Wednesday, November 19, 2025

Gods & Entities of Witchcraft, Part II

Witch Tests / Curses
Much can happen to and from witches. As such, their tests are also known as curses.

Even if the witch rolls the same magical side-effect thrice, there's still a 33% chance of the test affecting someone else in a random direction of her instead. Many of a witch's magical side-effects affect others too; that is, until enough of those so harmed have had enough with her. 

  1-5. Some things must be kept. The one affected will be required to have an item, substance, or aspect on or within 1d6 x 5' of their person, or act in a way that reflects it, or else suffer misfortune, taking -1d6 to all their rolls. Not only that, but rolls about the one affected that are made by others are rerolled to their detriment, such as an enemy's attacks or even random encounters, favoring the worse result. The first time this test affects someone, it lasts for 1d20 days. The second time, it is permanent until removed as one would a curse. The third time, beware, for not having that thing also causes the one affected to take 1d6 damage per round until they have it again, not to mention the penalties from the previous results. See the Witch Test / Curse Things table below to determine what it is.

  6-9. Some things must not be kept. Treat as results #1-5, except the one affected must not have a thing within 1d6 x 5' of them or act in a way that reflects it. If that occurs, then they will also take 1d3 damage per round, suffering greatly in addition to the penalties described above, taking 2d3 damage if it actually touches them. This damage doubles for each time the one affected experiences this test when so exposed, ultimately feeling like they're melting.

  10-13. What might befall a sorceress or a fey enchantress or the like might befall a witch. Roll on the test table for another spellcasting class that the witch has special abilities from, using those results this time instead. If she draws from more than one class's special abilities, then determine which it is at random.

  14-17. One is more likely to be identified as a witch now (or the victim of such magic), because they look like one. Those so cursed experience a -2d6 social penalty with those who dislike such things (i.e. most wholesome folk) forevermore. Such abomination can only be concealed from the unwary by either having a witch test / curse thing within 1d3 x 10' of her or not (an equal chance of either). Roll 1d4.
     [1] Skin and facial features change to something more monstrous, akin to goblins, orcs, or trolls.
     [2] Eyes show strangely, like some demon or beast.
     [3] Gain sharp nails and teeth, being able to make an attack for 1d2 damage each round if unarmed, as well as have unnatural cravings.
     [4] Demonstrate haggish ways, openly showing such support for invaders, disruption of lands, disturbance, and degeneracy, betraying her own people.
  
  18+ An angry crowd shows up to see just how flammable the witch is. Unless the Referee wishes the situation to be roleplayed, she has a base 50% chance of escaping and surviving, - 5% per witch test / curse result over 17 (45% at 18, 40% at 19, etc.) If slain, she may even return as something fey, undead, or fiendish, depending on what her patron is, with a base 10% chance + 5% per result over 17 (15% at 18, 20% at 19, etc.) If a non-witch experiences this test, then he will be compelled to be part of the crowd that wishes to burn her instead, and it is nearly certain that he will not return as something if he fails.

All witch test / curse results can be affected by which god, goddess, or entity a witch follows too, some showing a greater tendency than others. Witches can even intentionally have such tests & curses affect victims via a spell. See Part III. 


Witch Test / Curse Things
That which is needed or not needed by those affected by witch tests / curses can be obscure. Roll 1d6 to determine what category it is, then roll again for specifics. Once determined for a particular person, the roll need not be made repeatedly, unless of course they have already experienced a fitting witch / test curse thrice. Another thing can be added then, making them quite hexed. 

Such things are often associated with which deity or being the witch follows too.

1. Craft (d12)
   1- Be part of a coven or group
   2- Chant loudly
   3- Draw sigils and glyphs 
   4- Dance 
   5- Knots or braids
 
  6- Only Females
   7- Season (or the associated weather of it at least)
   8- Time of the Day (the Witching Hour)
   9- Time of the Month
  10- Wear a witch's hat
  11- Wear black
  12- Weave, use a distaff

2. Element (d12)
   1- Animal type (especially cats, bats, toads, or snakes)
   2- Cold
   3- Flame
   4- Herbs
   5- Iron
   6- Magical creature or their parts
   7- Moon
   8- Sea
   9- Soil from a certain type of place
  10- Storm
  11- Tree of a certain type
  12-
 Water

3. Gruesome (d12)
   1- Blood 
   2- Corpse
   3- Demented Nursing
   4-
 Eat a small live creature every 1d3 hours
   5- Evil appetite
   6- Foul concoction
   7- Grave or Corpse
   8-
 Illness
   9- The Innocent
 10- Liquids in the area become spoiled
 11- Sacrifice a creature every 3d4 hours
 12- Stigmata and/or Bulging Eyes

4. Inversion (d12)
   1- Curse (even if not necessarily magical)
   2- Degeneracy
   3- Distortion of truth
   4- Irrational rambling
   5- Nightmare
   6- Scheming
   7- Shouting & Smirking
   8- Spreading darkness 
   9- Subversion of traditional roles
  10- Supporting invaders
  11- U
nnatural domination
  12- Unnecessary agitation

5. Taboo (d12)
   1- Clothing
   2- Certain location, such as a temple or tavern
   3- Crossing  a boundary
   4
- Diagram
   5- Ethnicity
   6- Face or body paint
   7- Knowledge of the spell target's name
   8- Pair of something
   9- Seeing stars or astrological charts
  10- Solitary
  11- Something lost
  12- Touch the ground 

6. Trinket (d16)
   1- Anointing oils 
   2- Candle
   3- Ceremonial dagger 
   4- Crystal ball
   5- Drum or rattle
   6- Flute 
   7- Incense 
   8- Mirror
   9- Nail 
  10- Pendulum or amulet 
  11- Prism, Crystal, or Gem
  12- Ring
  13- Small poppet 
  14- Smoking herbs 
  15- Stone
  16- Top (to be spun)

For example, if what must be kept to avoid the effects of a witch test / curse is needed to be known, it might be an element, such as herbs, or a trinket, such as a ring. Those suffering under such effects would feel jinxed unless they keep such things around. If needing to know what must not be kept, it might be gore, such as a grave, or inversion, such as the supporting of invaders.

Witches whose corruption show on their bodies and faces may be able to conceal it by either having something nearby, such as a candle, or seeing stars or an astrological chart in order to maintain the illusion. On the other hand, they might need to not have a diagram or knots or braids instead.


Next week: witch patrons and a witch encounter


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