| BUILD COST | SKILL NAME | SKILL COMPLEXITY |
| 5 | Bravery | Basic |
| 5 | Favor of the Spirits | Basic |
| 5 | Lore-keeper | Basic |
| 5 | Spiritual Bond | Basic |
| 5 | Willpower | Basic |
| 5 | Witch-Blade | Basic |
| 7 | Aura-Sight | Complex |
| 5 | Ritual Caster | Complex |
| 3 | Runic Literacy | Complex |
| 5/10 | Channeling Expertise | C/E |
| 10 | Mobile Spell-Casting | Erudite |
| BUILD COST | MASTERY SKILL NAME | SKILL COMPLEXITY |
| 7/10/10 | Sybil of Earth | B/C/E |
| 7/10/10 | Sybil of Flame | B/C/E |
| 7/10/10 | Sybil of Night | B/C/E |
| 7/10/10 | Sybil of Water | B/C/E |
| 7/10/10 | Sybil of Wind | B/C/E |
WITCH SKILL OVERVIEW:
Aura-Sight
You can invoke this skill after examining a person for 5 seconds. Upon its invocation, the target of your examination must tell you what latent effects he has and if he is poisoned, diseased or cursed.
Bravery
When you are affected by a Mortal effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.
Channeling Expertise
This skill has two ranks. With the first rank you can ignore one instance of minor interruption while channeling or casting a spell. Examples of minor interruptions include damage, being moved or shaken out of place and having one's limbs crippled/severed. Major interruptions are effects that would prevent you from casting a spell directly (silence, stun, daze and similar abilities) or indirectly (knockback, certain fear and charm effects) cannot be ignored. This means that if you stumble over your words, are struck for damage, have your arm crippled/severed or are shaken out of place, then she can ignore such an interruption once. But if you are silenced, stunned, dazed or mesmerized, then her channeling is effectively interrupted.
-Master Channeler: You can now ignore any amount of minor interruptions while casting or channeling a spell.
Favor of the Spirits
The Witch is a friend and an ally to the elemental spirits and that is why they grant her their aid. This skill allows a Witch to extend this aid to his companions. Witches can bestow touch, latent effects upon those who have their favor. Bestowing the favor requires a simple ritual whose particulars are dependent on each individual witch. Some Witch’s favors are gifted with a song to her spirit patrons and others require the shedding of sacrificial blood on the part of the subject.
Five times per moon, a Witch can bestow a favor to one of her comrades. A Witch cannot be coerced to bestow this blessing. A favor takes the form of a colored piece of cloth wrapped around the arm, waist, belt or a neck of an ally. The cloth should have a special device or sigil that represents that witch’s personal mark. The favor remains with that character for the entirety of the month or until the Witch takes her favor back. A Witch that takes her favor back remains unable to bestow that favor for the remainder of the month.
The Bestowing of a Favor is a 10 minute ritual whose specifics vary with each Witch.
When fighting an unknown monster, you may invoke this skill and ask “What are you?” to find out the name of whatever you are fighting. You get no other information, although further research in the subject can provide you with information.
Mobile Spell-caster
This skill allows you to walk at a slow pace while casting spells.
Runic Literacy
This skill allows you to use Runic-Ciphers, scrolls of power with magic bound within them. Using a Rune-Cipher requires the presentation of the scroll and a channel 10, regardless of whether the spell previously required it or not. Ritual spells become ritual 10 spells. After the requisite casting time, the spell can be cast and the scroll dissipates – return the Runic Cipher.
Ritual Caster
While you are casting ritual spells, you are considered resting.
Spiritual Bond
Requires: Witch-Blade skill
While wielding a Witch-blade, you may invoke this skill to negate any disarm attempts upon the Witch-blade. Furthermore, your Witch-Blade may now hold any basic or complex, non-ritual Touch or Bolt Witch spell.
Willpower
When you are affected by a Charm effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.
Witch-Blade
This spell allows a Witch to create a Witch-blade from a normal melee weapon and use it. Witch-blades are physical representations of the Witch’s power, their magic made manifest in metal and wood. Despite their name, they do not always have to be bladed weapons; a Witch-blade could very well be a spear or a hammer just as it could be a sword. They appear as weapons with runic symbols upon them, although only a Witch or a character with Analyze Item can truly recognize them for what they are. A Witch can only have one Witch-blade at a time.
Creating a Witch-blade: Creating a Witch-blade is a dangerous process. The Witch must meditate in front of a weapon of their choosing. This weapon must be a melee weapon, not a thrown or bow weapon. This weapon can be a magical weapon although creating a Witch-blade from such an item might complicate matters if said magical weapon has been tampered with or corrupted by dark powers. Many magical weapons have darksome histories and so most Witches create their Witch-blades out of non-magical weapons or from weapons whose crafting they oversaw.
The process of imbuing a weapon with one’s own essence is a painful one. It takes 60 seconds for a Witch to channel a part of her essence into the weapon. During these 60 seconds, the Witch’s personal rune must be carved (drawn) unto the Weapon’s blade or haft in a manner that is clear to all who see the weapon. At the end of this process, the Witch dropped to 0 HP and needs immediate medical aid. If the Witch survives this ordeal, she will wake up to find herself the owner of a newly-crafted Witch-blade. Because of the grueling process involved in their creation, many Witches give name to their Witch-blades. Rathma von Vladimir called his Witch-blade “Giant-bane”. Karg Runehammer’s Witch-blade was called “Magnar the Bone-smasher”. “Twilight Melody” was a Witch-blade that belonged to Morganna Darkflame, a Twilight Elf.
Using a Witch-blade : A Witch-blade is a powerful weapon for those skilled in its use.By the very virtue of its creation, a Witch-blade is considered a Soul-Forged Weapon. This means that it can hold up to 3 weapon augmentations and returns to its creator after a 10 minute ritual but no other benefits of that weapon-forging.
A Witch-blade can store 1 spell within it, but the spell must be one that the Witch herself has cast. To unleash the spell, a Witch merely has to strike an opponent upon his body (not on a weapon or a shield) and invoke the name of the spell within the Witch-blade. This strike can be parried, blocked or dodged. Lastly, when a spell is cast through a Witch-blade, only the spell will take effect - any feats or even regular weapon damage will not occur at the strike, only the spell. This means that if a spell inflicts damage, this damage happens in lieu of the damage or the effects of a weapon strike.
The following Spells can be placed into a Witch-Blade:
- Doom of Fierce Flame
- Doom of Mocking Flame
- Doom of Vicious Flame
- Doom of Howling Mountain
- Doom of Stormy Winds
- Doom of Tempest Winds
- Doom of Lethargic Waters
- Doom of Frozen Waters
- Doom of Scything Darkness
- Doom of Banishing Darkness
- Doom of Barbed Darkness
Rathma, a Grey Witch, could cast a Doom of Fierce Flame into his Witch-blade. Five hours later, when he encounters a Werewolf, he send the spell into the beast if he can strike it with his sword.
A Witch spell can be stored indefinitely but the Witch-blade stores one Spell and one Spell alone. When another Spell is cast into it, the one that is currently stored dissipates. To call upon the Spell stored within, the Witch need only speak its name (Doom of the Fierce Flame) in mid-strike as though calling a feat. A full incantation is not required except in the Spell’s initial casting.
Also a Witch-blade can use his weapon to knockback an enemy that is too close to him. By striking an enemy’s torso with the butt of a handled Witch-blade (like a dagger or sword) or the middle of the haft of a hafted Witch-blade (like a spear or an axe), a Witch can call “knockback 5” to knock an enemy back 5 feet.
Some Spells require the Witch to have a Witch-blade in order to learn and use them.
Destroying a Witch-blade: So long as the witch who created it is alive, a Witch-blade cannot be broken by physical or magical means. If a Witch dies, however, then their Witch-blade is as vulnerable to damage and destruction as a normal weapon of its type.
A Witch can choose to destroy her own Witch-Blade -an act requires 30 seconds of channeling and brings the Witch’s HP to 0. The result is ash and melted slag as well as a Witch in her dying moments. Obviously, this ritual should be done with some kind of healer nearby.
Mastery Skills:
Sybil of Earth
This skill allows you access to basic Locus spells, spells that utilize the spirits of Earth. Additionally, you are considered to have the Delay Poison skill with all the attendant benefits thereof.
-Oracle of Earth: The second rank of this skill makes you an Oracle of Earth. The amount of AP granted by your Gift of the Shielding Mountain spell is increased by 5 points. In addition, using "Mountain Hammer" or "Silver Strike" inflicts 2 more points of damage. Furthermore, you need to be an Oracle of Earth to learn Complex Locus spells.
-Master of Loci: The third rank of this skill makes you a Master of Loci. The amount of AP granted by your Gift of the Shielding Mountain spell is increased by 10 points (instead of 5). In addition, using "Mountain Hammer" or "Silver Strike" inflicts 2 more points of damage. (instead of 2). Furthermore, you need to be a Master of Locus to learn Erudite Locus spells. Lastly, a Master of Loci is also considered to have the Great Strength skill with all the attendant benefits: All of your melee attacks deal one more point of damage than normal. Also, you can perform a Feat of Strength once every 10 minutes. Feats of Strength include throwing an ally’s body to one side or tear open a portcullis. By invoking a Feat of Strength, you can break free of a Snare effect; However, you incur 10 damage in the process.
Sybil of Flame
This skill allows you access to basic Fury spells, spells that utilize the spirits of Fire. Furthermore, the Furies will gift you for the destruction of your enemies. After you have slain an enemy, you may channel for 3 seconds to regain 5 HP.
-Oracle of Flame: The second rank of this skill makes you an Oracle of Flame. Your Doom of the Fierce Flame spell, Doom of the Binding Flame spell and your Gift of the Vengeful Flame spell inflict 3 additional points of fire damage. Furthermore, you need to be an Oracle of Flame to learn Complex Fury spells.
-Master of Furies: The second rank of this skill makes you a Master of Furies. Your Doom of the Fierce Flame spell, your Doom of the Binding Flame and your Gift of the Vengeful Flame inflict 5 additional points of damage (instead of 3 additional points of damage). Furthermore, the Furies will bless you well for the destruction of your enemies. After you have slain an enemy, you may channel for 3 seconds to regain 10 HP. Furthermore, you need to be a Master of Furies to learn Erudite Fury spells.
Sybil of Night
This skill allows you access to Wisp spells, spells that utilize the spirits of Night. Furthermore, you are considered to have the Camouflage skill with all the attendant benefits: Using this skill, you can attempt to hide in a dark area or behind some cover such as a tree or a shrub. Hiding should only be done when there are no enemies in the immediate area (defined as within earshot when outdoors or within the same room if you are indoors). You must invoke “Hiding 1, Hiding 2…Hiding 10” in a firm voice. While hiding, you must crouch low to the ground and have your weapons on the floor. Speaking so will moving from your crouching position will take you out of hiding. Characters with the Sense Hidden Feat or spells that duplicate that effect can use these to detect you. It is best to truly be hidden from view in that case.You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.
-Oracle of Night: The second rank of this skill makes you an Oracle of Night. Your Doom of the Scything Darkness spell and your Doom of the Banishing Darkness spell inflict 2 additional points of damage. This does not affect latent spells. Furthermore, you need to be an Oracle of Night to learn Complex Wisp spells.
-Master of Whispers: The third rank of this skill makes you a Master of Whispers. Your Doom of the Scything Darkness spell and your Doom of the Banishing Darkness spell inflict 5 additional points of cold damage (instead of 2 additional points of damage). This does not affect latent spells. Furthermore, you need to be a Master of Whispers to learn Erudite Wisp spells. With this skill, you become very adept at hiding outdoors at night. During that specific time, Sense Hidden and similar spells will not be able to pinpoint your location. Simply invoke “Master of Shadows” someone points at you.
Sybil of Water
This skill allows you access to basic Maia spells, spells that utilize the spirits of Water. Furthermore, whenever you receive a healing spell, your affinity to the Maia increases that spell’s benefit. After receiving a healing from a Maia spell, you may channel for 3 seconds to invoke this skill and repeat the amount of healing you’ve just received.
-Oracle of Water: The second rank of this skill makes you an Oracle of Water. Your healing spells heal 3 additional points of damage. This does not affect latent spells. Your Maia spells that grant AP, now grant an additional 5 AP.
-Master of Maia: The third rank of this skill makes you a Master of Maia. Your Maia spells heal 5 additional points of damage (instead of 3 additional points of damage). This does not affect latent spells. Also, your Maia spells that grant AP, grant an additional 10 AP (instead of 5 AP). After receiving a healing from a Maia spell, you may invoke this skill and repeat the amount of healing you’ve just received (instead of channeling for 3 seconds).
Sybil of Wind
This skill allows you access to basic Muse spells, spells that utilize the spirits of Wind. Furthermore, this skill grants you the following abilities:
- After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
- After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
- After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.
-Master of Muses: The third rank of this skill makes you a Master of Muses. Your Gift of Stormy Wind spells inflict 5 additional points of lightning damage (instead of 2 additional points of damage). Furthermore, you need to be a Master of Muses to learn Erudite Muse spells.
Furthermore, with this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking “Poker Face”. There are spells and abilities that breach the defenses of this skill, but so far, they are not easy to find.
Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke “Poker Face” to avoid answering the question.


