Wednesday, November 26, 2025

Gods & Entities of Witchcraft, Part III

Witch Spells by Patron Type
As magic-users, witches generally learn spells as they do. Their types of patrons, whether gods, goddesses, beast spirits, demons, devils, elementals, fairies, fates, nature spirits, undead spirits, or vampire lords, determine which ones they are more likely to know. 

Unlike priestesses, nature priestesses, barbarian clerics, and seeresses, witches aren't necessarily as formal, public, feral, or traditional in their devotion to divinities or spirits. Unlike sorceresses, fey enchantresses, or hedge wizards, witches aren't always as chaotic and obscure, arbitrary and whimsical, or rustic. And unlike wizards and warlocks, they may not focus on conceptual understandings, or have an insidious source of power, whether asked for or not. Witches are eclectic, so their approaches are odd, combining the ways of various classes, even if they access many of the same spells as them.

Whatever the case, they abide by the guidelines below.

Deities - per their list. Hel, Hecate /Trivia, the Morrighan, Ceridwen, Ishtar, Baba Yaga, Louhi, and other deities commonly serve as patrons for witches. (see Volumes I thru IV)
Beast Spirits - per their list (see Volume V) & a hedge wizard list (link)
Demons - sorcery (link), dark magic list (link), &/or a beast spirit list (see Volume V)
Devils - dark magic list (link) & wizardry- fire, shadow, or mind list (link)
Elementals - wizardry- fire, water, earth, air, or frost list (link) & sorcery (link)
Fairies - certain spells from the lists of 2 divinities associated with their fairy type (link) & a hedge wizard list (link)
Fates - any divination spells
Nature Spirits - druid list & a hedge wizard list (link)
Undead Spirits dark magic list (link) & wizardry- spirit or dark list (link)
Vampire Lords dark magic list (link) & 1 more based on what type of vampire they are, whether more warlike, seductive, decrepit, bestial, or noble

Witchcraft Spells
No matter their patron, if high enough level, witches often have certain additional spells in their spellbooks, even if not normally available to them from their patron- a 66% chance for each.
   1st: Charm Person, Remove Curse (reverse), Summon Familiar
   2nd: Amnesia, ESP, Ray of Enfeeblement 
   3rd: Clairvoyance, Clairaudience, Suggestion 
   4th: Polymorph Other, Bestow Witch Test / Curse (as bestow curse, but causes another to experience a witch test / curse) 
   5th: Bewitch (treat as a permanent version of Charm Person), Feeblemind
   6th: Control Weather, Stone to Flesh (reverse)
   7th: Power Word Kill, Summon Demon

Number of Spells Known
Witches find it easier to acquire and learn the spells listed for their patron type and on the witchcraft list. Still, being magic-users, witches can learn additional magic-user spells outside the lists of their patrons, but are limited in how many they can know per one's campaign.

Spell Preparation
Like other magic-users, witches prepare their spells each day. They do also have a 9 in 12 chance of being able to cast any spells they know in lieu of other spells that they have prepared of the same level. Though this ability makes them quite crafty, failing the roll means that spell cannot be substituted and is lost until the following midnight. 

For example, a witch whose patron is a fairy could more easily learn select spells from the lists of deities associated with the type of fairy it is - her patron might guide her to them and give some pointers on their mastery, but unlike a fey enchantress, she may not know them all. Still, the witch could learn different magic-user ones too. In any case, she would also likely know witchcraft spells in addition. Whichever ones she chooses to prepare, she could attempt to spontaneous cast others she knows instead if she rolls a 9, 10, 11, or 12 on a d12.



Witch Special Abilities by Patron Type
As shown in Part I, many can support witches, influencing which special abilities they often use. 

Deities - Priestess, plus 1 more based on the god or goddess's portfolio, whichever is more akin to one or more of the entities below.
Beast Spirits - Barbarian cleric or hedge wizard
Demons - Sorceress, barbarian cleric, or warlock
Devils - Warlock or wizard (fire, shadow, or mind concepts)
Elementals - Wizard (fire, water, earth, air, or frost concepts) or sorceress
Fairies - Fey enchantress or hedge wizard
Fates - Seeress or priestess
Nature Spirits - Nature priestess or  hedge wizard
Undead Spirits - Warlock or wizard (spirit or dark concepts) 
Vampire Lords - Warlock, plus 1 more based on what type of vampire they are 

For example, a witch who follows a demon could access the special abilities of a sorceress, barbarian cleric, or warlock, potentially knowing spells from such categories too.



Witch Test / Curses by Patron Type
Witch patrons can also influence such based on their nature. When a witch test / curse occurs, the result can be rolled below, rolling again if a category is indicated, or rolling amongst all on the main table in Part II if need be. Begin by rolling 1d6.

Deities: [1-3] per divinity's test table in Volume I, II, III, or IV, [4-6] roll on main table
Beast Spirits: [1] sharp nails and teeth, [2] eyes show strangely, [3] animal type, [4] evil appetite, [5-6] roll on main table
Demons: [1] skin and facial features change, [2] gore (any), [3] inversion any, [4] sharp nails and teeth, [5-6] roll on main table
Devils: [1] haggish ways, [2] inversion (any), [3] skin and facial features change, [4] taboo (any) [6] roll on main table
Elementals: [1-4] element (any, except animal or magical beast), [5-6] roll on main table
Fairies: [1] craft (any), [2-3] taboo (any), [4-5] trinket (any), [6] roll on main table
Fates: things: [1] knots or braids, [2] weave, [3] taboo (any), [4-6] roll on main table
Nature Spirits: [1-4] element (any, except iron or magical creature), [5-6] roll on main table
Undead Spirits: [1] eyes show strangely, [2] corpse, [3] grave, [4] nightmare, [5-6] roll on main table
Vampire Lords: [1] sharp nails and teeth, [2] blood, [3-4] roll on another list above depending on what type of vampire they are, [5-6] roll on main table

For example, a witch whose patron is a vampire lord might experience a test / curse regarding sharp nails and teeth, blood, or another general one listed in Part II. If it were a bestial vampire lord, roll for what beast spirits would use as tests / curses; if a prophetic vampire lord, roll for fates.



Which Witch?
Some choices aren't worth making


The local elders wish the party to approach one of two witches to rule their settlement. For some strange reason, the people have a tradition of engaging in such practice every 4 years, abiding by a form of demoncracy. 

The more conservative ones recommend the orc witch since her patron is rumored to only be some ghost. The more liberal types instead favor the human since she only follows a mild demon. Most rational folk would select neither and get rid of the practice altogether (along with the witches if possible), though they would then earn the ire of one or both witches, not to mention the elders. 

If not enough to coax the party into interaction, the Referee may wish to have them encounter one or more of the witch's familiars. These pathetic men and women harass those who 'defy demoncracy', often ironically triggering hostility to it from the honest and wise. They harry any non-abiding party members with such intellectual gems as "this is a public place, who invited you?" and "I'm not touching you, are you going to strike me?" while standing in front of them or their mount. They do this while holding up small hand mirrors to watch themselves in action, often in groups while blowing whistles for added effect.


Human Familiars
Align: C, MV: 40’, AC: 9, HD: 1, Atk: 1, Dmg: 1d2 slap or improvised weapon, SP: they are quite annoying, and somehow know where and when to show up and harass wholesome folk and party members, SV: T1, Mor: 4 (9 when outnumbering those they harass), Items: ridiculous placard, gaudy garb, small mirror for self-gazing, whistle, Appearance: demented and condescending looks on their faces, variable builds and complexions


The witches can be located wherever the Referee deems fitting. If one gains the party's endorsement, then the other will seek to harm them, while the one endorsed will only do so at a later day. If the party endorses neither, then the party will have to vie with both of them along with harassment by the elders. In any case, the pointless nature of demoncracy may lead the party to work to defeat all involved, especially after realizing that the local folk will suffer greatly no matter which witch takes charge of them.

The party may wish to depart too, but such things often have a way of spreading to nearby areas unless they are stopped. Human familiars may just show up where they go to next...


Esmeralda, the orc witch, Lvl 5 witch 
Align: C, MV: 40’, AC: 9, HD: 5, HP: 20, Atk: 1, Dmg: 1d4+1 (+1 dagger), SP: undead spirit patron, witch abilities
   * warlock x 3: harder to save against, dark powers   
     Dark Certainty: Increase the difficulty to save against the use of one of their spells or abilities by 7. Coupled with their natural affinity for dark magic, warlocks can even make it 13.
     Dark Defense: Ignore 1d6 damage from an attack.
     Dark Draining: Touch and steal 1d3 hit points from one who is helpless or surrendered, adding that amount to oneself, up to one's hit point maximum.
    * wizard x 2: spirit concept/ knowing (just 1 because wizards gain 1 per odd level), plus she isn't that bright
spells known, roll on either: dark magic side-effects & witchcraft side-effects or wizard magical side-effects & witchcraft side-effects- use a different combination each round, 9 in 12 chance of being able to spontaneously cast another spell she knows instead:
   1st Level: Command, Cure Light Wounds (dark, reverse), Detect Evil, Unseen Servant- can prepare 4
   2nd Level: Hold Person, (Un)Holy Chant, Spiritual Hammer (held by a ghost)- can prepare 2
   3rd Level: Speak with Dead, Clairaudience*, Suggestion*- can prepare 2
SV: M5, Mor: 9, Items: ghostly occult symbols, dirty black robes & hat, 357 gps, Appearance: dark hide, snout, medium build.


Cavilla the human witch, Lvl 5 witch
Align: C, MV: 40’, AC: 9, HD: 5, HP: 13, Atk: 1, Dmg: 1d4+1 (+1 dagger), SP: demon patron, witch abilities, 
  *warlock x 2: dark powers   
   Dark Duel: Destroy the held weapon or other item held by another who meets their gaze and fails an opposed Intelligence, Wisdom, or Charisma check. Artifacts and relics may not be destroyed, but still can be dropped.
    Dark Hold: Prevent another who is up to 1d6 x 10' away from moving for as long as they fail an opposed Intelligence, Wisdom, or Charisma check each round, lasting until broken.
  *sorceress x 3: can cast her sorcery spells at will, they're harder to save against too
spells known, roll on either: dark magic side-effects & witchcraft side-effects or sorcery magical side-effects & witchcraft side-effects- use a different combination each round, 9 in 12 chance of being able to spontaneously cast another spell she knows instead:
   1st Level:  Sanctuary (works via fear rather than sanctity), Pass without Trace (D), Charm Person*, Jarring Hand*- all can be cast at will until stopped, per sorcery
   2nd Level:  Warp Wood (D), Amnesia*, Arcane Lock*, Darkness Globe*, ESP* - all can be cast at will until stopped, per sorcery
   3rd Level: Blink*, Fly*, Haste* (reversed)- can prepare 2 (since she's only equivalent to a 3rd level sorceress with regards to special abilities, so she is limited in how many 3rd level spells she can cast per day)
Locate Object, Neutralize Poison (D)- can prepare 1
SV: M5, Mor: 9, Items: demonic occult symbol, black robes & hat, 538 gps, Appearance: fair skin, blond hair, slender.



Next week: we begin a new series on Proto Indo-European divinities, starting with Dyeus Phater


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