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valzi edited this page Dec 4, 2019 · 4 revisions

Witch/Warlock/Cunning Folk

Grit Additional items
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6

HD: 1d6-1.

Saving throws against magic succeed on a 1-2 on 1D6.

Not trained in any armor.

Trained in (able to use the tags of) staves or daggers and throwing knives.

Tag: Spiritualist.

  • Choose a Witch Tradition. Note its cantrips, perks, and drawbacks.

    • The Power Tradition has 1d8 MD, a major drawback and a powerful emblem spell.
    • The Balance Tradition has 1d6 MD, a minor perk, a minor drawback, and a medium emblem spell.
    • The Prudence Tradition has 1d4 MD, a major perk and a weaker emblem spell.
  • +1 Spell per level (1D10 on your Tradition's spell list.)

  • +1 Magic Die (MD) per level.

  • 4 slots for spells (in your mind.)

  • A spell may be cast to consult the spell instead of applying its regular effect. [Sum] = number of minutes it will converse (the Referee will use a timer.) It may not be rational or especially helpful. (See the Magic Die rules below for a definition of [Sum].)

  • You may store a spell in a craft - a potion, a candle, a wicker doll, or even in runes painted on a stone or a circle of stones arranged in a pattern. This requires hours equal to the [dice] invested. Your MD cannot return until the Craft has activated or has been destroyed/exorcised. The activation condition and target must involve direct interaction with the craft.

    A potion cannot activate because it rains two miles south, but it can activate because someone drinks the potion. If the work has a creature as target, it will target the creature(s) most related to the activation condition (the creature that drinks the potion, touches the wicker doll, etc.)

Level 6

  • +1 Attack.
  • Gain your Emblem spell.

Rules

Identification

You immediately detect magic unless the magic is well-hidden. You may spend a day to determine whether the magic is a curse, blessing, or neutral. You can learn this immediately by exhausting one MD.

Magic Die (MD)

Choose a number of MD to invest. (Each magic die is 1d4, 1d6, or 1d8 according to your Tradition.) Roll them. [Dice] that show 1-3 return to you when the spell ends. (The result of the spell depends on the number of [dice] and their [sum].) Spells and MD return to your skull after a Long Rest.

Spell Transferral

Your spells are incomprehensible to anyone but you. They may be written in a book. Unlike Wizard spells, your spells are not living spirits.

Attentions and Alterations

Rolling doubles draws a suspicious supernatural Attention to yourself.

Rolling triples causes an Alteration.

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