Witchcraft (2/6/01)

This material is an extension of the GURPS rules for psionics.  The idea is to use the Psionics rules as a base for an alternate form of magic to be used in fantasy settings.  Some of this material is paraphrased from the GURPS rules, and therefore retains its copyright, so play nice.

Witchcraft is a subtle form of magic, generally without visible effects.  It is fairly common among Otherworld beings (faeries, Sidhe, djinn, and the like).  In humans, the ability to use Witchcraft is usually inherited from one�s parents, although witches can be born to non-talented parents.  There are 5 �paths� of Witchcraft (animal/body/mind/spirit/world), and a witch�s ability depends both on their raw talent in a particular Path, and their skills at manipulating that Path�s power in particular ways.

The five Paths:

       the Animal path is focused on influencing and interacting with animals, and can lead to the ability to share their senses, and even assume their forms.

       the Body path has to do with healing magic, and mind-over-matter control of one�s own body

       the Mind path is concerned with communication between, and influence of, other intelligent minds.

       the Spirit path deals with non-corporeal entities and remote presence.

       the World path shows one how to manipulate objects using only thought.

Witchcraft abilities are described by two factors:  Talent and skill.

Talent is the raw strength of your ability in a particular Path.  Your Talent is the same for all skills within each Path.  So, if your Animal Path Talent is 3, all your Animal Path powers have a Talent of 3.  Talent in each Path costs 5 points per level at the time of character creation, 10 points per level thereafter.

Skill determines how well you control your ability.  As with other magical skills, a minimum of one point must be put into the skill, no half-points are allowed.  Witchcraft skills are Mental/Hard, with a few noted exceptions.

Using Witchcraft

Concentration and Time Required � Use of witchcraft requires the Concentrate maneuver.  Unless specified otherwise, each use of witchcraft requires one turn of concentration.  At the beginning of the next turn, make your skill roll to see if you succeeded.

If something � especially an injury � disturbs you while you concentrate, a Will roll is required to maintain your concentration.  Use the same rules as for magic (B148).

Multiple Actions � A witch can initiate only one skill use at a time, but may perform several simultaneously, as long as they are started one at a time.  For each simultaneous activity there is a �1 to skill.  Example:  Siobhan is in a cell waiting for her friends to spring her out.  She is using Hear Thoughts to listen to one of her friends describe their approach.  She wants to use Move Object to steal the keys while she maintains contact with her friends.  Her roll to use Move Object is therefore at �2 to skill, because she is now performing two actions simultaneously.  Next turn, she wants to keep listening to her friend, continue to use Move Object to bring the keys closer, and use Slumber on a guard.  Skill rolls for any of these three abilities will be at �3, due to Multiple Actions.

Critical Success and Failure � A critical success has no automatic special effect, except that no Fatigue is spent (if it ordinarily would have been).  On a critical failure, roll 1 die and lose that many points of Fatigue, in addition to any Fatigue that the effort would normally have cost.

Extra Effort � Witches may try to strain their Talent for extra power.  For every 3 Fatigue points spent on an attempt, increase effective Talent by 1, but decrease effective skill by 2.  If the ability lasts for more than a minute, each extra minute costs another 3 Fatigue.

Repeated Attempts � If you try to use witchcraft and fail (miss your roll), you may not try the same skill against the same subject again without a penalty, until you have waited at least 10 minutes per Fatigue spent (minimum 10 minutes, even for zero Fatigue skills).  If you try again sooner, this is considered a repeated effort, and costs a point of Fatigue.  Furthermore, this second effort is at a �1 on skill.  Should this effort fail, you can spend another point of fatigue and try again at �2, and so on until Fatigue reaches 0 and you fall unconscious, or effective skill drops to 2, at which point no success is possible (this is on 3d6, remember?).

Range � For range purposes, Witchcraft abilities are divided into 4 classes:  Self, Touch Only, Normal Range, and Long-Distance.  The ranges for Normal Range and Long-Distance abilities are shown below:

Talent

Normal Range

 

Talent

Long-Distance

1

Touch only, and required time is multiplied by 10.

 

1

100 yards

2

Touch only.

 

2

� mile

3

1 yard

 

3

1 mile

4

2 yards

 

4

2 miles

5

4 yards

 

5

4 miles

6

8 yards

 

6

8 miles

7

15 yards

 

7

15 miles

8

30 yards

 

8

30 miles

9

60 yards

 

9

60 miles

10

100 yards

 

10

100 miles

11

200 yards

 

11

200 miles

 

The five Paths of witchcraft, and their associated skills, are listed below.

Animal Path  (Note:  What is an animal?  All animals have an average racial IQ of 7 or less, and are non-magical in nature)

Witchcraft Skill

Description

Range

Animal Empathy

This skill has a default of IQ-4 for untrained witches.  A successful skill roll allows you to feel the emotions of an animal.  Success by 4 or more points allows you to read the animal�s actual thoughts.  This skill can also be used to get a �feeling� for an animal�s personality.

Skill Modifiers: -1 for birds, -2 for reptiles/amphibians, -3 for fish/insects/spiders/et al

 

Normal

Soft Speech

This skill has a default of IQ-4 for untrained witches.  It improves an animal�s reaction roll to the witch by an amount equal to the witch�s Talent.

 

Normal

Locate Animal

The witch can sense the whereabouts of an individual (known) animal, or the nearest of a particular species or type, or the nearest animal of any kind.

 

Long-Distance

Animal Summoning

Lets the witch call one creature, of a type named at the time of use.  The witch will know roughly how long it will take the animal to arrive.  Costs 1 Fatigue.

 

Long-Distance

Speak with Animal

Animal Empathy must be known at 12 or better to learn Speak with Animal.  The witch can communicate with an animal, on its own level of understanding.  Costs no Fatigue at Normal range.  This skill may be used at Long-Distance with an animal whose whereabouts are known (see Locate Animal), but this use costs 1 Fatigue per minute.

 

Special

Animal Messenger

Soft Speech must be known at 12 or better to learn Animal Messenger.  A local creature of some kind (typically a small bird) will make itself available to carry a small written message, or carry a token no larger than a finger ring.  If both the witch and the intended recipient can Speak with Animals, then the animal can relay a spoken or whispered message of (2x Skill) words or less.  Requires a successful skill roll, and costs 1 Fatigue.

 

Long-Distance

Animal Senses

On a successful skill roll, the witch may increase her vision, hearing, smelling/tasting, or DX for balance rolls only, by a number equal to her Talent.  Talent may be split among these senses, but may not be rearranged without another skill roll and new expenditure of Fatigue.  Costs 1 Fatigue per minute.

 

Self only

Animal Companion (M/VH)

Both Animal Empathy and Soft Speech must be known at 15 or better to learn Animal Companion.  This ability creates a special link between the witch and a friendly animal.  The animal must want to be around the witch of its own volition (Soft Speech and bribes of food are the only acceptable inducements).  A witch without Soft Speech at very high levels of Talent and skill will only be able to have domestic animals and pets as Companions.  This ability may only be attempted once on a particular animal, and requires a full day.  Failure on the skill roll means the animal declines the offer, and will continue to do so forever.  Success gains the animal as an Ally or Dependent (character points may be required � GM decision) and creates a permanent, magically detectable link with the animal.  Thereafter, the witch can mentally communicate with the animal.  (Note:  this is communication, not control!):

       at Normal range, no skill roll or Fatigue cost;

       at Long-Distance, a skill roll is needed, but no Fatigue cost; and

       any greater range, requires a skill roll and costs 1 Fatigue per minute.

Also, if the witch has the Borrow Senses and/or Borrow Body abilities, the Companion is always treated as if it were within Normal range for use of those abilities, and will not resist the spells.  Further, the witch gets a +2 bonus to any witchcraft used on the Animal Companion, due to familiarity.

As long as the witch treats the animal well, it will associate with and generally obey him/her, but will still follow its natural instincts to hunt, mate, etc.  Prolonged separation may cause the Companion link to lapse (GM�s discretion).  Mind-affecting spells do not mutually affect the Companion and the witch.  If the Companion is killed, the witch suffers the loss of 1d6 hit points and 1d6 Fatigue.  A witch may have only one Animal Companion at a time.

 

Special

Borrow Senses

Animal Empathy must be known at 15 or better to learn Borrow Senses.  On a successful skill roll, and if the witch overcomes the animal�s Fatigue with his/her own, this spell allows the witch to see through an animal�s eyes, hear through its ears, etc.  The animal�s whereabouts must be known (see Locate Animal).  This ability does not confer any control over the animal.  Costs 1 Fatigue per 5 minutes.

 

Long-Distance

Borrow Body (M/VH)

Borrow Senses must be known at 12 or better to learn Borrow Body.  On a successful skill roll, and if the witch overcomes the animal�s Fatigue with his/her own, this spell causes the witch to �possess� the body of the target animal, able to use the physical skills and abilities of the animal, but unable to cast magic.  At the time of casting, the animal must be within Normal range.  Afterwards, the witch can take the animal as far as Long-Distance away from the witch�s body before the connection is severed and the spell ends. 

Note:  This spell leaves the witch�s body not only unconscious and physically vulnerable, but vulnerable to spirit possession as well, and is therefore somewhat risky.  (Experienced magicians will sometimes guard against this possibility through the use of a fetch or other form of benign possession � see Spirit Path.) 

If the animal is wounded while the witch inhabits the body, the caster will lose an equivalent amount of Fatigue.  If the animal dies while the witch inhabits the body, the caster will lose 1d6 Fatigue and 2d6 hit points.  Costs (10-Talent) Fatigue per 5 minutes, with a minimum of 1 Fatigue per 5 minutes.

 

Special

Take Form of (species) (M/VH)

Borrow Body must be known at 12 or better to learn any Take Form skill.  Each animal form requires a separate skill for this spell.  With a successful skill roll, the witch may change his/her body to an animal form.  Only the witch�s body transforms, all equipment is left behind, with the notable exception of Animal Path enchantments.  The witch�s Talent determines the Take Form skills available for the witch to learn: 

       Talent 1+:  hedgehog

       Talent 2+:  lizard, frog

       Talent 3+:  bat

       Talent 4+:  ferret, rabbit, asp, otter

       Talent 5+:  parrot, seal, squirrel, jackal, monkey, owl, fox, eagle

       Talent 6+:  falcon, cat, badger

       Talent 7+:  hind, small wolf

       Talent 8+:  large wolf, pony, small bear, giant cobra, dolphin

       Talent 9+:  python, stag, large bear

       Talent 10+:  horse, lioness

       Talent 11+:  boar, lion

       Talent 12+:  tiger

The transformation takes (20-skill) seconds (minimum of 1), during which the witch can do nothing, and can take no active defense.  Wounds taken in animal form carry back to human form.  It costs the witch 5 Fatigue to change into animal form, and this lasts for a number of hours equal to the witch�s Talent.  At the end of this time, the duration may be renewed without further rolls for another 5 Fatigue.

 

Self Only

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Body Path

Witchcraft Skill

Description

Range

Heal Self

This skill has a default of IQ-4 for untrained witches.  A successful skill roll allows the witch to heal 2 of his/her own hit points for every Fatigue spent, up to a maximum of the witch�s Talent.  It is difficult to perform multiple Heal Selfs; there is a �3 skill penalty for each previous successful Heal Self performed that day.  Heal Self may also be used to restore crippled limbs; once all damage to the limb has been healed, a successful roll at �6 will restore use of the crippled limb.  The witch gets only one try, ever, to restore a given crippled limb.  Heal Self cannot restore lost limbs.  A critical failure on the skill roll causes the loss of 1d6 hits.

 

Self Only

Heal Others

Similar to Heal Self, but usable only on others.  This skill has no default.  A successful skill roll allows the witch to heal 2 hit points for every Fatigue spent, up to a maximum of the witch�s Talent.  It is difficult to perform multiple Heal Others; there is a �3 skill penalty for each previous successful Heal performed by any witch on that person that day.  Heal Others may also be used to restore crippled limbs; once all damage to the limb has been healed, a successful roll at �6 will restore use of the crippled limb.  A particular witch gets only one try, ever, to restore a given crippled limb.  Heal Others cannot restore lost limbs, nor can it raise the dead.  A critical failure on the skill roll causes the subject to lose 1d6 hits.

 

Touch Only

Augment (attribute)

This is really three different skills:  Augment Strength, Augment Dexterity, and Augment Health.  The witch may, on a successful skill roll, temporarily increase ST, DX, or HT by an amount equal to Talent.  The Fatigue cost is 1 for every point of increased ST, DX, or HT, per minute.

 

Self Only

Mind Over Body

Heal Self must be known at 12 or better to learn Mind Over Body.  A turn of concentration, and a successful Mind Over Body roll, allows the witch to temporarily ignore the effects of pain and fatigue, canceling the effects of being at ST or HT 1-3 for one hour.  However, any further injury requires an immediate new skill roll. 

Mind Over Body can also allow the witch to remain conscious and functional even at zero or negative hit point totals!  In this case, there is a penalty to the skill roll equal to the negative hit point amount, which in any case cannot be greater than the witch�s Talent.

Example:  Grettir Audsdottir has a Body Path Talent of 4, and Mind Over Body at 13.  She has been hit by several arrows, and is down to 3 hits and 2 Fatigue.  Deciding to make a run for it, she concentrates for a moment to steel herself for the run.  At the beginning of the next turn, she rolls a 12, and therefore retains her full Move and Dodge scores.  She retreats from her assailants, but just before she gets away completely, one last arrow hits her in the back!  She is now at �2 HT, and will need to roll 11 or less to maintain Mind Over Body.  If she succeeds, she will be able to ignore her wounds for a full hour, requiring no HT rolls to remain conscious.  If she fails, she�ll have to make HT rolls every turn, as normal.  (If she fails, but remains conscious, she can choose to make repeated attempts on successive turns, but these are subject to the rules for Repeated Attempts.)

 

Self Only

Stoneskin

Mind Over Body must be known at 12 or better to learn Stoneskin.  Allows the witch to increase the PD and DR of his/her skin for 1 minute.  Every odd point of Talent applied (1, 3, 5, etc.) gives +1 DR to the witch�s skin.  Similarly, every even point of Talent applied (2, 4, 6, etc.) gives +1 PD to the witch�s skin.  So, a witch with a Talent of 5 could have +2 PD, +3 DR skin on a successful skill roll.  Costs 1 Fatigue per point of Talent applied.  Hand DR gained this way is not cumulative with Stonefist, only the better DR applies.

 

Self Only

Stonefist

Mind Over Body must be known at 12 or better to learn Stonefist.  Allows the witch to increase his/her hand DR, and the damage done by his/her hand, for 1 minute.  Every odd point of Talent applied (1, 3, 5, etc.) gives +1 DR to the witch�s hand.  Similarly, every even point of Talent applied (2, 4, 6, etc.) gives +1 damage to the witch�s unarmed hand attacks.  So, a witch with a Talent of 3 would have +2 hand DR, and +1 fist damage on a successful skill roll.  Costs 1 Fatigue per point of Talent applied.  Hand DR gained this way is not cumulative with Stoneskin, only the best applies.

 

Self Only

Dispel Fatigue

On a successful skill roll, the witch may transfer a number of Fatigue points, up to his/her Talent, to another person.  This skill may also be used to transfer Fatigue from a Powerstone or controlled spirit to the witch.  Similarly to healing, multiple successes are difficult; if either the donor or the recipient was involved in a previous successful Dispel Fatigue that day, there is a �3 to the skill roll.

 

Touch Only

Levitate (M/VH)

Mind Over Body must be known at 15 or better to learn Levitate.  With this skill, the witch may lift his/her body into the air, giving the witch an airborne movement rate equal to their Talent.  Fatigue cost is 2 per minute.

 

Self Only

Stillness

Mind Over Body must be known at 12 or better to learn Stillness.  The witch may enter a deathlike trance, similar to �suspended animation�, with this skill.  Without magic, only a trained physician can determine that the character is still alive (the witch may add Talent to Stillness skill for a Quick Contest vs. Physician skill).  The witch remains aware, and requires only 1 second of blinking and breathing to return to full ability.  The state of Stillness reduces requirements for food, water, and air to 1/10 their normal levels.  Additionally, poisons take effect at 1/20 their normal rates.  The witch may remain in Stillness for a number of days equal to the square of his/her Talent.  A day of normal rest is required before the witch may re-enter Stillness.

 

Self Only

Strengthen Body (M/VH)

Stoneskin must be known at 15 or better to learn Strengthen Body.  This skill is used to enchant a living human body, to increase its DR.  Ritual tattoos are typically required.  DR may be increased up to (Talent-4).  Fatigue costs are as the Fortify spell (M46).  The tattoos may be invisible, at 5x the normal energy cost.

 

Touch Only

Armor Body (M/VH)

Stoneskin must be known at 15 or better to learn Armor Body.  This skill is used to enchant a living human body, to increase its PD.  PD may be increased up to (Talent-6).  Fatigue costs are as the Deflect spell (M46).  The tattoos may be invisible, at 5x the normal energy cost.

 

Touch Only

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Mind Path  (Note:  Mind path skills are easier with familiar subjects.  Give +1 to skill for known subjects, +2 if known intimately.)

Witchcraft Skill

Description

Range

Sense Feelings

This skill defaults to IQ for untrained witches.  It is the ability to tell what someone is feeling (as opposed to what they are thinking).  This includes the ability to tell if someone is consciously lying.  It can also be used to get a general �feeling� for someone�s personality.

 

Normal

Sense Relationship

Sense Feelings must be known at 12 or better to learn Sense Relationship.  This skill allows the witch to sense the true relationship between any two people he/she can see, by observing their body language, expressions, and aura.  For this skill to work, the two subjects must be aware of each other!

 

Long-Distance

Sense Hostility

Sense Feelings must be known at 12 or better to learn Sense Hostility.  This is the ability to detect violent intent against the witch by someone, based solely on their appearance and aura.  The witch may roll to pick out hostile individuals from crowds, at �1 per additional person.  Each level of success allows the witch to discern an additional enemy.  Note that the subject(s) must be aware of the witch, or there can be no hostile intent!

Example:  Setsa needs to walk past a group of five sailors to reach her boat, but is afraid of assassins.  She decides to try her Sense Hostility skill of 14 against all the sailors at once.  Since there are 4 additional subjects past the first subject, her effective skill is 10. 

       If she rolls a 10 exactly, then she will be able to determine if any of the sailors intends violence towards her, and pick out one hostile individual in particular.

       If she rolls a 9, then she can pick out two hostile individuals in particular, etc.

Long-Distance

Silvertongue

Sense Feelings must be known at 15 or better to learn Silvertongue.  A witch with Silvertongue may roll against it on any social occasion.  Success allows the witch to add half of his/her Talent (round up) to Reaction rolls, Fast-Talk, and Diplomacy for 5 minutes.  Regardless of success, the attempt costs 1 Fatigue.

 

Self Only

Send Thoughts

The witch can send thoughts to the subject, at about the speed of talking.  (Simple pictures may be sent at the speed it would take to draw them on paper.)  A successful skill roll is required for each minute of contact.  If the roll fails, the witch may spend Fatigue and try again (see Repeated Attempts).  If the witch has no language in common with the subject, the skill roll is at �4.  if the roll is then failed by 4 or less, the subject feels a mental contact, but understands nothing.  Thoughts may be sent to multiple subjects at the same time, at �1 for each additional subject (roll once for all recipients).  Fatigue cost is 1 per 5 minutes.

 

Normal

Hear Thoughts

This is the skill of �reading minds�.  For willing subjects, only a simple skill roll is necessary (remember the bonus for familiarity with your subject!).

For unwilling subjects, two rolls are required.  The first roll tests your subtlety via a Contest of Skills:  your Hear Thoughts vs. the subjects Mind Shield or IQ (whichever is better).  If you win, you are unnoticed; otherwise, the subject notices your attempt.  Regardless of the outcome, you may continue with the second roll, which is the actual attempt to enter the subject�s mind.  Roll your Hear Thoughts skill.

If the subject is talking or subvocalizing, you get an additional +2 to all skill rolls.

If you get into your subject�s mind, the level of thought that you hear depends upon the amount by which you make your modified skill roll:

       0-2  Surface thoughts only.  If the subject is talking or subvocalizing, you pick up only what is being said.

       3-4  All surface thoughts, plus occasional mental associations and background.  You can also pick one of the subject�s senses (sight, hearing, etc.) to �tap into� and perceive.

       5-6  As above, but with all significant mental associations and background (but still only if the subject thinks about it!).  You can also pick up all of the subject�s sense impressions.

       7-8  The subject�s subconscious mind is also exposed.

       9-10  The subject�s memories of the last day are also exposed.

       11-12  The subject�s memories of the last week are also exposed.

       13+  All the subject�s memories are exposed, though a separate skill roll is necessary to �locate� any particular memory over a year old.  A failure means the memory cannot be located; try again another day.

A new skill roll is required each minute that you stay in the subject�s mind.  This ability can be successfully blocked by sorcery spells such as Spell Shield. Fatigue cost is 1 per 5 minutes.

 

Normal

Witch�s Knife (M/VH)

Send Thoughts must be known at 15 or better to learn Witch�s Knife, which is an attack on the subject�s mind.  It always costs the witch 1 Fatigue to attempt.  If successful, the subject must roll vs. Will or be mentally Stunned (see Total Surprise, B122). 

Additionally, the subject takes Fatigue damage.  This Fatigue damage is determined from the Thrusting damage chart (B74), treating Talent as ST (so, Talent of 5 would reduce the victim�s Fatigue by 1d-5).

On a critical success, the witch may opt to do general hit point damage instead of Fatigue damage.  A critical failure does physical damage to the witch, in addition to the normal Fatigue loss from a critical failure.  A victim of Witch�s Knife gets an automatic roll against Hear Thoughts, Mind Shield, or Sense Witchcraft, if they have any of these skills.  A successful roll gives information about the attacker, as per Sense Witchcraft (see Spirit Path).  This ability can be successfully blocked by sorcery spells such as Spell Shield, or by divine magic such as Spell Sanctuary or Reflection.

 

Normal

Mind Shield

This is a shelter, providing both warning and defense, against:

       witchcraft�s Mind Path,

       the Sense Witchcraft skill from witchcraft�s Spirit Path

       sorcery�s Communication & Empathy College, and

       sorcery�s Mind Control College.

You may shield yourself or not at will; this may be done at any time, even when it is not your turn during combat phasing (treat as a Blocking spell?).  When you go to sleep or become unconscious, Mind Shield remains as it was set.  If there is some need for you to shield or unshield yourself while you are asleep or unconscious, you get a single Mind Shield roll (at �2 if you are unconscious rather than merely asleep).  If the roll fails, Mind Shield stays as it was until you awaken.

The strength of Mind Shield is equal to your Mind Path Talent.  Any ability or spell which is affected by Mind Shield (see below) has its skill success reduced by this number, either causing it to fail against you, or possibly reducing its effect.  Example:  A witch with Hear Thoughts at 18 is trying to read your mind.  Your Mind Path Talent is 5.  The witch rolls at an effective skill of 13.

If a witch meets a Mind Shield and fails, additional attempts follow the rules for Repeated Attempts.

It can occur that a hostile magician penetrates your Mind Shield, and that you only later become aware of their presence � for instance, because they failed a Change Memories or Puppetmaster roll.  Or they might have entered your mind while your Mind Shield was down.  In either case, you may attempt to close them out of your mind.  Roll a contest:  your Talent + Mind Shield skill vs. their Talent + Hear Thoughts skill (for sorcery, just use their spell skill).  If you win, you push the other magician out of your mind, and they will be at a �1 for Repeated Attempts if they try to return.  But if you lose, the enemy magician is in your mind for as long as they like, and you must make an IQ+4 roll to control your own thoughts, or you will immediately think of whatever it is you fear they are trying to learn � which can give your secrets away even to an unskilled attacker.

The witch�s skill with Mind Shield determines the type of protection it gives, as follows:

       8 or less:  Interferes with all affected magic, friendly or hostile, against or by the witch.  In other words, when Mind Shield is up, it interferes with the witch�s own Mind Path skills!

       9 to 11:  Interferes with all affected magic, friendly or hostile, when the witch is the subject � but not with the witch�s own skills.

       12 to 14:  Interferes with all affected magic when the witch is the subject, unless the witch consciously designates a use as �friendly�.

       15 to 17:  The witch can automatically discriminate between friendly and hostile contacts.  The witch can decide, at any given time, whether �neutral� contacts will be treated as friendly or hostile.

       18 to 20:  As above, and if a �friendly� contact turns hostile, the attacker must make a new skill roll, against the Mind Shield.

       Over 20:  As above, but any magic contacting Mind Shield must win a Contest of Skills even to perceive that the witch is a witch!

Note that Mind Shield never counts towards Multiple Actions!

 

Self Only

Slumber

Send Thoughts must be known at 12 or better to learn Slumber.  A successful Slumber roll must be countered by a Will roll in a Contest of Skills.  If the user wins, the subject falls into a normal sleep lasting 1d hours unless awakened.  If the subject wins, they get an IQ roll to realize they are under attack.  (Exception:  any Mind Path witch may roll against their best Mind Path skill instead.)  A successful use of Slumber costs the witch 2 Fatigue.

 

Normal

Change Memories (M/VH)

To learn Change Memories, a witch must have both Send Thoughts and Hear Thoughts at 12 or better.  Change Memories is the ability to edit or remove a subject�s memories.  To use this skill, you must first contact the subject, using Hear Thoughts, and get past their shields (if any).  Then win a Contest of Skills, of your Change Memories skill + Mind Path Talent vs. their Will (once per hour for long processes).  A failed Contest will alert the subject that their mind is being tampered with.  If you make several rolls but then fail one, the subject will lose memory, but it will return in 3d days.

The time required to do (or undo) a memory change, or to find traces of a change in the subject�s memories, varies with the complexity of the change.  The more subtle the change, the harder it is to make, repair, or find.  Each hour required costs the witch 2 Fatigue.

  • Delete all the subject�s memories (leaving a babbling idiot): 1 hour
  • Delete all the subject�s memories permanently: 2 hours
  • Delete a lot of memory (e.g., several weeks of time): 3 hours
  • Replace a lot of memory with a false memory: 5 hours
  • Remove one memory:  1 hour (10 minutes for a memory within the past day)
  • Change one memory:  2 hour (20 minutes for a memory within the past day)
  • Plant a compulsion (a single order the subject will have to follow at an appropriate time):  4 hours

Detecting changed memories � Total memory deletion is obvious.  You may detect lesser tamperings when you are in mental contact with the victim.  Roll vs. Change Memories, or Hear Thoughts �5 if you don�t have Change Memories.  You only get one such �passive� roll � the first time you contact the person after the tampering takes place.  You are at �2 to notice a compulsion and �4 to notice a single memory has been changed.  You are at a further �1 for every week since the tampering took place, up to 6 weeks.  If you are deliberately looking for mental tampering, having failed the passive roll to notice it, you must make mental contact using Hear Thoughts, and then make the above skill roll.  This effort takes an hour, and any further check within a day is a Repeated Attempt.

Undoing changed memories � Any memory alteration except a total, permanent mindwipe can be undone.  This requires as many weeks as the original process took hours.  The witch trying to reconstruct the memories must make their own Change Memories skill daily; failed rolls mean the day doesn�t count, and critical failure means the process must start over.  A critical success counts as a full week of success.  A witch is always at +4 to undo their own work.

 

Normal

Puppetmaster (M/VH)

To learn Puppetmaster, a witch must have both Send Thoughts and Hear Thoughts at 15 or better.  Puppetmaster is the ability to take over the victim�s mind, and manipulate their body.  Puppetmaster requires great concentration; a witch using Puppetmaster is at an extra �4 to skill if they are doing anything else. 

To use this skill, you must first contact the subject, using Hear Thoughts, and get past their shields (if any).  Then win a Contest of Skills, of your Puppetmaster skill + Mind Path Talent vs. their Will.  A failed Contest will alert the subject that their mind is being tampered with.  A successful Contest means you can use all the victim�s physical skills, but have no access to their memories.  Once established, Puppetmaster may be continued as long as the witch concentrates, at a cost of 1 Fatigue per hour.  When it ends, the victim will remember nothing.  After a victim has been controlled once, the witch gets +2 to further attempts on the same subject.

 

Normal

Mindlink

Mindlink establishes a link between the witch and the subject.  This allows skills which are normally restricted to Normal range to operate at Long Distance.  The witch must touch the subject to establish a Mindlink.  Willing subjects require only a successful skill roll.  For unwilling subjects, the witch must win a Contest of Skills, of Mindlink vs. the subject�s Will.  The victim gets a new roll each day to try to throw off the hostile Mindlink.  Forming a Mindlink costs the witch 1 Fatigue.  Each Mindlink in existence counts towards Multiple Actions, i.e., every Mindlink formed puts the witch at a �1 to skill for all other witchcraft.  Note that World Path witches can create artifacts containing Mindlink; use of these artifacts does not count toward Multiple Actions.

 

Special

Cloud Perception (M/VH)

To learn Cloud Perception, a witch must have both Send Thoughts and Hear Thoughts at 15 or better.  This powerful ability gives the witch a form of invisibility.  If successful, the subject(s) will be completely unable to perceive the witch�s existence, using any sense.  Against a single individual, the witch must win a Contest of Cloud Perception vs. the subject�s Will.  Against groups, the witch has a �1 to skill for every additional person, and makes a single roll.  Each subject then compares their own Will roll to the witch�s roll, and is affected accordingly.  Regardless of success, any attempt to Cloud Perception costs the witch 2 Fatigue points.

 

Normal

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Spirit Path

Witchcraft Skill

Description

Range

Sense Peril

This skill defaults to IQ for untrained witches.  If the witch is in immediate danger (usually within Talent seconds) from a source within Normal range, a successful roll will alert the witch to the simple presence of trouble.  A critical success will give a little information about the nature of the danger.

 

Normal

Sense Witchcraft

This is the ability to sense nearby witchcraft.  The skill roll is modified by +5 if the sensing witch concentrates for a full minute, and by +2 if the subject witch is actively using witchcraft (as opposed to passively maintaining a long-term effect, like Mindlink or Animal Companion, for instance).  Also, Mind Shield can subtract from the skill roll.  The success of the skill roll determines the amount of information given, as follows:

       Failed roll � No witchcraft detected.

       Roll succeeds � Sensing witch knows witchcraft was used within his/her range.

       Success by 1 � Witch knows approximate direction.

       Success by 3 � Witch also knows approximate distance.

       Success by 5 � Witch also knows the Path used.

       Success by 7 �Witch also knows which specific skill was used.

       Success by 9 �Witch also knows what the skill was being used on or for.

       Success by 11 � Witch also gets sense of user�s personality (or recognizes a witch who is already known).

Note that either the user (the other witch) or the subject (target of witchcraft) of the witchcraft may be detected by this skill.  If both are within range, the closest is detected.

 

Normal

Clairvoyance

The ability to see through walls and other opaque objects.  Note that, while the maximum range of vision is Normal range (as determined by Talent), there is a penalty to skill of �1 for every yard (meter) of intervening solid or opaque material.  This greatly limits the ability to look through solid earth.  Fatigue cost is 1 per minute.  A new roll must be made to look in a new direction, or through additional material.  If the area observed is in darkness, the clairvoyant will nonetheless have about 3 feet of dim visibility.

Example:  Nimrath is sleeping in a desert hut, when he is awoken by noises outside.  He decides that he wants to use Clairvoyance to look all around the outside of the hut, while he remains inside.  His Talent of 7 will allow him to see up to 15 yards away, with only a �1 to his skill for the thin walls of the hut.  However, if he wants to look all 15 yards straight below him, into the sand, he will find that the new penalty of �15 to his skill will be difficult to overcome.

 

Normal

Clairaudience

As Clairvoyance, but audible.

 

Normal

Tell Fortune

This skill is the ability to predict the future.  An attempt to Tell Fortunes requires 10 minutes, and costs 2 Fatigue points.  It is made at a �10 to skill!  At the time of casting, the subject (which does not have to be a person) whose Fortune will be Told can be at no greater than Normal range.  The �distance� in time about which predictions may be made is the square of the witch�s Talent, in days.  A successful vision may be a sight, a sound, or just a flash of knowledge.  Certain specialized tools (tortoise shells, tarot cards, mirrors, etc.) may reduce the �10 penalty to �9 or even �8; these tools generally require  a separate skill roll to use correctly.

 

Special

Second Sight

With a successful skill roll, a witch with Second Sight can see and hear the spiritual realm, overlaid on this one, for 5 minutes.  This allows the witch to see discorporated spirits, ghosts, elementals, etc.  A separate roll may be made to gain some idea of the strength, power, or nature of the spirit.  On corporeal subjects, a Second Sight roll may be made to detect spirit allies (spell spirits), caged spirits, spirit possession, or the presence of Rider-type spells.

 

Normal

Spirit Shield

To learn Spirit Shield, a witch must have Second Sight at 12 or better.  A successful skill roll allows the witch to strengthen resistance to spirit attacks.  If cast on an individual, that person gets a bonus to any contest of Fatigue vs. spirits, equal to the witch�s Talent.  Alternately, it may be cast as an area effect, with the witch in the center, in which case the radius of the area is subtracted from the strength of Spirit Shield (�1 for 1 hex, �2 for 7 hexes, etc.)  Fatigue cost is 1 per 5 minutes.

 

Normal

Discorporate (M/VH)

To learn Discorporate, a witch must have Second Sight at 15 or better.  Using this ability, a witch can separate his/her soul from body, and travel insubstantially through the world, and possibly into other planes.  The Discorporated spirit moves at double Move, is invisible, and is not hindered by physical barriers, or harmed by physical attacks.  The maximum distance the witch may travel from his/her body is Long-Distance.  The witch may use magic while Discorporated, at �5 to skill.  In any event, no magical skill used while Discorporated can exceed the witch�s skill in Discorporate.  Note also that, while Discorporated, the witch may not use any magic items or Powerstones, or tap his/her fetch or any spirits for Fatigue (all of these things are back with the body!).  While the witch is Discorporated, his/her body will sit or lie motionless, and is vulnerable to physical attack.

Discorporation can be used to combat spirit possession, or as a form of exorcism.  To do this, the witch Discorporates, enters the victim�s body, and tries to drive the hostile spirit out of the victim.

Costs 2 Fatigue, and requires 5 seconds of Concentration.  Duration is the square of the witch�s Talent in minutes, which may be renewed with a new Discorporate roll and expenditure of Fatigue.

If the witch has not returned to his/her body when the spell duration ends, the witch�s spirit is pulled back to the body at a Move of 100!  The witch is mentally Stunned, and takes 1d Fatigue damage as well.

Note:  This spell leaves the witch�s body not only unconscious and physically vulnerable, but vulnerable to spirit possession as well, and is therefore somewhat risky.  (Experienced magicians will sometimes guard against this possibility through the use of a fetch or other form of benign possession.)

 

Special

Soul Flight (M/VH)

To learn Soul Flight, a witch must have Discorporate at 12 or better.  A successful Soul Flight roll gives the witch a Move of 100, only while Discorporated!  It doubles the Fatigue cost of being Discorporated.

 

Self only

Occupy Body (M/VH)

To learn Occupy Body, a witch must have Discorporate at 15 or better.  This is the ability to possess and control a victim�s body.  In order to possess a target, the witch must have Discorporated and be in contact with the victim.  The witch can then initiate Spirit Combat with a successful Occupy Body roll and the expenditure of 3 Fatigue.

In Spirit Combat, the two opponents compete in a Quick Contest of Fatigue each round.  The loser takes 1d Fatigue damage.  When one combatant reaches 0 Fatigue, that individual falls unconscious.  The witch may declare retreat from Spirit Combat at any time.  On the round of retreat, a final Contest of Fatigue is rolled, in which only the witch may suffer Fatigue damage.

If the witch forces the target to 0 Fatigue, the witch may take control of the victim�s body, including all DX- and HT-based skills, for as long as the witch can remain Discorporated.  If the target forces the witch to 0 Fatigue, the witch�s spirit is forced back to the body, as if Discorporation had ended prematurely.

 

Long-Distance

Summon (spirit type)

This is the ability to summon spirits to the witch.  Each type of spirit requires  a separate skill.  Types include ghosts, skull-spirits, shades, mana spirits, healing spirits, disease spirits, and passion spirits; each type of elemental, and each type of spell spirit (see Spirit Magic).  Each type of spirit is different, and will have different restrictions on casting, penalties/bonuses to skill under various circumstances, etc.  Requires 5 minutes to cast, and requires Fatigue equal to 1/20th the total of the spirit�s 4 attributes (round up).

 

Long-Distance

Control (spirit type)

Once you�ve summoned �em, it�s useful to control �em.  If the Control (spirit) roll succeeds, the witch and the spirit enter a Quick Contest of Fatigue.  If the witch wins, the spirit will obey the witch�s direct commands for 1 minute.  Note that Control (Mana Spirit) allows the witch to �tap� the spirit�s Fatigue instead of his/her own when casting spells!  (Yes, there is a sorcerous equivalent).  Note also that each Controlled spirit will count toward Multiple Actions.  For every minute of Control, the Fatigue cost is 1/10th the total of the spirit�s 4 attributes (round up).

 

Normal

Cage (spirit type) (M/VH)

To learn Cage (spirit), a witch must have Control for that type of spirit at 15 or better.  Cage (spirit) binds an already Controlled spirit into an object that has been specially enchanted for the purpose (similar to a Soul Jar). 

World Path witches with the Invest skill can use Cage (spirit) to create these Spirit Cages.  Powerstones may also be used, but the highest attribute of the spirit may not exceed the size of the Powerstone, or unfortunate things will happen.  Using a Powerstone this way also prevents it from being tapped for Fatigue (its normal function).  An awakened Fetch (see below) can also serve as a Spirit Cage. 

Caging a spirit requires 30 seconds, and has a Fatigue cost equal to 1/5th the total of the spirit�s 4 attributes (round up).  Remember that you have to Control the spirit first (although an ally or assistant may do this instead).  Duration is permanent.

A Caged spirit will remain until released.  Caged spirits are unable to resist Control spells (i.e., no Contest of Fatigues is necessary).  Controlled ghosts and shades may be interrogated while they remain inside the Spirit Cage, and Controlled mana spirits may be tapped for Fatigue.  Other spirits are only useful outside of a Spirit Cage.  If a spirit is Controlled inside a Spirit Cage, then released from the Cage to perform some action(s), it may afterwards be returned to the Cage without additional rolls or Fatigue expenditure.

If a spirit is released from a Spirit Cage without being Controlled first, it may be given a single command which it will attempt to carry out, after which it will depart.  Releasing a spirit in this way may be done by anybody who knows how (this is often done by untying a knot, opening a tied sack, erasing runes, etc.).  Caged spirits make very powerful one-use magic items.  However, if the releaser is unaware of the spirit�s presence, results will vary according to the nature of the spirit.  Disease and passion spirits will generally attack, and intelligent spirits will sometimes react favorably to the releaser; most others will simply depart immediately.

 

Normal

Awaken Fetch

To learn Awaken Fetch, a witch must have both Second Sight and Spirit Shield at 15 or better.  A fetch is a part of a witch�s own soul which may be �awakened� into a partially separate entity.  To those who can see them, fetches often appear to have an animal form, or to be shadowy reflections of the witch. 

A fetch has HT (and Fatigue) equal to the witch�s Talent.  A fetch has several abilities:

       The witch can tap the fetch�s Fatigue to cast spells.

       A fetch can act as a Spirit Cage.  Multiply the fetch�s current Fatigue by the witch�s skill in Awaken Fetch.  This number is the �capacity� of the Spirit Cage.  The total sum of the attributes of all spirits in the Spirit cage cannot exceed this capacity.  (Note that if the fetch�s current Fatigue is reduced, so is the capacity of the Spirit Cage!)

       The fetch will possess the witch�s body when the witch is Discorporated or using Borrow Body or a similar ability.  This helps prevent the witch�s body from being possessed by malign forces while the witch�s soul is away.  When possessing the witch�s body, the fetch can cast Spirit Shield at the witch�s level of skill and Talent, but must spend its own Fatigue to do so.  (If the witch knows Mind Shield or Heal Self, the fetch may use these abilities as well.)  If the witch is out of his/her body for an extended period of time, the fetch can direct the witch�s body to eat and drink items that are ready at hand.  Through the fetch, the witch is also made aware of any events in the immediate presence of his/her body.

       If the witch is rendered unconscious by any means, a successful Awaken Fetch roll will allow the fetch to �take over� the witch�s body.  However, its actions are limited to Moving (at half the witch�s normal rate), and casting Spirit Shield.  (If the witch knows Mind Shield or Heal Self, the fetch may use these abilities as well.) 

 

Self only

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World Path

Many World Path abilities affect objects.  The size of the object is limited by Talent, as follows.  Note that it is generally not possible to affect only part of an object; it is all or nothing.  Don�t forget Extra Effort!

Talent

Weight

 

Talent

Weight

1

1/4 oz.

 

11

15 lbs.

2

� oz.

 

12

30 lbs.

3

1 oz. (bolts, slingstones)

 

13

60 lbs.

4

2 ozs. (arrows)

 

14

125 lbs. (canoe, medium wolf)

5

4 ozs. (daggers)

 

15

250 lbs.

6

8 ozs. (small knives)

 

16

500 lbs.

7

1 lb. (torches, rocks for throwing)

 

17

750 lbs. (small pony)

8

2 lbs. (grapnel and rope, lanterns)

 

18

1000 lbs.

9

4 lbs. (broadswords)

 

19

1250 lbs. (riding horse)

10

8 lbs.

 

20+

+250 lbs./lvl

Unfamiliar objects must be seen or touched to be affected.  Skill rolls are at +1 for objects that are touched.  If the object is visualized remotely (through an ability like Borrow Senses or Hear Thoughts) effective Talent is reduced by 3. 

Familiar persons or objects (i.e., well-known or handled repeatedly) may be manipulated unseen, at a penalty of �1 to skill for 1 yard distance, and �1 for each doubling of distance thereafter, up to the standard range limit of the ability.

Witchcraft Skill

Description

Range

Move Object

A successful skill roll allows the witch to shift an object of maximum weight with a Move of 1.  Lighter objects may be moved faster, but a Talent of 15 is needed to throw an object fast enough to do harm (see sidebar, B173).  Objects can be thrown past Normal range, but control cannot be maintained.  Moving a living creature or its equipment requires the witch to win a Quick Contest of Fatigue.

Any movement beyond simple straight-line movement requires a skill roll:

       precise aim, slow movement (guiding a pea into a bottle):  �2

       precise aim, fast movement (throwing a weapon):  �4

       precise orientation (pointy end first):  additional �3

       complex movement (writing):  �2

       object is already moving:  �1 per yard/second of movement, to a maximum of �10 (thrown weapons and arrows)

       simply deflecting instead of controlling is +4 for �chunky� objects (coins, rocks, etc.), and +6 for �long� objects (arrows, spears).

Examples:  Guiding a key into a lock is �5.  Throwing a dagger is �7.  Deflecting a moving arrow is �4.

If two witches are trying to move the same object, a Contest of Skills occurs.  The witch with the higher Talent has +1 to effective skill for every 2 points by which their Talent exceeds their opponent�s.  The winning witch gains control for one second.  If one witch wins by 5 or more, that witch has broken the other one�s grip and is in full control until he or she voluntarily releases the object.  Move Object requires 1 Fatigue per turn.

 

Normal

Manipulate Weapon

To learn Manipulate Weapon, a witch must have Move Object at 12 or better.  Unlike Move Object, which requires very high levels of Talent to deal damage, this skill allows a witch to control weapons at the more moderate velocities of melee combat.  With Manipulate Weapon, any weapon within the Talent range of the witch may be handled as if the witch had ST equal to Talent.  The base weapon skill is the lesser of Manipulate Weapon and the user�s skill in that weapon.  Range and visibility modifiers are also applied as if the witch were using a missile weapon.  Note that 1 turn of control is needed to bring the weapon into an attack position from the ground, from a scabbard, etc.  Manipulate Weapon requires 1 Fatigue per turn.

Example:  Young Brian mac Diarmuid discovers a Viking camp, and decides to give them a scare.  He has Manipulate Weapon at skill 12.  He spies a hatchet in camp, but his World Path Talent of 7 only gives him 1 lb. of lifting ability, which is not quite enough without Extra Effort (giving him +1 talent, but �2 to skill).  He spends his 4 Fatigue (1 for Manipulate Weapon + 3 for Extra Effort), and rolls a 13.  Oops.  He needed a 10 or less due to the Extra Effort.  If he had succeeded, he would be able to swing the hatchet at ST 8 (Talent 7 plus Extra Effort), with a maximum skill of 10 (Manipulate Weapon at 12, minus 2 for Extra Effort).

 

Normal

Invisible Hand (M/VH)

To learn Invisible Hand, a witch must have Move Object at 15 or better.  Instead of using weapons, a witch may try to deal damage directly to a target�s body by squeezing it.  A skill roll is needed, with a �1 for every yard of distance.  If the target then fails a Quick Contest of Fatigue, they take damage.  The witch can continue to do damage every turn, without further rolls, as long as the range to the victim does not increase (this would require a new skill roll at the new range, but no new Contest of Fatigue).  Invisible Hand costs 1 Fatigue per turn.

Damage is taken from the Swinging damage chart (B74), treating Talent as ST (so, Talent of 8 would do 1d-2 damage per turn).  Note that this is assumed to already be damage to the vitals � do not add multipliers!  A victim of Invisible Hand gets an automatic roll against Hear Thoughts, Mind Shield, or Sense Witchcraft, if they have any of these skills.  A successful roll gives information about the attacker, as per Sense Witchcraft (see Spirit Path).

 

Normal

Move Self

To learn Move Self, a witch must have Move Object at 12 or better.  This skill improves the witch�s ability to move their own body using Move Object, giving an effective +10 to Talent.  Equipment and objects carried will count toward weight, and cannot exceed Extra-Heavy Encumbrance (20 x ST).

 

Self only

Fiery Eye

A successful skill roll allows the witch to raise the temperature of an object of maximum weight by 50�F every turn.  Lighter objects may be heated faster, by an additional 50�F for each level of excess Talent.  Living creatures or their equipment must fail a Quick Contest of Fatigue to be affected.  A victim of Fiery Eye gets an automatic roll against Hear Thoughts, Mind Shield, or Sense Witchcraft, if they have any of these skills.  A successful roll gives information about the attacker, as per Sense Witchcraft (see Spirit Path). 

Some important temperatures:

       ice melts � 32�F

       human blacks out � 120�F

       water boils � 212�F

       paper bursts into flame � 450�F

       wood bursts into flame � 550�F

       lead melts � 620�F

       iron melts � 2800�F

Fiery Eye costs 1 Fatigue per turn.  Critical failures generally set unwanted subjects alight!

 

Normal

Wintry Eye

As Fiery Eye, but cools objects by 50�F every turn.

 

Normal

Witch Shield

With a Concentrate maneuver and a successful skill roll, the witch �hardens� the air in front of the subject, and thus gives the witch (or another subject) +1 PD, and DR equal to half of Talent.  No Concentrate maneuvers are necessary on succeeding rounds, but the skill roll must be made every round to maintain it, and the Witch Shield counts towards Multiple Actions.  Cost is 1 Fatigue per minute.

 

Normal

Object Reading

This skill lets the witch learn something about the history of an object or place.  The �time depth� sensed is equal to the square of the witch�s Talent in years.  Costs 3 Fatigue to attempt.

 

Touch only

Find Object

A successful roll tells the witch the direction of a visualized object.  This assumes that there is someone present who has handled and decribed the object, or that there is a second object present which was in direct, prolonged contact with the desired object.  If the desired item is intimately familiar to the witch, add +2 to skill.  If none of these conditions are true, roll at �5 or more.  Costs 3 Fatigue to attempt.

 

Long-Distance

Witch�s Warning

This is a limited form of Danger Sense.  A successful Witch�s Warning roll will warn the witch if there is an immediate physical hazard within Talent seconds from occurring.  Physical hazards would include missiles, blows, poison, and rising water, but not unmoving assassins, cursed objects, or malevolent spirits.

 

Self only

Sense Enchantment

Allows the witch to detect enchanted objects.  This ability will not detect items with temporary spells laid upon them, only items that are permanently enchanted.  A successful skill roll will guide the witch to the nearest/most powerful enchanted item within Normal range.  There is a �1 to skill for each yard of material shielding the item, and a �1 for each individual within range who is carrying enchantments of their own (these are distractions).  Lasts 1 minute and costs 1 Fatigue.

 

Normal

Analyze Enchantment

This skill allows the witch to determine the nature of enchantments (not active spells).  There is a �1 to skill for every yard of distance to the object.  The amount of success on the skill roll (made in secret) gives the number of enchantments and/or conditions which are revealed to the witch.  The most powerful enchantment is revealed first, and a �branch� system (ask Dustin) is then offered to the witch to determine what (if anything) will be revealed next.

 

Normal

Know Composition

A successful roll determines what items are present in a small mass.  There is a �1 to skill for every yard of distance to the mass.  The amount of success on the skill roll (made in secret) determines how many ingredients are revealed (in order of weight).  It is useful for determining the purity of coinage, the presence of poison, the contents of sacks and boxes, etc.  This skill has certain limits.  For example, it tends to have difficulty with potent poisons in complex, highly spiced dishes, since there are so many ingredients, and the amount of poison is so small.  It cannot determine what kind of animal is in the sack, only that there are three and they�re alive.  Costs 1 Fatigue.

 

Normal

Sunder

This is the ability to snap ropes, break blades, and otherwise damage objects from a distance, with a successful skill roll.  Remember the weight limitations of your Talent!  There is a �1 to skill for every yard of distance to the object.  To affect the equipment of a living creature, the witch must also defeat them in a Quick Contest of Fatigue.  Success allows the witch to roll 1d damage for every two points of Talent (round up).  If this rolled damage does not destroy the object outright, then the object takes only 1 point per die as actual damage.  Fatigue cost is 1 per die of damage rolled.

 

Normal

Mending

Successful use of this skill will permanently repair a broken object.  There is a �1 to skill for every yard of distance to the object.  The type of damage repairable is determined both by Talent and by the type of damage.  Holes in clothing or boats are repairable as if they are objects of the size that made the hole.  Items that are in more than one piece (snapped in two, etc.) must have their entire mass considered.  This ability will not restore enchantments, but may enable the object to be re-enchanted to its former level.  Fatigue cost is equal to the Talent necessary to effect the repair.

 

Normal

Invest (M/VH)

This is the ability to create enchanted items using witchcraft.  Items may be created alone, in which case the witch must personally know any ability they wish to Invest into an item; or items may be created with the help of other witches, requiring very close cooperation.  Among the more obviously useful items to create are Powerstones, Mindlink amulets and Spirit Cages.  It is generally straightforward to create witchcraft focuses that assist the witch to use a known ability on the item�s holder, generally by reducing range penalties and eliminating the Multiple Action penalty.

 

Touch only

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