worlds. The alien intelligence or god sends an essence fragment into the world in search of likely servants who will become their minions. Those who turn to witchcraft often do so because it is the quick, seemingly easy way to power. The witch's supernatural "master" provides supernatural abilities, magic, a familiar (both protector and counsellor) and insight. To some degree, all of this does compensate for the lack of formal education and real mystic knowledge, but makes the witch all the more dependent on his or her master, and therefore, a puppet of the supernatural being!
The creature will usually offer the witch one of the following: The gift of power, gift of magic, or gift of union. The gifts of power and magic knowledge requires that the alien intelligence or essence-self anchor itself to our world. To do this it requires a host body, typically an innocuous animal, such as a cat, dog or bird, will act as host and become a familiar link, but sometimes the witch will serve as both minion and host. Familiars counsel, assist and protect the witch as well as offer a source of additional power.
Practitioners of witchcraft actually know very little about the workings of magic. In fact, the typical witch (about 65%) is illiterate and uneducated this does not mean stupid, only the lack of formal education.
The Gift of Power
The gift of power is an illusion in which the recipient believes he has been magically granted superhuman abilities. In a way, he has, except the power is not drawn from some inner strength, but directly from the alien being. The creature projects a fraction of its power into its human host through the familiar link, giving him a taste of true power.
In addition to the Familiar the character selects four abilities from the following:
- Add lD6x 10+40 to I.S.P.
- Impervious to poisons, toxins, drugs, gases and disease.
- Super tough: adds 200 physical S.D.C. points to the witch's body, plus he/she heals twice as fast as normal.
- +2 to save vs all types of magic and possession.
- See the invisible and sense magic; automatic.
- Increased mental endurance: +3 to save vs horror factor, +1 to save vs psionic attacks and all forms of mind control, plus the witch has the psionic power of sixth sense.
- The ability to fly at will and without limit; spd lD6x 10+44.
- Supernatural physical strength and endurance, raises P.S. 10 points, rarely fatigues, does double damage to mortal opponents, and inflicts normal damage from physical attacks to demons and creatures of magic who are normally vulnerable only to magic!
- Increased physical prowess; raises P.P. 10 points, providing the appropriate bonuses, and +2 to initiative!
- Bio-regeneration; restores 1D4x10 S.D.C. and 4D6 hit points per hour or 1D4x10 M.D.C. to mega-damage beings. One more gift can be awarded if the Master decides to be generous.
Note: The character's skills increase in proficiency as the witch increases in experience, but the powers do not, they remain the same.
The Gift of Magic
The witch is instantly bestowed with magic powers through his familiar link. All the following are made available:
- Familiar.
- Select six spells from level one spell magic, four spells from level two, two spells from level three, and one spell from level four. Once selected, the spells cannot be changed.
- One new spell can be selected as each new level of experience is attained. Also with each new level, the range of available spells is increased by one level, thus a second level witch can select a spell from levels 1-5, a third level witch from levels 1-6, and so on.
- Bonuses: +1 to save vs magic, +1 to save vs horror factor and +1 spell strength at levels three, seven and thirteen.
The Gift of Union
Supposedly the ultimate reward in the way of power is the gift of union, because the witch character willingly allows the creature to share his body. The union fuses man with entity, but is not the classic possession, because the creature allows the witch's essence to share control of the host body. Union instils a great number of changes. First, the character's alignment immediately changes to the same alignment as its supernatural master, and the witch develops a whole new perspective on the world. A new confidence will wash over him and he will know that anything is within his grasp, provided he is willing to do the things necessary to attain them.
Powers and Abilities Include:
- Familiar.
- All the magic known by the witch's master, but at one-third the creature's normal range of knowledge and spell strength. This means a being that casts magic at 10th level will now cast magic at an equivalent of third level (one third is 3.3 levels; rounded down is third level). Also note that it's the supernatural essence inside the body that knows and provides the magic, thus it is only the creature part of the unified human who controls the use of its knowledge and power. The supernatural essence and the witch share the same body, however, it is still the supernatural being who is in complete control of the magic and all the following powers. Consequently, unless the witch performs up to its expectations, it can cancel any or all of the abilities it has instilled.
- The co-possessing essence also retains any psionic powers it may have, but at half their normal strength.
- Additional I.S.P.: 3D4x10.
- Additional 3D4x10 S.D.C.
- Add one hand to hand attack per melee.
- Supernatural strength and endurance: Add 6 points to P.S. and P.E. attributes.
- Impervious to any further possession and mind control and +4 to save vs horror factor, +4 to save vs illusionary magic, and +2 on initiative.
Note: The character's skills increase in proficiency as the witch increases in experience, but the powers do not.
The Pact
The "gifts" are powers that are provided as a result of an amicable arrangement. In most cases, the supernatural being cannot really take ownership of a person's soul, but will in effect encourage such evil and decadence that the character will be forever lost to the forces of light, and may well become the enemy of all that is good. In this sense, the witch does lose his or her soul. Ultimately, any pact with supernatural evil only serves to make that character a minion of evil. The actual signing of a pact is a formality that serves as a questionably legal contract and, more importantly, as a focus of concentration and surrendering of willpower. Dealing with a supernatural being is not to be taken lightly, and the creature will hold the pact maker to the letter of their agreement. The formal pact serves as a reminder to the pact maker of exactly what that deal was. Another reason for the pact, which usually demands some cruel sacrifice or condition of servitude, is pure meanness on the part of the supernatural being; just one more little pleasure.
Pacts can only be made by demons lords, the occasional dark god, and alien intelligences. Most of these supernatural fiends will be surprisingly up front about the conditions, powers, and price of the pact, and will not try to trick or cheat the potential pact signer (although they may not explain certain details until the agreement is signed). Mortals who try to trick, cheat, or deceive such powerful beings are likely to be caught in the act and possessed or tortured and killed. These creatures don't take any nonsense, especially from some insignificant mortal.
Note: To make the pact complete and to receive its dark bounty, the character signing it must do so of his own free will.
Minor Pacts
Minor pacts may not seem all that minor, but are considered such by the supernatural monsters who create them. In exchange for the signing of the pact, the supernatural power will grant the character either the gift of power or gift of magic. At second level, when the witch has proven himself, he is given a lesser familiar. This familiar is identical to the wizard's familiar link spell. A greater familiar may be granted after years of loyal servitude or as the result of a major pact. The following are the most common minor pacts.
- 40 years of loyal servitude. The pact maker must agree to serve the supernatural being with complete loyalty and allegiance, be obedient, accept no other as his master (but may pretend to do so if necessary), not interfere with other minions of the same master, and to further the goals of the master whenever possible for a period of forty years. Under these conditions, if the master asks the witch to betray the player group or kill a friend, the witch must do so without question. A witch has but one true friend, his demonic master. After 40 years, ALL powers, abilities, and often accumulated wealth and power, are totally lost. The pact may be renewed, but only at the demonic lord's option and may require new terms and conditions.
- Blood sacrifice. This typically requires the slaughter of hundreds or thousands in the name of the supernatural being. When the required number of murders has been provided, the being grants the perpetrator his "gift." The evil ways and loyalty are expected to continue or else.
- Blood sacrifice: First born. This pact seldom requires the actual murder of one's child, but the child must be forsaken, given over to a demon or other minion of the evil, supernatural being. Often the child is placed in a situation where he or she is raised in such a manner that child and parent will one day clash with deadly consequences. Typically, the pact maker must have a child within three years of the pact's signing or be stripped of all powers and possibly tortured, enslaved or possessed.
- Sworn to destroy a foe. This pact binds the pact maker to destroy a hated enemy of the supernatural being who is providing the witch with the "gift." The Master will indicate the foe to be destroyed. The character will be at least tenth level or higher, and usually has powerful friends, followers, guards and sanctuary. The foe usually possesses great strength, skills, power and position. Any means may be used to destroy this enemy. This means the pact maker can slay the person single-handedly, dupe or enlist the aid of friends, raise an army, hire an assassin, etc., but the witch must be the direct or indirect cause of the enemy's demise. The campaign to destroy the foe must begin within two years of the pact's signing and can take as long as a decade to complete. Failure means slow, long torment and death.
Major Pacts
- Lifelong servitude. Basically includes the same conditions as those found under 40 years of loyal servitude except the deal is for life. This is especially desirable when dealing with races like elves who have a long life expectancy. Also the pact maker may be obligated to join an established cult or to establish one.
- Selling of body and soul. This pact binds the maker to a one hundred percent commitment to his supernatural master and to a life dedicated to its service. All the conditions are the same as 40 years of loyal servitude, only the deal is more encompassing. During the course of his existence, the pact maker is called upon to establish a church or cult in the name of his master, actively solicit followers, bear or father a child or children in the name of the master, and turning them to service. In addition, the character must destroy any foe the master identifies (not necessarily high level), smite any enemies that become known to him, avenge the master and his minions, oppose the forces counter the master's , and obey all demands made by his/her master, including suicide.
The bonus power of major pact makers. The makers of a major pact are preferred above all others, thus they receive even greater powers than those who make minor pacts. The pact maker can select any of the three gifts previously described and selects one of the following. This is a onetime only bonus or ability, all effects are permanent.
- Heal self. Bio-regenerates 4D6 hit points at will, but is limited to four times per day (24 hour period).
- Summon lesser demons or lesser supernatural beings. Can summon 1D4 lesser demon/supernatural beings, but is possible only through a link with a greater familiar. Can be attempted only once every 12 hours, with a 40% chance of success. Five minutes (minimum) of meditation and prayer are required. At 10th level the Witch can summon greater demons as if they were lesser.
- Command dead: Animate & control 2D6 dead, also able to turn dead (2D6). Functions like the magic spells of the same names.
- Command rats: Summon and control 2D6 rats per level of the witch. Rats will obey all simple commands. Similar to the summon animal spell.
- Invulnerable to fire: Impervious to all fires, even magic (and mega-damage); no damage.
- Invulnerable to poison: No type of poison/toxin can hurt or affect the witch, except magic, but even then the character is +2 to save.
- Skill bonus: +5% on all skills.
- Telekinesis: Same as the super psionic power.
The Mark
The "mark" is a third nipple (Note: that's nipple, not breast and nipple). This nipple can be placed anywhere on the body, but is usually placed on the upper portion of the torso. This serves three purposes: to identify the character as a witch, as a sign of ownership by supernatural forces, and to feed the familiar, which suckles from the nipple, drinking of the witch's own blood (small amounts, of course). All witches bear such a mark.
Greater Familiar
The witch who has made a major pact receives a Greater Familiar instead of the normal familiar. This Greater familiar is either a magically metamorphed supernatural entity or an essence fragment that possesses an ordinary animal into a host body for its Master's essence. The animal functions similar to a lesser familiar, except that it possesses a human intelligence, can talk, is supernaturally strong and possesses psionic and magic powers of its own.
Alignment: Any.
Horror Factor: 10
Armour Rating: 12
Hit Points: 6D6+20
S.D.C.: 1D4x10
I.S.P.: 3D4x10
The Eight Attributes: I.Q. 10, M.E. 19, M.A. 12, P.S. 18+1D6. P.P. 12+1D6, P.E. 18+1D6, P.B. 10, Spd 6D6+10
cunning, devious, treacherous and possesses the physical form and abilities of its animal host in addition to its demonic ones. Its host body is typically a cat, dog. wolf, rat, weasel, snake, hawk or raven/crow.
Supernatural Abilities:
- The greater familiar can speak in animal form, but when outsiders are present it will not do so without instruction from the witch. Communication is much the same as two humans conversing. It will otherwise act like the animal it resembles.
- Obeys only the witch and will follow his/her commands without question or hesitation, especially in combat situations. However, should the witch defy the will of his "true master," the familiar's vow of obedience is broken and it can act completely independently to betray, torment or slay the witch.
- A rapport between witch and familiar. Both usually have the same outlook on life. The two talk like old friends or business partners. The spiritual bond between the two is such that the familiar may also allow the witch to see. hear, feel, taste, and smell everything it experiences, but this is at the discretion of the familiar, not the witch.
- Supernatural bond: The witch and demon familiar are physically and spiritually linked. This connection allows the witch to draw energy from the creature whenever she needs them. Furthermore, the demon familiar endows the witch with an additional 20 hit points and 40 S.D.C. If the familiar is slain, the witch permanently loses the bonus hit points and S.D.C., plus an additional 10 hit points. This "link" also enables the witch and familiar to sense when one or the other is being tortured, battered near death and when the other dies, regardless of the distance between them. Note: The familiar is sometimes sent on brief missions that can take it several miles away, otherwise the two are constant companions.
- If the greater familiar is slain, the witch will never again be given a greater familiar. However, a lesser familiar (same as the familiar wizard spell) may be given as a replacement, but only after a period of time (one or two years) as punishment for allowing the death of her powerful companion.
- Psychic Abilities: Roll percentile dice to determine type and abilities:
- 1-20 All psychic healer powers.
- 21-40 All sensitive powers.
- 41-60 All physical powers.
- 61 -79 All sensitive and healer powers.
- 80-89 All physical and sensitive powers.
- 90-00 Select six super psionic powers!
All psi-powers are equal to a 6th level psychic.
- Magic Knowledge: The familiar knows all the same magic as the witch, but will only use its powers when commanded to do so, or to protect the witch or itself.
- Attacks Per Melee: Three physical or psionic attacks, or one magic. The damage bonus is equal to the supernatural P.S. attribute.
- Bonuses: The demon animal is +2 to save vs magic, +4 to save vs horror factor, +1 to strike, +1 parry, and +2 to dodge.
- Size & Weight: Animal rarely larger than a dog.
The Witch O.C.C.
Alignment: Any
Attribute Requirements: None
Gender: Male or Female
Race: Any except creatures of magic
O.C.C. Skills:
Native Language (98%) plus two additional languages (+10%)
Lore: Demon & Devils (+20%)
Lore: Monsters & Creatures (+20%)
Lore: Faerie Folk (+10%)
Holistic Medicine (+10%)
W.P. Two weapons of choice.
Hand to Hand: Basic (Hand to hand: basic can be changed to hand to hand expert at the cost of two "other" skills, or martial arts for the cost of three "other" skills.)
Spell Casting
Magic Combat
O.C.C. Related Skills: Choose 8 at level 1, plus 1 per level starting at level 2.
Communications: Any
Domestic: Any (+5%)
Espionage: Forgery, Escape Artist, and Intelligence only (+5%)
Horsemanship: General and Exotic Only.
Labour: Any
Medical: Any
Military: Interrogation and Surveillance only
Naval: Any
Performing Arts: Any
Physical: Any
Rogue: Any
Science: Any (+10%)
Scholar/Noble/Technical: Any (+10%)
Weapon Proficiencies: Any except Large Axes, pole Arms and Lance.
Wilderness: Any
Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Standard Equipment: Two sets of clothing, bedroll, backpack, 1D4 small sacks, two large sacks, water skin, flint and tinder box, 1D4 candles, 1D4 black candles, a wooden cross, 1D4 wooden stakes, small mallet, small mirror, 1D4 sticks of incense and 1D4 cloves of garlic.
Armour: Starts with soft leather (A.R. 10, S.D.C. 20); same restrictions as the wizard and warlock.
Weapons: A small silver dagger (1D4 damage), a normal knife (1D6 damage) and two additional weapons of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favourite weapons among witches include throwing knives, swords, axes, staves and cross bows.
Money: The character starts with 100 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Witches who live in or near one particular community are often regarded with fear and respect and often get paid "tribute" in the way of livestock, food, alcohol and treasure. Those among tribes or groups of Orcs, Ogres, Trolls, Goblins, and other monster races are often shamans or leaders of the group. Most humans, elves and dwarves avoid witches and the military rarely hires them for special assignments.
Magic Combat:
Level | Magic Combat | Spell Use/level | Experience |
1 | +1 vs. Spell/Essence Drain | 5 | 0-1,666 |
2 | +1 vs. Circles/Wards | 7 | 1,667-3,666 |
3 | +1 Spell Strength | 9 | 3,667-8,666 |
4 | 2 Spell Att/Melee | 11 | 8,667-16,666 |
5 | Recognize Enchantment 36% | 13 | 16,667-25,666 |
6 | Recognize Magic Items 20% | 15 | 25,667-36,666 |
7 | +2 vs. Spell/Essence Drain | 17 | 36,667-56,666 |
8 | +2 Spell Strength | 19 | 56,667-86,666 |
9 | Recognize Magic Items 40% | 21 | 86,667-111,666 |
10 | Recognize Enchantment 56% | 23 | 111,667-135,666 |
11 | +2 vs. Circle/Wards | 25 | 135,667-166,666 |
12 | +3 Spell Strength | 27 | 166,667-216,666 |
13 | +3 vs. Spell | 31 | 216,667-266,666 |
14 | Recognize Magic Items 60% | 35 | 266,667-316,666 |
15 | +3 vs. Circle/Wards | 39 | 316,667-386,666 |
Return to Occupations and Skills
Home