WITCH
Requirements:
Wis 12, Cha 12
Prime
Requisite: Wis, Cha
Hit
Dice: 1d4
A
witch is a female practitioner of ancient magic. Witches live alone
or with other witches. They commune with natural spirits, create
magic potions, and cast a variety of spells. Witches with a score of
13 or greater in both Wisdom and Charisma gain a 10% bonus on
experience earned.
Witches
may not wear armor and may only use the staff, dagger, and other
small weapons (sling, blackjack, etc.) when casting spells.
Witches
progress in saving throws, attack values, spell progression, and
levels as magic-users. They are able to learn magic-user, cleric, or
druid spells of the following types: summoning, divination, charming,
and transformation. Witches rely heavily on prepared components for
their spells and do not require the use of spellbooks. The casting of
a spell represents the use of prepared components which must be
replenished before the spell can be cast again. If a witch fails a
saving throw against a physical attack or trap she must also make a
saving throw for her spell bag, magic sack, or whatever she carries
her components in. On a failed roll one of the components to a random
spell will be lost and the spell cannot be cast until she has a
chance to prepare another batch. Witches are good at cobbling
together components from found items and from the wild.
SPECIAL
ABILITIES
Commune
with Spirits: Once per day a witch may attempt to summon an
otherworldly entity into a magic circle, gaining the ability to
question it exactly like the spell contact other plane.
To summon, the witch must pass a saving throw vs. spells, adding her
Charisma modifier. The entity, usually a spirit or minor demon, is
trapped in the circle and cannot affect the world outside it. The
witch may adjust one of the three conditions of the spell to her
benefit by an amount equal to her level (knowing, truthfulness, or
chance of insanity).
Familiar:
A witch may summon a familiar, per the spell, at any time
when she does not already have one. The familiar will arrive within
1d4 turns and will have HD equal to 1/2 the witch's level.
Flight:
In addition to all other spells, witches of any level may
cast the magic-user spell fly once per day and an additional
time per day for every 3 levels of experience (3, 6, 9, etc.).
Potions:
A witch can create a number of potions per month equal to her
level + Wisdom modifier. The player may select potions from the
Labyrinth Lord Potions table, or from other sources made
available by the LL. A witch has a 10% chance per level of being able
to identify a potion.
Grimoire:
A witch may create a grimoire or "book of secrets" that
only she is allowed to read. Having a secret book gives the witch a
2-in-6 chance of being able to cast an additional spell per day or
she may create 1 additional potion per month (player choice). If the
book is discovered by anyone else and opened the witch loses these
benefits as well as suffering 1 permanent hit point loss. Creating a
new book reverses these effects, but takes 1d4 days to complete.
Skyclad:
When naked, the witch is wrapped in natural magic. She gains
saving throw bonuses equal to half her level (rounded down). In this
mode the witch may wear no more than 1 piece of jewelry or other
accoutrement.
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