Wednesday, November 12, 2025

Gods & Entities of Witchcraft, Part I

Witch Gods & Supernatural Entities
Such misfortune can give one pause, and may be hard to know which witch is which. 


W
ays of Witchcraft

  • Serve your patron's will, it is entwined with your own
  • Engaging in that which grows and flows
  • Knowing that all cycles renew...
  • For some more than others


Witches
  • Special: Witches are chosen by gods and supernatural entities, being their patrons. Treat them as magic-users except for the rules here
  • Allowed Weapons: Dagger, knife
  • Allowed Armor: None
  • Symbols: Per their patron, but more occult
  • Can Turn: Per their patron
  • Mysteries of Witchcraft: Eclectic, witches can use the special abilities of other spellcasting classes, though they favor those of their patron. At each level, they can select either priestess, nature priestess, barbarian cleric, seeress, sorceress, warlock, fey enchantress, wizard, or hedge witch. Witches must select a different one than what they selected at the previous level, though at least half of them must match their patron type. Thus, witches alternate between one or two class's special abilities and that of others. As they progress in level, their spellcasting aptitude compounds just as other magic-users do. Still, when it comes to their special abilities, they are only treated as levels equal to how many times they select those classes that they draw them from.

    Priestess - Cast an extra cleric spell per spell level per day. Patrons are usually deities.

    Nature priestess - Cast an extra druid spell per spell level per day. Patrons are usually nature deities and spirits.

    Seeress - Spontaneously cast divination spells, along with having other moments of foresight. Patrons are usually prophetic deities and fates. (link - see bottom of the page)

    Barbarian Cleric - Use beast spirit special abilities (see Volume V). Patrons are usually beast spirits and demons.

    Sorceress
     - Keep casting spells until stopped. Patrons are usually demons and elementals. (link)

    Warlock - Use dark and nefarious magic, along with dark powers. Patrons are usually devils, demons, undead spirits, and vampires. (link)

    Fey enchantress - Spontaneously cast their spells that are associated with fey types & divinities, make better fey deals too. Patrons are usually fairies and fey deities. (link)

    Wizard - Cast their spells more potently, and can have sagely knowledge for certain understandings. Patrons are usually elementals, devils, and undead spirits that grant access to specific concepts. (link)

    Hedge witch - Prepare and distribute (to a limited extent) potions and other items. Patrons are usually rustic deities, nature spirits, beast spirits, and faeries. (link)

    Others - Detailed in the upcoming Companion I (to be released when the art is finally funded and ready), witches can access abilities of various other spellcasting classes too, such as seidkona, trollkona, pythia, and iatromantia.

    See Part III for more guidelines on witch patrons.

    For example, a 3rd level witch whose patron was a fairy would select fey enchantress or hedge witch at 1st and 3rd level, and might select warlock at 2nd level. In any case, she casts spells as a 3rd level magic-user with regards to spell levels and usual number per day. If she picked fey enchantress twice, she would be considered a 2nd level fey enchantress and a 1st level warlock. She only 
    uses the corresponding special abilities as if she were those levels, including spellcasting advantages.  

    At 4th level, she could select any of the classes above to gain special abilities from except for fey enchantress (since she already selected it at 3rd level), so she decides on sorceress. She would thereby be treated as a 4th level magic-user, as well as a 2nd
     level fey enchantress, a 1st level warlock, and a 1st level sorceress with regards to special abilities. At 5th level, she would be obliged to select fey enchantress again or even hedge witch, since both are associated with her type of patron. Quite eclectic indeed.

  • She's a Witch: Further, witches can gain a +1d6 bonus to social interactions with those who fail to save vs. spell/ make a Will save DC 15, mildly bewitching them, with the save being 1 harder for every witch level they have. This manipulation can be a risk though, for those who save will have triple the penalty to social interactions towards her instead (-3d6), if not against her already, not placed under her spell, are favorable to witchcraft, or the like. Most common folk and nobles are not. Her magical side-effects and witch tests / curses can certainly compound this trend, making her quite unpopular amongst many, even to the point of many wishing to burn her.


Witch Magical Side-Effects
Various things must be done to brew a spell. Each time she does so, the witch rolls on this table, plus either:
  - that of another class that she uses the special abilities of, or
  - the table for the divinity or entity she follows. 
Each time it must be a different combination than the last. Roll 1d12. 

1. Curses Upon: The spell needs a witch test / curse to occur (see Part II). The witch gets to pick who receives it if she does 1d3 witchy things too (see below).

2. A Pinch of This: The magic is only at 1/2 power unless something witchy is done.

3. It is Foretold: She will have to wait 1d20 additional minutes for the spell to occur, though that time can be reduced by 1d3 minutes for every additional witchy thing she does. She may do up to 1d3 of them.

4. 
Area of Hex: All within 1d20 x 30' must save vs. spell/ make a Will save DC 15 or undergo a witch test / curse, unless they just happen to be doing something witchy.

5-9. Usual Witchcraft: The spell works without side-effect for now, though it may allude to a witchy thing or even a witch curse / test thing (a 66% chance, equal chance of either)- see Part II in the latter case.

10-11. BewareIf something witchy is done, then the spell's effect, range or duration can be increased by 50% or even 100% if 1d3 happen. If not, then there's a 33% chance of a witch test / curse happening to the closest individual in a random direction as well.

12. High Witchcraft: The spell works at double its usual effect, range, or duration and is not expended for the day. Nevertheless, a random spell of hers is also cast on a random target 1d12 turns later (and is still not expended). If she does 1d3 witchy things, then the witch can pick who that will be.


Witchy Things / Something Wit
Fair is foul and foul is fair. Roll 1d12 to see what must be done or what is to happen in order to coax the magic here.
   1. Hold a personal item, effigy, or body sample of the spell's intended target.
   2. Cackle and scream, notifying all who hear as to what and where she is.
   3. Show or be part of something of three.
   4. Work with a cauldron or candles at least once since midnight.
   5. Something flows within 1d6 x 10', whether life fluids or something fouler.  If not done already, it will happen on its own within 1d3 rounds.
   6. Hold a wand, dagger, pendant, or broom. So much the better if it is magical.
   7. Drink 
or have brewed a potion or other herbal concoction.
   8. Give the intended target the evil eye or show another fell symbol.
   9. Have a familiar around, likely a cat, though it can be a mortal person or even spirit.
 10. Something withers nearby within 1d6 x 10', whether plants, crops, or worse. If not done already, it will happen on its own now.
 11. Have the magic be especially unpleasant and foul, causing those who aren't allied with or hate the witch already to begin to do so.
 12. Requires a witch test / curse witchy thing (see Part II)

For example, a witch priestess of Hecate casts a spell. A roll is then made on either the priestess and the witch magical side-effect tables, or on Hecate's and the witch ones. For the witch result, she gets a 4, indicating those within the area may be hexed and must save or experience a witch test / curse if 
they (then also rolling 4 for the witchy thing) haven't worked with a cauldron or candles at least once since midnight. Hecate's result would need to be determined too.

No matter the outcome, the next time she casts a spell, a roll must be made on both the witch table and one she has access to that wasn't rolled on for the previous spell.


Next week: Witch tests & curses


RPG srd Old School 1st ed AD&D Wicked Wizard of Oz Three Sisters Circe Medea