Overview: Within the Dark Witch are the polar opposites of sun and shadow, of fire and darkness. Through balance and conflict of these contrary elements, Dark Witches are able to attain the destructive power for which they are known and feared. Doom-weavers, as they are sometimes called, are exceptionally gifted in the infliction of destruction and death but they are as much a part of Midworld as the tiger and the wolf are part of the wilderness.
Ancient history places Dark Witches in positions of major villainy, such as when the Drusilla, Witch-Queen of the West, sent her agents abroad to burn alive those she suspected of persecuting her kind, never mind the persecution inherent in her decree. Those who find themselves with easy access to such destructive power will always find it a simple task to participate in oppression and devastation.
Yet, for their affinity with darkness and fire, Dark Witches are not all fell engines of destruction. The ancient tales also have Dark Witches in the role of heroes and redeemers, as when the mythic Lotus Queen founded the Kingdom of Kenrei through fire and word – or as her descendants would say “through Sword and Lotus”. It was a Dark Witch that helped bind the thirteen demon-gates scattered across Midworld. And the Twilight Elf Kenna Firestrider was instrumental in the forging of runed-chains that would imprison the Thane of Bones in the Underworld for all of eternity.
And so, while Dark Witches and Doom-weavers bear names that relate to fell, destructive powers, it is the wielder that determines the true end of such magics – whether they are used for good or for evil…
Role-playing Notes: It is in your lot to bear the burden of fire and darkness, to manage the balance between the two and to prevent their inherent conflict from destroying you. But as heavy as such burdens are, great is the ruin that you can inflict upon those who raise your ire and earn your vengeance. Subtlety is for lesser souls – your way is of agonized scream and burning flesh.
However, your magics make you formidable but not invincible. You would do well to be watchful and observant despite whatever fiery emotions you might have. There are those that see your might and find jealousy in their hearts, plotting your downfall to watch your suffering. Mind these fools and burn them into cinders whenever you find them. And if what you face is too powerful for you to destroy, the powers of night grant you some measure of evasion – flee, hide and bide your strengths for the day when your vengeance can be wrought.
Therefore, be wary of pride and of wrath, be vigilant and prudent, for no greater foe exists than your own foolishness.
SUB-CLASS FEATURES: A first level Dark Witch automatically receives the following abilities at no cost to build:
-DOOM-WEAVER
The Dark Witch is a bringer of devastation and of vengeance against those who oppose her. All Dark Witches gain the Doom of Fierce Flame spell for no build cost.
- Furthermore, if a Dark Witch spends an extra 3 seconds channeling the spell, she can turn it into a wave 3 spell – she can throw one spell-packet at three different targets (no target may be attacked more than once) and invoke "wave" before each damage (e.g. "Wave 5 fire!").
-SHIELD OF NIGHT
- All Dark Witches gain the Sibyl of Night skill for no build cost.
- Furthermore, a Dark Witch that is attacked and damaged in melee may invoke this ability and inflict a 10 second Confuse effect upon her assailant via spell packet, sending dark energies to assail her enemies' senses. After this function of Shield of Night is used, it may not be used again until the Dark Witch has taken a short rest.
The following Sub-class features can only be gained when the Character reaches the required level and has learned the required feats, skills and/or spells.
Level 2: Step Into the Night
Requires: Gift of the Fluttering Darkness spell
Once per period, you may invoke this ability. For 30 seconds afterward, you must raise your open palm (or Witch’s Focus) above your head and you are immune to all attacks, feats and spells. You may do nothing but move or use the Gift of the Fluttering Darkness spell.
Level 4: Fire and Fury
Requires: Channeling Mastery
When you are attacked in melee while in the midst of spell-casting, you may immediately invoke this ability and send forth a bolt of fire (via spell packet) that inflicts 5 points of fire damage upon your assailant. This ability may only be used once every 30 seconds. Using this ability makes your spell fizzle, expending SP and components if these were to be used. This ability benefits from any Skill that augments your fire damage.
Level 6: Lunar Enchantment
Requires: Oracle of Night skill
Once per period, a Dark Witch may inscribe a Glyphic Cipher with a rare shadow component to create a potent enchantment. After 1 minute of ritual casting, the Witch may place a Domination effect upon a target. This effect is a Mortal effect and will last for half an hour. This ability may only be used at night.
Alternatively, a Dark Witch may invoke this ability to place a Suggestion or a Befriend effect upon a target. This function of the ability can be cast during day. These effects last for only 5 minutes.
Level 8: Endless Night, Endless Wrath
Requires: Oracle of Night skill, Oracle of Fire skill
Whenever a Dark Witch casts a Fury Spell or Wisp Spell that inflicts damage and misses with her spell packet, you regain the SP when you cast the spell. This only applies to spells that have only one target (bolt spells, not wave spells).
Level 10: Storm of Dark Fire
Requires: Master of Furies skill and the Master of Whispers skill
Once per moon, a Dark Witch gains the ability to disappear in a burning blizzard of power. The Dark Witch using this ability must channel for 3 seconds before invoking it, but the effect is utterly devastating. This ability inflicts 30 points of fire damage (or ice damage, if the Dark Witch chooses thusly) upon everyone within 5 feet. To use this ability, invoke “Storm of Dark Fire! Whirlwind 30 fire”.
After this ability is used, the Witch may raise both of her hands over her head (indicating that she is out-of-game) for 30 seconds. While she is out of game, she may only proceed on a walk.


