106. THE COLLEGE OF WITCHCRAFT The College of Witchcraft is concerned with the powers of life and the community, while at the same time dealing with the old style of folk magic and the arcane aspects of nature. The College of Witchcraft is considered to be part of the Entities Branch of Magic. By the very nature of Witchcraft and the form the magic takes, the magic depends on contact with and cooperation from a higher power. This higher power can be a god or goddess from a specific mythos, but it can also be that of a more nebulous source. Certain types of witchcraft are said to draw their power from something that is considered to be "the overriding female principle," sometimes referred to as the "Earth Mother" or simply Gaea. While witches actively elicit and direct the powers that come from this higher principle, they do not create it themselves. In almost all traditions of witchcraft (see below), teachings urge practitioners to use this power with humility and to recognize that, even though the power is allowing witches to enforce their will on the world, the witches are not effecting the change themselves. Even when witches seem to have amazing abilities at their command, these abilities are just the results of the witches being imbued with the power from another source. Witches are merely vessels into which the power is poured, as some ancient chroniclers have written. The consequences of the uses of these abilities are far-reaching. Individuals who overstep the bounds laid down by the higher principle are frequently struck down by the powers they wish to control. Witches must always approach magical workings with respect, and even a healthy awe, for that which allows them to do what they wish to do. The way in which higher principles operate varies from tradition to tradition. A would-be witch may have to entice an anthropomorphic god or goddess (who has his or her own agenda and motivations) to bestow the power, often through sacrifices. In other cases, it is merely necessary for the witch to strike a bargain with the higher principle, but these bargains can take many forms. In other cases, the higher power is almost indifferent to the witch, and all that is required is a specific ritual to "call down the power." In all cases, however, it is important for the witch to remember that the power is being bestowed by something that is very much alive, even if one doesn't fully understand it. Witchcraft is often thought of in terms of "black" and "white" witchcraft, but these terms are essentially meaningless. The ethical slant of a magical action depends on the motives and desires of the individual witch at the moment of casting, and on the outcome of the action, not on the act of casting the spell itself. However, for the sake of argument, one can classify magic according to the following terms. White magic is any magical activity that leads the witch to a deeper or more complete understanding of herself or the higher principle that bestows the power. Thus, white magic is the magic of spiritual discovery. Black magic, on the other hand, is magical activity that causes either physical or non-physical harm to the witch or to anyone else; this harm can be intentional or unintentional. The most common form of witchcraft is grey magic, which is magic that causes either physical or non-physical benefit to the witch or others. Thus, in the realm of witchcraft, healing magic would be classed as grey, not white, magic. And because of the definition of harm implicit here, it's possible for a grey magic to cross over into black magic. Witchcraft consists of a series of Traditions, a way of looking at the world and what one can do as a witch, that has its own characteristics, restrictions, and view of the world. Several traditions of witchcraft are described below, and it will be found that many spells fall into one or another of these categories of witchcraft. These traditions include Classical, Faerie, and Dianic; each of these are examined below. The Classical witch is one tradition that is the closest one can get to the religious with magic, but still call the practice magic. By its nature, the Classical tradition views the magic in terms of a mother goddess, the ultimate female principle that includes the concepts of motherhood, fertility, spring, and rebirth. The followers of this tradition revere and worship the Mother Goddess (by whatever name she is called) and in return, some of the worshippers are endowed with the power of witchcraft. This Mother Goddess is not omniscient and powerful; she is viewed as having human frailties, weakness, blindspots, petty jealousies, and the like. In this tradition of witchcraft, however, witches are judged on moral and ethical behaviour and whether they are worthy. Moral rectitude isn't an issue here; as long as the witch can appeal to her deity and have a worthy moral cause in the eyes of the Goddess at the time, she will still possess Her power. Classical witches are required to pray to the goddess, usually a few minutes of prayer at nightfall and perhaps again at dawn, but many witches often perform more elaborate ceremonies once a week or even more frequently. These ceremonies largely involve sacrifices such as animals, plants, and items of value to the witch. Classical witches are not emotionally tied to their cultures, and thus are willing to leave home for extended periods of time. The Faerie Tradition of witchcraft is one that is unique to the Faerie Folk, and thus can be practiced only by Elves, Moredhel, Shee, and the half- fey folk. Other Faerie Folk may be permitted to do so, but this is considered rare. Faerie witches very rarely tell their secret to others, and many of these witches tend to function alone. They draw their power from a number of sources. Some follow traditional deities such as Hecate, the Goddess of Magic, while others receive their abilities from a group of "semi-deities" called the Powers. No one is sure how many Powers there are, but it's believed that there are dozens. Each Power has a personal name and its own area of interest. Those who wish to draw on the abilities of Powers spend much time deciding on the Power they will choose. Faerie witches tend to be solitary (and do not form or join Covens, see below), since they believe that the relationship between themselves and a Power is personal and that sharing it with others would devalue the relationship they have with the Power. Those seeking to become Faerie witches must find a Faerie witch willing to teach enough about the Powers so that they can make the next step themselves. Faerie witches tend to be insular, hermit-like individuals and use their abilities to remain undetected when intruders near their homes; there are some who will drive intruders off or kill them, and there are those who treat intruders as a resource. Charmed characters can serve a variety of functions. Faerie witches have a strong bond with their homes, and will very rarely leave them, except under duress. They will protect their homeland, however, and can thus be drawn into conflict. Many folk tales about "haunted woods" are likely the result of the presence of a Faerie witch. Dianic witches are worshippers of Diana, the Roman Goddess of light, mountains, and woods (who was later "Hellenized" as Artemis, Goddess of the hunt). Although worshipped as a goddess of the hunt for centuries, Diana's aspect has changed to one of nature and fertility. Sacrifices and rituals to ensure the flourishing of crops (and fertility in general) are offered up to this deity. Dianic witches strike a deal (sign a compact) with Diana based on a physical, written contract. Diana endows the supplicant with the powers of witchcraft; upon her death, the witch yields up her "immortal soul" to the goddess. There is no punishment intended; the witch's spirit passes to another plane and serves and worships Diana for eternity. This means that once a Dianic witch dies, she may not be brought back to life by any means. Dianic witches are known as pagan witches, the term derived from the word "pagani," which translates as "country dwellers." Dianic witches meet in groups or "covens," always outdoors at night and usually under the full moon. The group is led by a coven leader, called the Officer. She is usually the most powerful witch in the area - male or female - and will have at least ten Special Knowledge Spells and/or Rituals at Rank 8 or better. Weekly meetings of the coven are known as esbats and larger gatherings called sabbats are held twice yearly, at the spring and autumn festivals. Dianic witches tend to be members of the community, serving in a variety of capacities, and are respected in the countryside; this respect is rarely found in cities, where they are considered by many to be subversive or threatening to others. Dianic witches are not silly, and will use their abilities to aid villagers, but will not reveal their power to strangers. Dianic witches typically will not leave their village, and make for potentially wonderful player character allies. An evil Dianic witch can be a formidable adversary; with her powers and the familiarity with those who dwell in the region, an evil Dianic witch can "take over" a village or serve as the power behind a throne. Witches draw strength from their association with their community, and this community takes the form of a Coven. A Coven is a collective of witches usually comprised of a specific (and symbolically important) number of members. Not all witches are members of Covens, and this is an important point to remember. By their very nature, Faerie witches tend to be insular, and thus do not belong to a Coven, whereas Dianic witches are very community oriented, and thus usually will belong to a Coven. Depending on the locale, a Coven may be spread out over a number of small villages (with perhaps just one witch in each village) or there may be several Covens throughout the precincts of a large city. The Coven is led by a powerful Adept known as a Priestess or Warlock who oversees all activity of the Coven, including the selection of new members to the Coven (to maintain the proper number), manages its monies, and sees to the training and education of all of its members. The Priestess is also the connection through which the Coven communicates with other Covens of similar association. Adepts progress through three levels of membership within their Coven: 1. The First Circle: A new member of a Coven initially joins the First Circle. Within the First Circle, an Adept learns all of the General Knowledge of the College and is able to progress to Rank 10 with that knowledge. Adepts of the First Circle also learn the Remove Curse Ritual (84.5). 2. The Outer Circle: Once a member of the First Circle, an Adept must study for at least one year before being able to progress to the Outer Circle. As a member of the Outer Circle, the Adept is able to attain complete mastery of the General Knowledge of the College and begins to receive instruction in the Special Knowledge of the College. A witch in the Outer Circle may attain Rank 10 with any Special Knowledge spell or ritual she has learned. Members of the Outer Circle begin to take on some of the duties of the Coven, and are often responsible for the instruction of members of the First Circle. 3. The Inner Circle: Once an Adept has demonstrated sufficient mastery of the teachings in the Outer Circle, she will be invited to join the Inner Circle. In order to be accepted into the Inner Circle, the Adept must complete a particular task or quest for the Coven or its leader. Upon successful completion of the quest, the Adept will be promoted to the Inner Circle. Only members of the Inner Circle are able to learn Special Knowledge beyond Rank 10. The Priestess of a Coven will always be a member of the Inner Circle, and will usually be highly skilled in the Special Knowledge of the Coven. Once an Adept has achieved membership in the Inner Circle, she may be able to move on and establish her own Coven. Allegiance to a Coven and membership in the College of Witchcraft can be revoked similarly to most other Colleges of Magic. Unlike the College of Black Magics (and in some cases, the College of White Magics), there is no onus upon an Adept who foreswears the College of Witchcraft. However, since the Pact that one makes is sworn to the higher powers, most witches come to enjoy their power and rarely forego their witchcraft. Depending on its allegiance, the Coven will have specific holidays on which all of its members convene. Popular numbers for the size of a Coven include 7, 9, 12, and 13. Some of the more widespread associations of Covens include the following: The Coven of Dravewood: named after its central Place of Power, the ancient ruins of Dravewood, which are thought to have been a vast library in ancient days. Their Covens consist of thirteen members. The Coven of Innar: a Coven dedicated to healing and the preservation of life. Many Adepts of this Coven are also Healers. Innaran Covens number seven members. The Coven of As'wish: a Coven limited to female members only. As'wish was a scholar who founded the order and who highly prized knowledge and learning. The Coven of Maharet: a Coven devoted to the ancient ways, Maharet is one of the few Covens that has Shee members and is devoted to the arts of nature. The Coven of Ishandra : a Coven that is composed strictly of females, it is devoted to the ways of living in harmony with nature and with the arts of binding life to itself. Misunderstood by many, the Coven is said to be rather insular. Note that there may be other Covens in the world that are not mentioned. Witches are concerned with their communities and with ordinary, day-to-day magics, not the "wizardry" practiced by Mages. Witches do not have any allegiances with the Powers of Light or Darkness, although a witch may well be perceived as being in tune with one set of Powers or another. As a College, the College of Witchcraft is closer to medieval "hearth witches" than to Satanic witches and their practices. For that, one should be playing an Adept of the College of Black Magics or a Necromancer. [106.1] Members of the College of Witchcraft may only practice those talents, skills, and rituals permitted them by the Pact or teachings that they have acquired. Witches of the various traditions of Witchcraft receive certain spellcasting bonuses, as well as specific advantages for certain aspects of their magic. Classical witches are more adept at making potions of various types, and receive a bonus of +25% to their chances of making all potions; the exception to this is that all potions that alter physical and biological laws (except as related to plants) receive a -5% chance to their creation. Classical witches are also able to learn spells of the Colleges of Black and White Magics as if they were spells of their own College, but are treated as Special Knowledge spells and rituals. Faerie witches receive a bonus of +20% to the fashioning of all potions and the like that deal with sleeping or poison. In addition, Faerie witches can learn to cast spells of the College of Ensorcelments and Enchantments and the College of Faerie Magics as if they were spells of their own College, but must treat them as being Special Knowledge spells and rituals. Dianic witches receive a bonus of +15% to all attempts of fashioning talismans, charms, and amulets, and a +5% bonus to the creation of potions. Dianic witches receive a bonus of +5% to all spells that deal with plants and animals in a direct manner. Dianic witches are able to learn spells of the Colleges of Earth Magics and Lesser Summonings as if they were spells of their own College, but these spells and rituals are treated as Special Knowledge spells. [106.2] The following numbers are added to the Base Chance of performing any talent, spell or ritual of the College of Witchcraft. It is daylight -10 It is nighttime +5 Night of a new moon +1 Night of a full moon +10 Witch is in the Outer Circle +5 Witch is in the Inner Circle +10 It is a Light High Holiday -5 It is a Dark High Holiday -10 Witch occupies Hallowed ground +15 A Place of Power +20 Meeting of entire Coven +30 [106.3] Talents 1. Communicate with Animals (T-1) This talent allows the caster to converse mentally with any animal of the caster's choice. The communication in this case is inferior to that which the caster enjoys with her familiar, since only limited cognition is possible on the part of animals, although the animal in question can impart information to the caster in rudimentary terms. The caster may, if she so chooses, communicate verbally with the animal in question (and this will not affect the communication one way or another, but will allow others to hear the conversation from the witch's point of view. The animal with which the caster wishes to communicate must be within 50 feet (+20 per Rank) of the Adept, and the talent cannot be resisted. The Base Chance for this talent is 55% (+3 per Rank). The Experience Multiple for this talent is 150. 2. The Tarot (T-2) This talent functions in the same manner as the Limited Precognition function of the ritual of the same name of the College of Black Magics DQ, Q-1, pg. 62). The Adept may read the tarot cards to gain insight into the future. This talent requires 90 - (Rankx3) minutes to use, and the Adept may not perform any other action during this time. The Adept has a Base Chance of 35% (+4 per Rank) of reading the cards. The Experience Multiple for this ritual is 300. 3. Detect Aura (T-3) This talent is identical in all ways to the talent of the same name of the College of Naming Incantations (see 39.3, T-1, pg. 43). The only difference is that the Experience Multiple for this talent is 50. 4. The Eye of Rhiannon (T-4) This talent confers a unique form of special sight to the witch, allowing her to see invisible creatures, secret panels, and to penetrate any form or type of illusion equal to or less than the Witch's Rank with this Talent. The Base Chance of using this talent is equal to the Witch's Perception (+4 per Rank). The Witch has a range of 20 feet with this talent. The Experience Multiple for this talent is 250. 5. Identify the Essence (T-5) This talent allows the witch to identify the sort of captured essence that is contained in a crystal vial (see the Ensnare the Essence Spell, G-16 for more details). The spell only confers the knowledge of the type of essence; it will not reveal the name of the specific person whose essence has been captured, nor will it tell the witch from whence the essence came. The Base Chance for this talent is 25% (+4 per Rank). The Experience Multiple is 300. [106.4] General Knowledge Spells 1. Moonsight Spell (G-1) Range: May only be cast over self. Duration: 1 hour + 1 additional/Rank Experience Multiple: 100 Base Chance: 60% Resist: May not be resisted. Effects: This spell allows the Adept to see well in dimly lit areas. If the light in the area ranges from total darkness to night, vision within a 40-foot (+5 additional/Rank) area is that of seeing in twilight. In brighter conditions, it is the equivalent of daylight. The ingredient for this spell consists of a pair of cat's eyes or owl's eyes. 2. Spell of Light (G-2) Range: 15 feet + 15 additional/Rank Duration: 15 minutes x (D10-5) x Rank (x1, if unranked) Experience Multiple: 75 Base Chance: 50% Resist: May not be resisted. Effects: This spell allows the Adept to create a ball of floating light, 1 foot (+1 per Rank) in diameter, that the witch may dim or brighten as she desires. It will softly illuminate any area of some 10 feet, and will move at a speed of 8 feet per round (+1 foot per Rank) as the witch commands it. The light, once created, can move a distance no further than the range of the spell from the witch while still remaining in her control. The light created by this spell cannot be used to blind creatures in any way. The ingredient for the spell is a firefly. 3. Spell of Mending (G-3) Range: Caster must touch object Duration: Permanent Experience Multiple: 200 Base Chance: 25% Resist: May not be resisted. Effects: This spell allows the witch to mend simple breaks or tears in an object or item, that can be anything (eg., a shirt, wagon wheel, woven basket, a short sword, etc.), not weighing more than 10 lbs. (+10 per Rank). This spell does not require the witch to have all the pieces of the item that is to be mended, but if the pieces of the item are possessed at the time that the spell is enacted, the Base Chance is increased by 30%. A mended object becomes exactly as it was before it was broken, so if it was deformed in some way (ie., a sword was bent), it would retain that deformity. 4. Spell of Healing (G-4) Range: May only be cast over adjacent character. Duration: Immediate Experience Multiple: 200 Base Chance: 45% Resist: May be actively & passively resisted. Effects: The spell can cure 2 points (+1 per 2 or fraction of 2 Ranks) of Endurance or Fatigue due to injury or disease (in the latter case, add +3 to the damage healed). The effectiveness of this spell can be increased through the use of fresh, magical herbs. The effects of the spell are doubled if using the herbs, but the spell requires some 10 minutes to use in this case. The spell takes a full minute to take effect, under normal circumstances (but see above). It is one that is favoured by Classical witches. The material component is a small amount of healing herbs valued at some 60 Silver Pennies. These herbs are completely used up during the course of the spell. 5. Spell of Blending (G-5) Range: May be cast over self only Duration: 1 hour +1 additional/Rank Experience Multiple: 50 Base Chance: 60% Resist: May not be resisted. Effects: The effects of the spell are identical as per those of the spell of the College of Earth Magics (Earth Magics, G-4, pg. 53). 6. Spell of Walking Unseen (G-6) Range: Adept must touch target. Duration: 1 hour +1 additional/Rank Experience Multiple: 75 Base Chance: 50% Resist: May not be resisted. Effects: The effects of the spell are identical as per those of the spell of the College of Earth Magics (Earth Magics, G-5, pg. 53). 7. Spell of Herbal Lore (G-7) Range: May be cast over self only. Duration: Immediate. Experience Multiple: 100 Base Chance: 25% Resist: May not be resisted. Effects: The spell gives the caster the ability to recognize herbs of a magical variety that grow wild and to be familiar with some, if not all, of the magical properties of said herbs. 8. Call the Coven Spell (G-8) Range: Any Duration: Immediate Experience Multiple: 225 Base Chance: 20% Resist: May not be resisted. Effects: This spell allows the caster to call the attention of the rest of her Coven to herself, much like the Call Master Spell of the College of Black Magics (DQ, G-14, pg. 62). The Base Chance of casting this spell is increased by +15% if the caster is the Priestess of the Coven. This spell may only be used by Dianic witches, and others who function in a coven structure. 9. The Sleep of Twilight Spell (G-9) Range: 10 feet + 10 additional/Rank Duration: 1 hour + 1 additional/Rank Experience Multiple: 300 Base Chance: 20% Resist: May be actively & passively resisted. Effects: The Adept may cause one entity which normally spends any time sleeping into a deep, enchanted sleep. This sleep will last for the duration of the spell or until the entity is awakened by another entity (by being shaken, etc.). The target of the spell may not be wakened if the spell is Rank 12 or higher, but must continue to sleep until the spell wears off. Once the target of the spell is asleep, the second aspect of the spell comes into effect. Although asleep, the target of the spell can hear and will remember anything said in his presence. Anything said to the target of the spell is treated as if it were a suggestion that cannot be disobeyed (unless the target makes a (Willpower x 2) or less roll) when the subject awakens. The Adept can make one suggestion to the target for each 3 or fraction of 3 Ranks she has with the spell. The target of the spell receives no resistance roll to the suggestion unless it is diametrically opposed to the character's beliefs. While the target of the spell will remember everything said by anyone while asleep, he will not remember anything said by the caster. This spell is favoured by Classical witches. The material component for the spell is a bud of belladonna that the Adept eats during the casting. The witch is totally immune to the effects of belladonna eaten in this way. 10. Spell of Predicting Weather (G-10) Range: See spell description Duration: Immediate Experience Multiple: 210 Base Chance: 65% Resist: May not be resisted. Effects: This spell operates in similar fashion to the talent of the same name of the College of Air Magics (Air Magics, T-1, pg. 44). The range of this spell, unlike that of the talent, is 15 miles (+15 additional/Rank). 11. Charm of Love Spell (G-11) Range: 20 feet + 20 additional/Rank Duration: 1 day + 1 hour/Rank Experience Multiple: 270 Base Chance: 50% Resist: May be actively & passively resisted. Effects: This spell allows the caster to generate an intense feeling of love in one target (+1 per 2 or fraction of 2 Ranks) of the spell towards any other person of the opposite sex (including the caster). When the spell takes effect, the target(s) of the spell sees the person of their affection as having a Physical Beauty of 19/25/Ht. The target of the spell will do whatever it takes to spend as much time as possible in the company of the adored person, and is unable to conceive of taking violent action against that person or being. This spell is favoured by Classical witches. The material component of this spell is a lock of the target's hair (not that of the person they will adore). 12. Curse Spell (G-12) Range: 20 feet + 20 additional/Rank Duration: Until dispelled by the appropriate counterspell Experience Multiple: 300 Base Chance: 50% Resist: May be actively & passively resisted. Effects: This spell functions in all regards identically to the Damnum Minatum (Black Magics, G-4, pg. 61). However, the witch must use magical herbs, mushrooms, etc. for this spell, and these are obtained at a cost of (10 x Rank) Silver Pennies. If the witch is using a lesser curse than her Rank allows, she pays only for the level of the affliction (ie., an affliction of warts (Ranks 1-3) would never cost more than 30 Silver Pennies). 13. Spell of Plant Plight (G-13) Range: Sight Duration: 1 year + 1 additional/Rank Experience Multiple: 150 Base Chance: 45% Resist: May not be resisted. Effects: This spell causes 1 acre (+1 additional acre per Rank) of orchard, cultivated land, or other area specified by the Adept to lose fertility. There is a 25% chance (+1% per Rank) of future crops failing while this spell is in effect. Those years that the crops do not fail, they will be stunted. In addition, this spell can be used by the Adept to cause all plants in the area to wither and die in a period of (D10 - Rank) days. The plants are infected by a wasting disease. This spell is used by Classical witches. The material component for this spell is a handful of ash. 14. Spell of the Fertile Plant (G-14) Range: Sight Duration: 1 year + 1 additional/Rank Experience Multiple: 250 Base Chance: 40% Resist: May not be resisted. Effects: This spell increases the richness of the soil of 1 acre (+1 additional acre per Rank) of orchard, cultivated land, or other area specified by the Adept, causing it to increase fertility. For the duration of the spell, the soil will produce crops that are large, healthy, vibrant and wholesome and all plants grown in that soil will be proof against locusts, droughts, flooding, frosts, and other natural disasters. In addition, the spell can be used to speed up the growth of plants and other crops in the area of the spell, such that 1 month of plant growth is accomplished in 1 day's time. The spell has enough power to bring any living plants within the area of effect to fruition. Once the plants have reached fruition, they will return to their normal rate of growth. Thus, a field freshly planted with grain would be ready to harvest in 4 to 7 days; an apple tree would bear fruit within 36 to 48 days, rather than the normal 3 to 4 years required for maturity. This spell is used by Classical witches. The material component for this spell is a handful of naturally grown grain. 15. Spell of Assisting Hands (G-15) Range: 20 feet + 5 additional/Rank Duration: See below Experience Multiple: 300 Base Chance: 35% Resist: May not be resisted. Effects: This spell allows the Adept to enchant a pair of disembodied hands such that they will act as a servant for the witch. The Physical Strength of the hands is considered to be equal to that of the creature or being from which they were acquired. The hands will obey simple commands while moving within the range as noted above from the caster, and will function only to the completion of their initial orders (eg., "Pick up that chest and follow me; Open that door; Sweep this room up", etc.). The duration of the spell is the length of time required to complete the task at hand, but simple orders such as "Follow me" will continue indefinitely or until the witch gives another command that is more complex than the initial command. If a simple command is given, the witch can actually give another command of a more complex nature, at which time the duration of the spell is based on how long it will take to complete the task at hand. Once the task is given, the witch does not have to remain in the area to oversee it. The witch can assign 1 task +1 for every 2 or fraction of 2 Ranks that she has with the spell. Thus, a Rank 4 witch could have the hands undertake 3 tasks for her. Note that the hands are not capable of fighting, picking locks, etc. but they can force doors open and the like. They are able to carry a creature about no further than 5 feet off the ground, and this only if they are resting in a sling or litter. The hands have an Endurance of 18, Fatigue of 15, and natural armour of 3 DP (and one of these can be increased by +1 per Rank). At the completion of the spell, the hands turn to dust. 16. Ensnare the Essence Spell (G-16) Range: Special. Duration: Immediate; See Below Experience Multiple: 700 Base Chance: 20% Resist: See Below. Effects: This spell is one of the more important and useful spells that the witch Adept can learn, and it is commonly chosen as one of the very early spells during the training of the witch so that she can learn to perfect it. It is used with the rituals of Enchant Focus (Q-6) and Hex Magic (R-5), for with this spell the witch can capture the vital essence, what other Mages such as Namers and the like call "the life essence" or "magic essence," of virtually anything. For example, the witch could use the spell to capture the essence of the wind to help her create a Ring of Vanishing, the essence of a bird to help her create a Broom of Flight, etc. The effective range of this spell is some 20 feet (+ 20 additional/Rank) when the spell is used against living or unliving targets, and is unlimited when dealing with natural forces (eg., the wind, sunlight, the moon, etc.). When the essence of a specific creature is required by the witch, the creature must be alive when the essence is captured, and it suffers no direct effects from the spell. The creature will get both an active and a passive Magic resistance roll to resist the effects of the spell, although the witch can try once again to capture the essence of the creature, but it receives a bonus of +10% to its resistance roll if it has already successfully resisted the spell. When the spell is cast in conjunction with a ritual of Hex Magic (R-5), the witch does not need to know the target's True Name or have a lock of hair or clothing if the Willpower roll was successful against this spell. This spell is also used in conjunction with the making of potions, elixirs, and the like, since the witch may substitute essence for the solid ingredients. The essence that is captured using this spell must be stored in crystal vials that cost some 120 Silver Pennies each. The witch can also use this spell to enchant the locale around her home. If the witch has achieve Rank 8 or better with this spell, she may cast this spell when she rededicates her focus to her deity on All Hallow's Eve, assuming that she has claimed an area for her own. The circle will be 1 mile (+ 1 additional per Rank of this spell) wide, and the countryside within the area of exposure will take on the general nature of the witch. For example, in the case of a Grey Magic witch living in a deep forest, flora and fauna would gradually become luxuriant, game would become plentiful, and one or more fantastical creatures might be drawn there. In the case of a White Magic witch, the locale might not change at all or might take on the nature of any good or evil tendencies possessed by the witch. An island lair of a White witch with evil tendencies would become known as an area of sombre, grey skies and choppy seas. In the case of an evil witch, a forest with a good water source might take on the form of a swamp or dark, thick woods. Note that the spell effects do not substitute for the actual clearing of the area of baneful monsters and it does not force non-friendly inhabitants to depart. This attunement of the focus of the land has several automatic effects. At Rank 9 with this spell, the witch can learn of conversations that occur on her land from the wind at will. At Rank 14, the witch gains the ability such that she can actually speak with and hear any and all beings who are on her land. At Rank 17, the witch can cast any spell within her domain at a bonus of +10% to her Cast Chance and will have a 30% stronger effect with her magics. At Rank 20, the witch finds that her lands have achieved a degree of sentience and can communicate with her of its own volition if threatened or infiltrated by enemies. When the witch's Rank achieves higher than the equivalent of Rank 25 (for this purpose only), the witch automatically gains a bonus to her magical resistance to all forms of spells of +35%. If the witch fails to enact the spell on her lands yearly, they will gradually revert to their original condition. [106.5] General Knowledge Rituals 1. Ritual of Cleansing (Q-1) This ritual must be performed prior to the undertaking of any other rituals of the College of Witchcraft. The Adept must clean her body and purify her mind and spirit for a period of between 1 and 10 hours. The Base Chance of any succeeding ritual being successful is increased by 3 for each hour of the Ritual Cleansing. There is no Base Chance for this ritual being successful. The Adept states the number of hours she will spend on the ritual and at the end of that period of time, the Adept is cleansed. She may perform no other activity while engaged in this ritual. If the concentration of the witch is broken, she must start the ritual from the beginning once more or abandon the effort. Any rituals the Adept desire to perform after the cleansing must be performed immediately. She may perform any number of rituals within three hours of the cleansing, but these rituals must immediately follow one another. Any time spent in any other activity destroys the effects of the cleansing, and a new cleansing must be enacted before any other ritual is attempted. As a general rule, this ritual is only practiced by those witches who are of the Dianic tradition. But it is effective for Adepts of other orders as well, and is also useful for those belonging to covens. 2. Ritual of Conversing with the Dead (Q-2) This ritual is identical in all respects to that of the College of Necromantic Conjurations (Q-1, DQ pg. 58) with two exceptions. The Base Chance of this ritual is the Adept's Magical Aptitude (+3 per Rank). The Experience Multiple for the ritual is 350. This ritual is favoured by Classical witches. The Adept need not be familiar with the deceased in any manner, but must have the skull of the deceased in order to draw the spirit using the spell. The material component for this spell is the skull of the deceased, through which the spirit communicates. 3. Ritual of Binding Familiar (Q-3) This ritual allows the Adept to create a bond between herself and a chosen animal, such that the animal will become the witch's familiar. With this semi-telepathic bond (see Spell of Telepathy, Sorceries of the Mind, S-2, pg. 41), the familiar is able to serve as information gatherer and confidante to the witch. The witch's patron will also often use the familiar to communicate with the witch. Familiars of witches are always typical hedgerow creatures (such as cats, crows, mice, small songbirds, etc.) and have no magical powers and bestow no benefits on the witch. Certain spells possessed by witches (see S-5 and S-6) allow the witch to possess or partake of the familiar's senses or body, but witches do not do this lightly since their familiars are considered to be their friends. The animal familiar of a witch is one of the most highly intelligent members of its species. (A mouse genius still isn't overly smart.) A witch may not use a sentient entity as her familiar, and a witch may only have one familiar at a time. The Base Chance of the Adept casting this ritual is 30% (+3 per Rank). The animal that the witch is trying to form the bond with usually gets a Magic Resistance roll, but see below. Once the witch has bonded with the familiar, the bond is permanent and cannot be dispelled; only the death of the familiar or the death of the witch will break the bond. As a general rule, witches do not choose to have a familiar. Animals will simply "adopt" a given witch and follow them around, while other witches receive no such attention. In most cases, witch and familiar feel a mutual affection. The Experience Multiple of this ritual is 250. 4. Ritual of Creating Witch's Charm (Q-4) This ritual allows the witch to create a token of some sort that serves as a magical charm after it has been consecrated by the witch's patron. The ritual requires the witch to burn some incense valued at 2,000 (-50 per Rank) Silver Pennies during the course of this ritual. A token of some sort ( a locket or other item of value) is used to be the receptacle of the charm. The Base Chance for this ritual is equal to the Witch's Magical Aptitude (+4 per Rank). The ritual requires some 3 hours (-6 minutes/Rank) to complete. If the ritual is successful, the finished charm confers a favourable bonus of +1 per 5 Ranks (round down) to all die rolls made by the witch. The effects of witch charms are not cumulative with each other or with other amulets, talismans, potions, etc. The Experience Multiple for this ritual is 180. 5. The Witch's Talisman Ritual (Q-5) This ritual allows the Adept to create a form of talisman, amulet, or other item of protection for the witch by invoking the power of her deity to enchant the amulet fashioned by the witch into a protective device. The ritual must be cast over the course of 6 hours (- 15 minutes per Rank) by the light of the full moon. The ritual to create the talisman has a Base Chance of 15% (+4 per Rank), and is one that causes the item in question to permanently function in that capacity from that moment forward. The item thus created may only be rendered disabled by the deity to whom the witch pays homage or by a Namer of Rank 16 or better using the Special Knowledge counterspell of the College of Witchcraft. The talisman created in this manner will function only for the witch herself or for someone to whom she gives the amulet without coercion. The witch must specify the type of effect that the amulet will protect against; this could be a specific element or energy (fire, heat, electricity, etc.), an attack form (withering attacks, gaze of a basilisk, etc.), a single attack form (bite or claws of a dragon, crushing attack of a constrictor, etc.), a single weapon type (broadsword, ball & chain, etc.), or a particular spell or College of Magic (in the latter case, it must be either Talents, General Knowledge or Special Knowledge spells or rituals). The witch talisman will provide the character with a magic resistance bonus of +30% to the ability designated (and it can be made to resist the effects of demons, the undead, and other such forces); in all other cases, it will provide a bonus of +20% to Defense. During the nights of the full moon, the talisman will receive a bonus of +5% to die rolls and/or +15% to magic resistance rolls. The witch may only fashion an amulet once every full cycle of the moon, and may only fashion one of these items herself at any one time. The Experience Multiple for this ritual is 500. This ritual is one of the Dianic tradition, and may not be used by other witches with the exception of Faerie witches. The material component for this talisman is whatever materials suit the nature of the talisman best, but can be as simple or as complex as the GamesMaster and the witch choose. 6. Ritual of Creating Athame (Q-6) This ritual allows the Adept to create and consecrate an Athame, a magical tool necessary in the casting of most other unique spells of the Dianic tradition of the College of Witchcraft. Unlike most other traditions, the Athame must be created by the Adept in isolation, away from the coven and other Adepts of the Dianic tradition. This ritual has a Base Chance of 45% (+2/Rank) of being cast successfully, and the witch requires some 2 hours (- 5 minutes per Rank of the Adept). The knife or dagger to be used for this purpose must be black-handled, one that is valued at 25 or more Silver Pennies (and thus must be a weapon of good quality), and the weapon must not have been magical at any time in the past. Before casting this ritual, the witch must engrave certain mystical symbols upon the knife using a non-iron, non-weapon object that must be anointed (see below). Once the ritual of creating the Athame is complete, the weapon may never be used to draw blood, or it is considered desecrated and cannot be used for casting spells in future; if the Athame is desecrated, it cannot be reconsecrated again. The Athame adds a +10% bonus to the cast chance of all spells, and a +5% bonus to the cast chance of all rituals that are uniquely Dianic. This ritual is only used by Dianic witches, although it is said that other traditions have similar items that can be used and consecrated using similar rituals. The Experience Multiple for this ritual is 350. The material component for this ritual is a pearl worth at least 250 Silver Pennies, which is dissolved in a cup of milk and used to anoint the blade before casting the ritual. 7. Enchant Focus Ritual (Q-7) This ritual allows the Adept to call upon her deity to enchant an item that she has designated as her focus into a magical item with some specific power. The ritual must be performed on the night of All Hallow's Eve, and the witch who performs the ritual must do so skyclad. The Base Chance of this ritual is 35% (+4 per Rank) and the witch must perform this ritual for a period of 6 hours (-15 minutes/Rank). Examples of items being enchanted into foci would be a ring focus that is enchanted into a Ring of Invisibility, a wand focus enchanted into a Wand of Starfire, a mirror focus enchanted into a Waters of Vision object, and other such items. This ritual is one that the GamesMaster has total control over, as he is the one who chooses what the deity will turn the focus into and what powers will be given to the focus; note that the GamesMaster does not have to grant the power of the deity to an item as requested by the witch or could wish the witch to perform some service for the deity before the witch can use the device in any way. This ritual is one that is favoured by all witches, but that is traditionally more associated with Classical witches and Faerie witches, as opposed to those of the Dianic tradition. The Experience Multiple for this ritual is 350. The material component for this ritual is the focus that the witch has. 8. Ritual of Creating Potions (Q-8) This ritual allows the Adept to create potions in much the same manner that Alchemists, Herbalists, and Black Magics Adepts can do so. An Adept who wishes to create a potion must first prepare a cauldron of magical liquid to use as the basis of all potions. The contents consist of many herbs and other magical material, that the witch must either personally attain or buy at a significant cost (approximately 5,000 Silver Pennies). Once the Adept has stocked the cauldron, it may be used to make an unlimited number of potions. These ingredients must be restocked on a yearly basis, at a cost of 2500 (-100 x Rank) Silver Pennies. Each type of potion also requires specific additional materials that will entail additional costs. As a general rule, the cauldron will yield a number of doses of the potion equal to (Rank of the Adept). The Base Chance for this ritual's success, regardless of the potion desired, is 60% (+4 per Rank). Each potion created using this ritual has a duration of 2 weeks (+1 additional/Rank). A witch is able to create the following potions using this ritual: A. Potion of Toad Sweat: See Special Alchemy (Black Magics, T-3, pg. 60). B. Love Potion: See Special Alchemy (Black Magics, T-3, pg. 61). C. Potion of Fertility: See Special Alchemy (Black Magics, T-3, pg. 61). D. Potion of Carbuncle: This potion decreases the damage from poison by 2 points of damage per Pulse or day. Cost: 1200 Silver Pennies. E. Potion to prevent Miscarriage. Cost: 300 Silver Pennies. F: Potion vs. Infection: This potion reduces the Base Chance of infection by 10%. Cost: 1000 Silver Pennies. G. Potion of Restfulness: This potion prevents bad dreams during sleep and increases Fatigue recovery during sleep by (Rank of Adept) points. Cost: 600 Silver Pennies. H. Potion of Sleep: This potion induces sleep in the same manner as the Spell of Enchanted Sleep (E&E, G-3, pg. 38). Duration is 2 hours + 1 additional/Rank. Cost: 200 Silver Pennies. I. Potion of Nightvision: Functions in the same manner as the Spell of Nightvision. Cost: 1200 Silver Pennies. J. Potion of the Airy Form: This potion allows the imbiber to become almost weightless and the character can fly or drift along with the wind. The speed of flight is based upon the speed of the wind at the time. Regardless of whether there is wind or not, the character will float in the air until the potion wears off. Cost: 3000 Silver Pennies. This ritual is favoured by Classical Witches, but can be used by witches of other traditions. The Experience Multiple for this ritual is 600. [106.6] Special Knowledge Spells 1. Spell of Fear (S-1) Range: 15 feet + 15 additional/Rank Duration: Immediate (during Pulse) Experience Multiple: 350 Base Chance: 20% Resist: May be actively & passively resisted Effects: This spell has the same effect as the spell of the same name of the College of Celestial Magics (S-13, pg. 56). The only difference is that the spell allows the Adept to affect 1 target (+1 per Rank). 2. Spell of Storm Calling (S-2) Range: Works within sight of the caster. Duration: Variable Experience Multiple: 200 Base Chance: 40% Resist: May not be resisted. Effects: This spell allows the Adept to summon any weather front which may exist anywhere within sight. Upon reaching the spot occupied by the Adept, the weather front will slow and finally cease moving and begin to downpour (snow, rain, hail, sleet, or whatever else the GM feels the clouds may contain). Generally, a weather front can be seen for 20 to 30 miles. If no front can be seen, the spell can still be cast, but the Base Chance is reduced to 20%. The weather front will take (D10x3) (-1 per Rank) minutes to arrive. 3. Call the Lightning Spell (S-3) Range: 360 feet + 10 additional/Rank Duration: Immediate Experience Multiple: 300 Base Chance: 35% Resist: May only be passively resisted. Effects: This spell allows the Adept to call upon the forces of nature and summon down the lightning. The spell may only be cast by the Adept during the course of storms in the area, and if there is no storm in the area, the casting of this spell automatically fails. The target of the spell will take (D10+5) (+1 per 3 or fraction of 3 Ranks) damage from the spell. If the character successfully resists the spell, he will only take « the damage that the spell would normally do. This spell is one used by Classical witches. 4. Dagger of Air Spell (S-4) Range: 10 feet + 10 additional/Rank Duration: Special; See Below. Experience Multiple: 400 Base Chance: 25% Resist: May not be resisted. Effects: This spell allows the Adept to bring into existence an invisible blade that is identical in shape and form to that of the witch's ritual dagger (the Athame). When this invisible blade is wielded, it mimics the exact movements of the Adept with the Athame, except at a distance. The Adept must make all Strike Chance rolls as per normal, and the weapon is treated as a magical, +2 damage weapon (and thus will affect all creatures that can only be affected by magic or by silvered/truesilvered weapons). The dagger remains in effect until the Adept has inflicted a total of (Rank x 5) damage points with the dagger to Endurance (not including additional damage caused by Grievous Injuries); alternatively, the witch can dispel this dagger at any time desired at the expenditure of 1 Fatigue point. This spell is used only by Dianic witches, but it is said that other witches can use this spell as well. The material component for this spell is the witch's Athame. 5. The Familiar's Senses Spell (S-5) Range: 2 miles + 1 additional/Rank Duration: Concentration/max: 3 hours x Rank (x1 if unranked) Experience Multiple: 160 Base Chance: 50% Resist: May not be resisted. Effects: This spell allows the caster to be able to see and hear through the eyes of a chosen familiar. The caster of the spell can also communicate mentally with the animal in question, but only in a limited form and to deal with matters and things that pertain to what the caster wishes the animal to do or how it is reacting to something that it senses. 6. Mind of the Familiar Spell (S-6) Range: 2 miles + 1 additional/Rank Duration: Special Experience Multiple: 220 Base Chance: 40% Resist: May not be resisted. Effects: By using this spell, the witch is able to transfer her consciousness into the body of her familiar. The witch gains the physical characteristics (PS, MD,AG, EN, FT and PB) of the familiar, with a bonus on all die rolls equal to one-fifth of the witch's own relevant physical characteristics, but retains her own mental characteristics (WP, MA, PC, IN, etc.). The witch gains a bonus to senses using Perception skill equal to « the PC characteristic of the familiar animal. The witch may use the body of the familiar in the normal manner that the familiar is capable of, but may not cast spells other than those specific to her tradition (ie., Dianic, Classical, Faerie) while in the familiar's body unless it is capable of casting spells itself. This spell has a duration of either sunset or the rising of the moon, whichever comes first, but the witch may cancel the spell at any time. It is believed that through the expenditure of one permanent Endurance point, the witch can possess the body of her familiar until the next full moon (but some maintain that this is but a myth). If the familiar is slain while the witch is possessing it, she must make a D100 roll of (Willpower x 3) or less, or be slain herself from the shock of the death of the familiar. The consciousness of the witch will then return to her inert form (if it has not been located and destroyed in the interim). It is believed that the mystical cords that bind the witch with her familiar are strengthened in a variety of ways by the use of this spell. These game effects will be left to the GamesMaster, but should be made interesting. It should be noted that the witch can use this spell to possess a normal animal within the range of the spell. In this case, however, the animal gets a normal Magical Resistance roll to resist the witch's intrusion. 7. Mist of the Woods Spell (S-7) Range: May only be cast on self. Duration: Concentration/max: 3 hours x Rank (x1 if unranked) Experience Multiple: 250 Base Chance: 30% Resist: May only be passively resisted. Effects: With this spell, the Adept creates a thick, silver mist that enshrouds the witch. Each Pulse that she continues to use the spell, the mist grows in size. In one Pulse, the witch is obscured. In three Pulses, a room can be completely filled with mist. In ten Pulses, her house can be completely enshrouded in mist. In twenty Pulses, the mist will reach beyond her house's fence and into the woods. The vision of all entities except the Adept in the mist is reduced to 5 feet. In addition, all characters in the mist, excluding the witch, suffer a -10% (+1 additional/ Rank) reduction to all Strike Chances and actions taken while the character is in the mist. All characters other than the witch suffer a reduction to TMR of -1 (+1 for every 3 or fraction of 3 Ranks). If the witch casts this spell while in a woodland setting or forest, increase the Base Chance of the spell by +15%. 8. Ring Around the Moon Spell (S-8) Range: 30 feet Duration: See Below. Experience Multiple: 450 Based Chance: 35% Resist: May not be resisted. Effects: The witch is only able to cast this outdoor protective spell should there be a ring present around the moon (there is a 20% chance of this being true on any given night). This spell allows the Adept to form an invisible Circle of Protection with a 30-foot radius that remains active as long as the witch does not leave the circle or as long as the night lasts. No creature may attempt to enter the ring or harm those within it unless it is able to succeed at a magical resistance roll that is reduced by -5% (+1 per Rank). Any creature that fails to resist the spell will take (D10+2) (+1 per 2 or fraction of 2 Ranks) damage from the spell. The ingredient for this spell is a moonstone that is valued at 300 Silver Pennies or more; the stone is powdered, and sprinkled as part of the circle that the witch must draw with a stick or other such object. Once the spell is in effect, any being with the ability to see the invisible will see a blue nimbus marking the boundaries of this spell. 9. Spell of Blindness (S-9) Range: 30 feet + 10 additional/Rank Duration: 1 hour x D10 x Rank (1 hour if unranked) Experience Multiple: 250 Base Chance: 15% Resist: May be actively & passively resisted Effects: This spell causes one target (+1 per 4 Ranks) to be struck blind by the caster if he or she fails a resistance roll. The spell blinds the target in a magical manner, and can only be cured through magical means. It is believed that some practitioners of Witchcraft are able to use this spell to blind the target permanently. This spell is one that is favoured by Classical witches. 10. Spell of Blessing/Curse on Unborn Child (S-10) Range: Sight Duration: Immediate Experience Multiple: 200 Base Chance: 20% Resist: May be actively & passively resisted Effects: If the Adept uses this spell to bless the unborn child, she may increase any one characteristic of the child by 1 (+1 for every 2 or fraction thereof Ranks) or bless the child with a skill or ability that will start at a Rank equal to the (Adept's Rank) with this spell. In the latter case, it can be used to grant the child (Adept Rank) abilities. When this spell is used to curse the unborn child, the Adept may mar any unborn child whose mother is in sight of her while she is pregnant. The Adept may decrease any one of the characteristics of the child by 1 (+1 for every 2 or fraction thereof Ranks). The Adept may also use the spell to curse the child in such a way that he suffers from ill-luck of some sort; examples of this would include a reduction to all Dexterity-based abilities of -10% (+1 per Rank). 11. Spell of Power Transfer (S-11) Range: 5 miles +1 additional/Rank Duration: 30 seconds +5 additional/Rank Experience Multiple: 200 Base Chance: 20% Resist: May not be resisted Effects: This spell allows the Adept to permit another member of her Coven to use her Fatigue in order to cast spells. When meeting in the Coven or when contacted by a Call Coven Spell (G-8), the witch may help another member of her Coven by using this spell. For the duration of the spell, the target of the spell may cast magic by expending the caster's Fatigue rather than her own. In this way, even a witch with no Fatigue remaining would be able to cast spells. While this spell is in effect, a form of limited telepathy exists between the two witches in question. 12. Web of the Moon Spell (S-12) Range: 25 feet +25 additional/Rank Duration: Concentration/maximum of 30 minutes +15 additional/Rank Experience Multiple: 430 Base Chance: 30% Resist: May only be passively resisted (which may halve damage). Effects: This spell allows the Adept to create a thick netting of shimmering moonbeams, entrapping corporeal, non-corporeal, and semi-corporeal creatures within its webbing. The GamesMaster will have to decide what type of creatures are normally caught in this webbing, but as a general rule it will trap undead spirits, shadows, creatures in smoke/mist form, demons, devils, imps, and mortals. The web itself takes the form of a net that extends to the maximum distance as specified by the range value above, and is some 10 feet (+1 additional/Rank) at the base. The net has a base PS of 20 (+1 per Rank), and can take 50 (+1 per 2 or fraction of 2 Ranks) points of damage. It has a natural armour of 8 DP for the purpose of attacks made against it. The net is much more effective when anchored (how effective and the manner of this effective anchoring is strictly up to the GM). The net can also be cast out in an area some 40 feet (+2 per Rank) in diameter, but once again, should be anchored to be most effective. The net of moonbeams serves as a spell magnet, and spells cannot be used to escape from it nor can non-mortals utilize spell magic to deal with the net. The net can be dispelled by a Special Knowledge counterspell of this College, and can be dispelled by a Namer. It is possible for mortals to escape from the web if they can make a (PS x 1.5) or less roll. Non-mortals will take (D10-2) (+1 per Rank) damage from the strands of the web per round that they contact it. A resistance roll will allow them to halve this damage. Only magical weapons will be capable of cutting the web (but note the amount of damage that the web can take, as given above). 13. Pall of Weariness Spell (S-13) Range: 10 miles + 2 additional/Rank Duration: Permanent until dispelled by the appropriate counterspell. Experience Multiple: 460 Base Chance: 15% Resist: May be actively & passively resisted. Effects: This spell is one that Adepts of the College of Witchcraft are rather fond of. The spell causes every being in a village, neighbourhood, castle, or other community to become weary and lazy. Guards will snooze at their posts, servants will fail to come when called, books become too difficult to read, and so forth. Once per day, the inhabitants of the locale in question may make an (Endurance x 1.5) or less roll to shake off the weariness. While this spell is somewhat insidious, it is said that several witches of the Classical tradition with awesome power have perfected this spell in the form of a ritual that allows them to put the inhabitants of the locale in question into a deep, permanent sleep. In such a case, the spell would be treated as a ritual, with a Base Chance of 20% (+4 per Rank) and requires the Adept to take 4 hours (-10 minutes/Rank) to cast the ritual. The Experience Multiple for this ritual is 550. 14. The Witch's Face Spell (S-14) Range: May only be cast over self. Duration: 2 hours + 1 additional/Rank Experience Multiple: 400 Base Chance: 25% Resist: May not be resisted. Effects: This spell allows the witch to transform herself into either a fair maiden with an aura of goodness about her or an old, ugly crone with an aura of evil about her. In the former case, the witch becomes a beautiful maiden with a PB of 20 overall; in the latter case, the witch becomes an ugly, old crone with a PB of 12 overall. In both cases, the witch's three Physical Beauty statistics (Height, Build, Face) must be altered to fit the overall PB value, but the Face and Build take precedence over the Height statistic. This spell is actually an inferior version of an old Witchcraft spell that is still in use only among the followers of Hecate and some of the Dianic tradition witches. This spell is inferior in many ways, one of the flaws being the fact that a roll of (Perception x 1) or less will allow anyone to see through the spell; any being with the capability of seeing through Lunar magic will be able to make a (Perception x 5) roll, with a modifier of - (Rank)% to see through the spell and discover the truth of the matter. The material component for this spell is a doll formed in the shape of the desired change in physical appearance. 15. Curse of Manhood Spell (S-15) Range: Sight Duration: Concentration/maximum: D10 x 3 hours x Rank (minimum of 3 hours) Experience Multiple: 500 Base Chance: 25% Resist: May be actively & passively resisted. Effects: This spell allows the witch to cause great pain in any masculine body parts: groin, bearded face, hairy chest, etc. In addition, hands used for any "masculine" art (such as smithing or war) would also suffer pain. A scholar, for example, would even feel pain in the eyes (used for reading). The Adept can affect 2 (+1 per Rank) targets with this spell at one time. The targets of the spell are permitted a magical resistance roll to avoid the effects of this spell, but each target of the spell must resist individually (this is an exception to the normal rules). The effects of this spell vary according to the Rank of the witch, as listed below (Rank: Effect): 1-3: The target of the spell reduces his Primary characteristic ie., PS for a fighter, MD for a thief, etc.) by -(Rank) and suffers 5 Fatigue damage. 4-6: The target of the spell loses 10 Fatigue, takes a reduction of -(Rank) to each of PS, MD, and AG, and is impotent for the duration of the spell. 7-10: The target of the spell loses 10 Fatigue points, takes a reduction of -(Rank) to each of PS, MD, AG, and EN, and reduces all dice rolls by (Rankx2)% for the duration of the spell. 11-13: The target of the spell loses 10 Fatigue points, must make a roll on the Fright Table, takes a reduction of -5 to each of PS, MD, AG, and EN, and reduces all dice rolls by -20% for the duration of the spell. 14-20: The target of the spell loses 15 Fatigue points (Endurance, if Fatigue runs out), must make a roll on the Fright Table, take a reduction of -(Rank/2) to each of PS, MD, AG, and EN, and reduce all dice rolls by (Rankx2)% for the duration of the spell. 16. Gaze of Desire Spell (S-16) Range: 10 feet + 5 additional/Rank Duration: Permanent; See Below Experience Multiple: 200 Base Chance: 35% Resist: May be actively & passively resisted. Effects: This spell allows the Adept to fill the heart of a man or woman with desire and admiration for the caster. The caster must look into the target's eyes to use this ability. The charmed person will not attack the caster, and will even defend her from all others. Depend on roleplaying and the circumstances to determine the extent to which the man or woman will defend him or her. For instance, he might kill strangers that are attacking the caster, but only protest if his friends press an attack. The effects of this spell last until the spell is dispelled, or the target is out of the influence and presence of the caster. 17. Spell of Resisting the Withering Gaze (S-17) Range: May only be cast over self. Duration: 1 hour + 1 additional/Rank Experience Multiple: 375 Base Chance: 45% Resist: May not be resisted. Effects: This spell allows the Adept to protect herself against the effects of withering and ageing, as caused by the attacks and magical effects of spirits, demons, and other beings, spells and curses, and other such effects. Once the spell is successfully cast, the witch gains a bonus to her magic resistance equal to (Rankx2)% to resist the effects of ageing attacks of various sorts. If the witch fails this resistance roll, she will suffer the normal effects of the withering attack; however, any FT points, EN points, and or lost characteristics (with the GM's permission) can be regained or at least bought back at the normal costs. This spell is also effective against spells and spirit forms of attack that drain characteristics or cause them to be permanently reduced or modified because of the spell effects. The ingredient for this spell is a vial of oil of clover that has been consecrated beneath a full moon, that is rubbed upon the exposed parts of the body. 18. Circe's Transformation Spell (G-18) Range: 20 feet + 10 additional/Rank Duration: Permanent until dispelled by the proper counterspell. Experience Multiple: 300 Base Chance: 20% Resist: May be actively & passively resisted. Effects: This spell allows the Adept to transform one target (+1 per Rank of the Adept) into a normal animal (witches usually prefer the form of a toad, but others such as the sorceress Circe, for whom the spell is named, prefer the form of boars and pigs) if the being fails to make a Magic Resistance roll. The target of the spell retains much of his or her memories while in animal form, although it assumes an animal's nature and instincts and cannot cast spells nor communicate other than through appropriate spells or other means. This spell is one of the Classical witch spells. The material component for this spell is a portion of the type of animal that the target is to become, and can be used to cast the spell a total of (Rank) times. 19. Form of the Bark Spell (S-19) Range: 15 feet + 10 additional/Rank Duration: Permanent until dispelled by the caster. Experience Multiple: 420 Base Chance: 20% Resist: May be actively and passively resisted. Effects: This spell allows the caster to alter the form of herself and any other beings standing within the area of effect of the spell, giving the target(s) of the spell the appearance of trees of a type appropriate to the terrain. The caster and the other targets of this spell can see, hear, and feel what transpires in the area around them. It should be noted that any character who wishes to resist this spell must make a Resistance roll with a -15% chance to the roll, to reflect the potency of this spell. The duration of this spell under normal circumstances is such that the caster can return all those transformed into trees at will or ifthe targets of the spell are affected by the appropriate Counterspell of the College. Any character affected by this spell has a FT of 40, an EN of 35, and a NA of 8 DP. It is believed that some variants of this spell allow the caster to return to her normal, human form every sunrise during the time around the height of the moon, on the nights of a full moon, and/or during the seasonal equinoxes. [106.7] Special Knowledge Rituals 1. Ritual of Animating the Dead (R-1) This ritual allows the Adept to animate a recently dead corpse back to a form of temporary, semi-living state. Beings animated by this ritual are not healed of any wounds and damage they may have; rather, they are suspended between life and death. If the being in question is taken to a Healer, the entity in question may be resurrected in the normal fashion assuming the Healer is capable of such. The Base Chance of this ritual being performed successfully is equal to the caster's Magical Aptitude (+3 per Rank). It is possible for up to three witches to work together in performing this ritual. If more than one witch is involved in this ritual, add the Magical Aptitude of the other Adepts to the Base Chance. However, only the Rank of the witch actually leading the ritual is used. If the being has been dead for less than a day, add +20 to the Base Chance; if not, subtract 1 from the Base Chance for each day that the being has been dead. This ritual may not be performed on a being who has been dead for more than a number of days equal to (2 x Adept's Rank). If the being's corpse has been too badly damaged in its death or subsequent treatment, it may not be possible to animate it. The effects of the ritual last for 1 day (+1 additional/Rank). During this time, the body is preserved as if under the effects of a Healer's preserve dead ability (DQ, 55.7, pg. 92). The performance of this ritual costs the Adept 5 Fatigue Points and 1 Endurance point to cast. If more than one witch is involved in casting the ritual, the Fatigue loss may be shared equally, but the prime caster is always the one to lose the point of Endurance. This will awaken the body and give the being effective characteristics equal to one-third of its previous living values. For each additional point of Fatigue the witch (or witches) expend, the being's Fatigue can be increased by one, to a maximum of three-quarters of the being's original Fatigue. Once animated, the body will have limited volition, and will be able to move and act in restricted ways. All of the body's actions are performed in a trance-like state, and will take twice as long to perform as they would for a living being. The animated being possesses one-half of his true Rank in skills, weapons, and most other abilities while animated, but cannot cast magic. If a player's character has been animated, the player may continue to play the character (although in a greatly reduced capacity). For the purposes of resurrection by a Healer, a being animated by this ritual is considered to have just died (or to have died as soon as the effects of the ritual have ended). No healing magic will have any effect on a body under the effects of this ritual. This ritual is used only by Classical witches, and is not part of the Dianic or Faerie traditions. The Experience Multiple for this ritual is 400. Attempting to cast successive Animating the Dead Rituals on the same body to keep it in an animated state may be performed, but the increasing number of days from the being's death will make it more and more difficult to do so. If the being is not resurrected or otherwise specially attended to once the effects of the ritual have ended, there is a 70% (+1 per Rank of the witch) chance that the being's spirit will become a ghost. 2. The Beast Returned Ritual (R-2) This ritual is one that is very powerful and allows the Adept to invoke the powers of the spirit and earth when it comes to the life essence. This ritual requires that the Adept place the beast or animal in question into the circle that has been inscribed, and conduct a ritual for 3 hours (-10 minutes per Rank) of time. If this ritual is successfully cast, the spirits of the earth and animals restore to life the body of a dead animal or beast (excluding all forms of monsters and creatures). At the end of the ritual, the Adept's player rolls D100. The Base Chance of casting this ritual is 10% (+4 per Rank). At the completion of the ritual, if successful, the animal or beast is restored to life at a cost of 5 Fatigue points to the Adept. The ingredients for this ritual include a brazier of incense of mistletoe (value of 300 Silver Pennies), and a circle that is drawn using a quill or branch taken from a willow tree that has been blessed by the spirits of the earth and wood. As noted above, this ritual is very powerful; it is one that is most commonly associated with Dianic witches, although Faerie witches have also been known to use it. Dianic witches favour this ritual, since it shows respect for nature (but not the balance of nature) and thus is used with caution and reservation. The Experience Multiple for this ritual is 600. 3. Ritual of Magic of the Candle (R-3) This ritual allows the Adept to enchant one candle (+1 per Rank) with one of the special abilities noted below. The ritual itself has a Base Chance of 35% (+4 per Rank) and will require 2 hours (-5 minutes per Rank) to cast per set of candles being enchanted with one specific ability. It should be noted that the caster of this ritual is likely to require some form of Herbalist or Craftsman skill at the fashioning of candles, but the candles can be purchased for this purpose as well, although they must not have been fashioned with any form of iron implement or tool. Each of the candle abilities listed below has a range of 20 feet (+20 per Rank), with all exceptions noted below. The special ability of the candles in question only becomes manifest when the candle is lit by the user; if the candle should be extinguished for whatever reason, the special magic that it has bestowed upon it is instantly cancelled. The following special abilities can be imbued in these candles: Reveal the Hidden: This spell causes anything that is concealed or holds concealed items within the range of the glow of the candle to illuminate with a soft, blue light. This effect has a duration of 2 minutes +1 additional per Rank. The Deadly Device: This spell causes any form of mechanical trap or one that is mechanical in nature but has a magical component within the range of the glow of the candle to be illuminated with a soft, red light. This effect has a duration of 1 minute +1 additional/Rank. Hide the Flame: This spell cause the light of the candle flame to be hidden, permitting the witch to see normally while preventing others from noting any light emanating from the candle. Any form of infravision will detect only a faint blob of white in the area. This effect has a duration of 5 minutes +2 additional per Rank. Candle of Life: The candle alerts the witch to the death of a person or familiar. As long as the object of the candle lives, the flames will burn; upon the death of the person or familiar, however, the flame is snuffed out. This candle's ability is the only one in which the candle is usually left lit at all times by the witch. Note that when the ritual of creating this candle is cast, the Adept must also utilize the Ensnare the Essence Spell (G-16) to capture a part of the essence or life force of the person or familiar, thus linking them to the candle spell. It is possible for the witch to use an object, such as a lock of hair, a fingernail, or other personal item from the person in the ritual, in place of the Ensnare the Essence Spell. It should be noted that the candle cannot be moved from the room or area in which it is fashioned, or the spell will automatically fail. Sphere of Light: This spell allows the witch to leave a sphere of candle-light in one or more spots. The witch must make a roll of (Magic Aptitude x 3) or less when casting this part of the ritual. For every 5 points below the required roll that the Adept succeeds, the witch can leave one spot of candlelight above the basic one. This spell has a duration of 1 hour + 1 additional/Rank. This ritual has an Experience Multiple of 400. Note that no witch who has not progressed with at least three spells of the Special Knowledge of this College to Rank 6 is permitted to learn this ritual. 4. Magic of the Cauldron Ritual (R-4) This ritual is one that allows the witch to fashion a cauldron that has certain magical properties and that allows the witch to undertake certain spells through various means. The cauldron itself must generally be fashioned of iron of high quality (having a value of at least 4 Gold Shillings and weighing some 40 lbs.), and must not have been enchanted with magic prior to its use for this purpose. Once the witch has fashioned her cauldron, she must consecrate it before her principle by the light of a full moon. This takes approximately 2 hours of time, and cannot be shortened in any way. Once the cauldron has been fashioned, the witch is able to use it for a variety of purposes. With the ritual, the witch is able to conjure certain magics from a cauldron that is filled with a boiling mixture of secret herbs and ingredients. Each of the abilities listed below has a Base Chance listed with it. This Base Chance can be increased by (+3% per Rank) of the witch with this ritual. As a general rule, the ritual requires 6 hours (-15 minutes/Rank) to conduct, and the necessary secret ingredients. The witch is not able to fashion more than one brew in the cauldron at any one time. Fog of Charm: This creates a fog that extends out some 20 feet (+10 additional/Rank) and acts as a Mass Charming Spell (E&E, G-7, pg. 39) with a duration of Permanent and affecting all targets in range of the spell. Base Chance: 20%. Enchanted Sleep: This creates a sweet, pinkish mist in an area of some 15 feet (+10 additional/Rank) that acts as an Enchanted Sleep spell (E&E, G-3, pg. 38). Duration is the same as listed, but the spell affects all targets in range. Base Chance: 35%. Waters of Vision: The liquid in the cauldron serves to act as a Waters of Vision Spell (Water Magics, S-8, pg. 49). The waters will serve for this purpose for 1 hour (+1 additional/Rank) and has a range of vision equal to 15 miles (+15 additional/Rank). Base Chance: 30%. Illusory Fog: This functions to all intents and purposes as the Spell of Conjuring Mist (Air Magics, G-6, pg. 45). The area of effect of the fog is 30 feet (+20 additional/Rank) and a duration of 2 hours (+1 additional/Rank). Base Chance: 30%. Choking Mist: This spell creates a thick, swirling, choking fog that rises from the cauldron and travels to the spot designated by the witch, up to a distance of 1 mile (+1 additional/Rank). The mist obscures vision, much in the manner of a Spell of Obscurement (Necromantic Conjurations, G-3, pg. 57), but has the added effect of doing (D10-6) (+1 per Rank) damage to anyone caught in the mist. The target(s) of the spell receive a magic resistance roll each round to counter the damage done by the spell. The effect lasts until the mist is dispelled by wind or an apppropriate counterspell. Base Chance: 25%. This ritual is favoured by Classical witches, but can be used by witches of the other traditions as well. This ritual has an Experience Multiple of 800. 5. Ritual of Witch Weather (R-5) This ritual is one that allows the Adept to maintain or create the weather conditions that she desires within the range of the spell. The Base Chance of this ritual succeeding is equal to 10% (+4 per Rank), and requires the Adept to spend 2 hours conducting the ritual. The ritual has a range of 20 miles (+2 additional/Rank) and the duration of the ritual is 1 week (+1 additional/Rank), to a maximum of 3 months. Once the duration of the ritual has expired, the witch must enact another Witch Weather ritual to reinforce the magic or normal conditions will return within 12 hours of the dissipation of the spell. The Experience Multiple for this ritual is 450. The material component for this ritual is a silver brazier in which incense of belladonna is burned (valued at 200 Silver Pennies). While this spell is useful, prolonged Witch Weather use will cause ecological damage in the surrounding countryside, due to the disruption of weather patterns and the like. 6. Ritual of Hex Magic (R-6) This ritual is a specialized form of magic in the College of Witchcraft, and allows the witch to cause one or more baneful (or beneficial) effects to befall the target of the spell. This ritual is one that utilizes the principle of sympathetic magic, whereby any actions, particularly destructive ones, performed on an object (usually a doll) that represents a person is transferred to that person. Thus, if a witch drives pins into a doll that represents a person, the person feels stabbing pain in his or her own body; if the witch burns the doll, the person suffers fevers, etc. This principle is very much along the lines of the Thaumaturgic Magic spells of Similarity and Contagion, but is much more powerful. The key point to remember is that the object must be tied closely (in a mystical sense) with the prospective victim. This is achieved by using some portion of the victim's body (usually a lock of hair, although other things will serve) in the construction of the doll. Alternately, something of significant emotional value to the victim that he had on his person for an extended length of time will work as well. Examples of this would include a ring that a woman inherited from her beloved mother, and that she hasn't removed in ten years. The witch must first discover the True Name of the ritual's target, or else obtain a lock of his hair or an item as noted above, and then fashion a doll from wax, wood, straw, mandrake or hangman's tree root (in the case of the latter two items, the ritual's BC is increased by +10%). The ritual has a Base Chance of 20% (+3 per Rank) of being successful. The ritual requires a period of 4 hours to complete (-10 minutes per Rank) and must not be interrupted during this time. Once the ritual is cast successfully, the target of the ritual must make a Magic Resistance roll in order to ward off the effects of the hex, or the curse will take effect. Due to the nature of the connection between the bane victim and his belongings, the range of this ritual is unlimited. Only the witch who cast the ritual (or a member of her Coven) can work the magic through the doll. By its very nature, the caster can inflict harmful effects on the target of the ritual, but the effects must be moderated by the GamesMaster. For example, if the Adept inflicts pins on the body parts of the doll, the GM could rule that the target of the spell take (D10-5) damage, or that his Agility is reduced by 3 points, or whatever. It is also possible for the witch to aid a target of the ritual as well, giving a beneficial effect. For example, the target could be protected against something by the doll's being placed in a circle of protection. It should be noted that the target receives a Passive Magic Resistance roll every time that the effects of the ritual become apparent through the Adept's doing evil to the doll. A successful roll indicates the character has avoided being harmed by the magic of the doll this time. Note that the sympathetic magic lasts only as long as there is a connection; the death of the victim (through a prolonged effect on the doll) or the destruction of the doll itself is the only way to remove this magic from the target character. Thus, a use of the doll to burn the target with fire (thus inducing fever or burns on the target's body) might be effective, but the magic would be halted permanently if the doll were destroyed by the fire. This ritual cannot be countered by the use of Naming Magic nor can it be countered by any counterspell of the College of less than the Rank of the original ritual that was cast on the target. If the witch lacks the proper ingredients to cast this ritual, a successful use of the Ensnare the Essence Spell (G-16) will suffice. If this spell is utilized during the course of the ritual with the right ingredients, there is no resistance roll permitted to the target of the spell. The victim of this ritual may only have one of these curses placed upon him by the members of a particular Coven of witches. This ritual is favoured by Classical witches. The Experience Multiple for the ritual is 450. 7. Ritual of Summoning the Dagger (R-7) This ritual is one that the Adept must practice under the light of the full moon, and allows the witch to draw a man seemingly at random from the nearby countryside to mate with the witch, and produce a child. The Base Chance of this ritual is 10% (+5 per Rank), and requires the witch to spend 3 hours (-6 minutes/Rank) to be conducted. The witch must perform this ritual skyclad and must use incense of red heather (valued at 70 Silver Pennies) in the ritual. The man will come to the caster of the ritual in a trance-like state, and conceive a child with the chosen woman. Still in a trance, he will return from whence he came, and will have no memory of the events occurring. The male target of the spell does not get a magic resistance roll, and is automatically affected by the ritual. The child conceived through this ritual is always female, and will be gifted with Witchcraft herself. The Experience Multiple for this ritual is 350. The ritual is one that is favoured by Dianic witches, and is also used on occasion by Classical witches. 8. Ritual of Creating Moon Silver (R-8) This ritual allows the Adept to bind and focus the rays of the moon, altering them into a solid form of shimmering silver. The Base Chance of this ritual is 5% (+2 per Rank) and requires the witch to conduct the ritual at night when the moon is present in the sky and not obscured. The ritual requires the witch to use her Athame as the means of binding the moonbeams, and takes 5 consecutive nights to cast, during which up to 10 lbs. (+1 per Rank) can be fashioned. (Once the ritual has been commenced, the sky does not have to be clear to continue on succeeding nights, but there must be moonlight visible.) The witch can fashion the moon silver within 15 feet (+5 additional/Rank) of herself. Items constructed of moon silver can be shaped into any form desired, from a simple dagger to a very ornate, engraved goblet, platters, chests, etc. The items can only have a maximum size of 6 cubic feet (+1 cubic foot per Rank). These items are not made of truesilver, but are virtually indestructible and are treated as having 15 DP armour protection and being able to take 60 points of damage. Silver of the moon is particularly useful when made into weapons, for it is a deadly bane to lycanthropes and other monsters that are harmed by silver, inflicting triple damage to these creatures. All forms of undead are also harmed severely by these weapons, adding +10 to damage rolls. The moon silver that is created by the Adept has a lifespan of 1 week (+1 additional/Rank) but can be made permanent by the expenditure of 5 Fatigue points when an item is fashioned on All Hallow's Eve. The Experience Multiple for this ritual is 500. This ritual is used by Faerie witches, but is not common to Classic or Dianic witches. ---------- Copyright (c) 1984, 1985, 1987 John M. Kahane.