Magical practitioners who commune with the forces of nature and entities from realms beyond. Witches call forth their power through craft, rituals, incantations, herbs, stones, candles, and other tools to enact their will and conjure powerful spells.
When you or an ally within Far range rolls a failure on an action roll, you can spend 3 Hope to change it into a success with Fear instead.
Hex
When a creature causes you or an ally within Close range to mark any number of Hit Points, you can mark a Stress to Hex them. Action and damage rolls against a Hexed creature gain a bonus equal to your tier.
This condition lasts until the GM spends a number of Fear equal to your Spellcast trait to remove it or you Hex another creature. Otherwise, remove it when the scene ends.
Commune
Once per long rest, during a moment of calm, you can commune with an ancestor, deity, nature spirit, or otherworldly being. Ask them a question, then roll a number of d6s equal to your Spellcast trait. Choose one value from the rolled results and reference the chart below for the effect:
1-3: You taste a flavor, smell a scent, or feel a sensation relevant to the answer.
4-5: You hear sounds or see a vision relevant to the answer.
6: You psychically experience a scene relevant to the answer as if you were there.
When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.
Tethered Talisman
Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can’t create a new talisman until the old one has been used.
Specialization Features
Walk Between Worlds
Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.
Enhanced Hex
Attacks you make against Hexed creatures gain a damage bonus equal to your Proficiency.
Mastery Features
Circle of Power
Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies:
Herbal Remedies: When you or an ally clear one or more Hit Points or Stress as the result of using a consumable, increase the number cleared by one.
Tethered Talisman: Once per rest, you can imbue a small item with your protective essence. When the person holding the talisman takes damage, you can expend its magic to reduce the number of Hit Points they mark by one. You can’t create a new talisman until the old one has been used.
Witch
The Void v1.5
Hedge
Specialization
Walk Between Worlds: Make a Spellcast Roll (13) to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. You return to the mortal realm when the last token is removed.
Enhanced Hex: Attacks you make against Hexed creatures gain a damage bonus equal to your Proficiency.
Witch
The Void v1.5
Hedge
Mastery
Circle of Power: Once per rest, mark a circle on the ground around you up to Very Close range and place a number of tokens equal to your Spellcast Trait on this card. Each time you or any ally within the circle makes an action roll or is hit with an attack, remove a token. This spell lasts until the last token is removed or you step out of the circle. While within this circle, you and any allies:
Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can:
Disguise yourself to look like any creature of your approximate size that you’ve seen.
Enhance your own appearance. You gain advantage on PresenceRolls that leverage this change.
Specialization Features
Moonbeam
Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.
Ire of Pale Light
When a Hexed creature within Far range fails an attack roll, they must mark a Stress.
Mastery Features
Lunar Phases
Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session:
1: New - You can always spend a Hope to reduce Minor damage to None.
Night’s Glamour:Mark a Stress to Glamour yourself in a magical facade that lasts until you mark a Hit Point, make an attack, or take a rest. While Glamoured, you can:
Disguise yourself to look like any creature of your approximate size that you’ve seen.
Enhance your own appearance. You gain advantage on PresenceRolls that leverage this change.
Witch
The Void v1.5
Moon
Specialization
Moonbeam:Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and any allies gain a +1 bonus to Spellcast Rolls and advantage on rolls to see through illusions.
Ire of Pale Light: When a Hexed creature within Far range fails an attack roll, they must mark a Stress.
Witch
The Void v1.5
Moon
Mastery
Lunar Phases: Your spirit ebbs and flows like the phases of the moon. At the beginning of each session, roll a d4 and gain the matching effect until the end of the session:
1: New - You can always spend a Hope to reduce Minor damage to None.
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