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"She turned me into a newt! ... Wot? ... I got bettah."

Witches, Voodoo, Hexes, Curses, Subtle Magic

  • An Avatar fitting your race.

  • Read the lore for your character's race.

Grit is 6.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Starting Moves

Curse (Saving Throw +WIS)

Standard

You utter a curse upon a nearby living creature. Curses cannot be used to alter a person's mental state (IE. Cause fear, lower their intelligence, etc.) and you can only maintain one curse on one target at a time. Roll+WIS

On a 10+, you afflict them with a curse. The target takes +1d4 damage from all attacks while it lasts and is unable to be healed by any means until the next dawn.

On a 7-9, the target is afflicted, yet you also choose one penalty

  •    You or an ally suffers the effects of the curse as well

  •    -1 Ongoing on Curse.

On  a miss, the curse fails and you cannot use Curse on that target again until the next sunset.

This is a supernatural effect.

Example Curses: An inability to speak ( or make only animal noises), cause their hair to fall out, their face to become monstrous or bestial in appearance, randomly vomit forth vermin, cover them in boils, make them grow an animal's tail, or cause animals in their presence to panic or flee.

Crystal Ball (Saving Throw +WIS)

Ritual

When you spend time gazing into your crystal ball, you can focus on a character that you have met previously, as long as you have an object that they used to possess (coin, trinket, lock of hair, etc) and observe their actions.  Roll+WIS

  • On a 10+, your divination succeeds perfectly.  Your scrying focus is represented clearly in your crystal ball.  You may ask the player for their 3 next posts in the scene they are presently RPing.  If they are not engaged in RP, you may observe them for 10 minutes before your concentration breaks.

  • On a 7-9, your divination is partially successful.  The image of your scrying focus is clearly represented in your crystal ball, but everything around their person is hazy and indistinct.  You may ask the player for their next post (1) in the scene they are presently RPing.  If they are not engaged in RP, you may observe them for 5 minutes before your concentration breaks.  Because the vision is hazy, you may not name names or put to faces.

  • On a miss, your attempt backfires and the personal affect you used to divine the target's image can not be used to spy on them in the future. (It is either destroyed, or your magic no longer recognizes it as belonging to the target.)

 

Hex

Standard

You ravage a single target with eldritch malevolence, evoking pure magical energy inside their body to crush their soul from within. Roll+WIS

  • On a 10+ your hex does 2d8 damage ignoring armor.

  • On a 7-9 your hex does 2d6 damage ignoring armor and you become vulnerable.

  • On a 6 and lower, you do no damage and are left vulnerable.

Note: Using Hex requires an audio & a somatic (gesture) component to be cast; you can't use it if you are bound and/or gagged.

APOTHECARY

When you have time to gather materials and a safe place to work, you can brew potions that only you can use:

  • Healing salve (0 weight)

    • Free Action. Restores 7 HP and removes 1 debility of your choice. Replaces your regular Healing Potion.

  • A vial of antitoxin

    • Free Action. Rids you of one poison effect.

 

THAUMATURGY

Witches are currently unable to produce magical items any longer. Those who attempt it will feel their connection to the weave lost for one hour-no magic.

Familiar

You have a familiar that provides you with advice and information. This familiar is a small basic animal. (A cat, a rat, a bird, a snake, a bat, a bug, etc.) If your familiar dies, you can summon, craft, or bind a new one when you have the time to perform a ritual. Your familiar can act as a shield and take damage for you, but it has 0 armor and 3 HP.

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves

Blood Magic

Free

When you have a creature’s blood, take +1 forward to work your magic on them. This only works once per creature per day.

Hexy and Hoary

Requires: Hex

When you use Hex, on a 12+ you also inflict a debility of your choice.

 

Too Familiar

Requires: Familiar or Animal Companion

Standard

You may see through the eyes, and hear through the ears of your familiar to gather information on your surroundings so long as they remain in a 20 meter radius (Within chat range.) You must be focused to maintain the connection with your familiar. If your character becomes otherwise engaged (Example; Moving from their spot, or being talked to,) the move is interrupted. Roll+Wis

On a 10+ your familiar successfully returns to you undetected.

On a 7-9 your connection is successful, but choose one:

  • Your familiar is disruptive to its surroundings and is noticed. Enemies may become suspicious or otherwise engage with your familiar, prey may be startled.

  • Your connection is weak and only lasts one post round.

  • The connection is painful to you and you feel physically ill while you maintain it. You take 3 damage ignoring armor.

On a miss, your familiar has been distracted by something else and could not provide you with salvageable information.

 

Necromancy

When you interrogate the spirit of a recently slain corpse, roll+WIS

*On a 10+, the spirit will answer 3 questions for you about something they know or the immediate area.

*On a 7-9, the spirit answers 2 question.

*On a miss, the spirit answers 1 question, but it will seek to do you harm later.

Healing Hex

Requires: Hex

Standard

Choose an ally; you can use a Healing Hex upon them. Roll+WIS

  • On a 10+ you heal them for 6 and they get a +2 damage on their next attack.

  • On a 7-9 you heal them for 4 and they get a +1 damage on their next attack. You become vulnerable.

  • On a miss, your hex fizzles and you’re left vulnerable.

 

Poppet

Requires: Curse

Interrupt

When you have someone's blood, true name and other materials, you may craft a small rag-doll mockup of them called a 'Poppet'. The Poppet has 3 uses, and 0 weight but can only be used by the crafter. Using a Poppet makes the target vulnerable.

 

Skinchanger

Once per day when you spend a few minutes changing your shape into that of an animal, you gain the features and limitations of it until sunrise, or you change back. (Only usable out of combat)

When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.

 

Brewmaster

Requires: Apothecary

Once a day when you brew a potion, the effects of it may be enhanced in some way. Ask a DM to tell you how. You can have only one such enhanced potion at a time.

 

Evil Eye

Requires: Hex

You can use your hexes on any creature you can see or touch. If you use hex on a subject you have accessed through scrying or divination, you must roll your damage and make a saving throw (+CON). If you fail, it rebounds upon you. You can only do this once per scry.

Hexidecimal

Requires & Replaces: Hexy and Hoary

When you roll 10+ on Hex, you may afflict the opponent you’ve attacked with a debility of your choice; if they are already afflicted with a debility, your Hex does +2 damage.

 

Poppet Master

Requires: Poppet

Standard

When you use a poppet, you may choose to deal your damage +1d6 and ignore their armor as a Standard Move instead of making them vulnerable as an Interrupt in one round.

 

Potent Curse

Free

When you utter a curse upon a living creature, the effects of the curse are much more severe; you or an ally of your choice take +1 forward against the target. This can only be used once per creature per day.

 

Bloodfuel

Requires: Blood Magic

Free

When you kill a creature, take + 1 forward to use hex.

 

Wow! Very Familiar

Requires: Familiar

Your familiar is a medium sized beast. It has 1 armor and 5 health points.

 

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