Witches are magical practitioners who commune with the forces of nature and entities from realms beyond. These spellcasters call forth power through craft, combining the tangible and ephemeral by casting spells, murmuring incantations, creating talismans, weaving illusions, and maintaining other personalized practices. They can protect their allies and harm their enemies by invoking powerful forces beyond themselves—supernatural beings such as ancestors, deities, or aspects of nature. Often, their magical knowledge is passed down from these entities or through many generations of practitioners who gather in small groups known as covens. Witches are frequently feared and misunderstood, as their methods can appear mysterious, strange, and even macabre to the uninitiated. Whichever path they walk, a witch treads the boundary between light and shadow without fear.
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
Mark a Stress to temporarilyHex a target within Far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait.
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 in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.
Enchanted Talisman
Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.
Specialization Features
Walk Between Worlds
During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress 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. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.
Vexing Malison
You have advantage on attacks against Hexed creatures.
Mastery Features
Circle of Power
Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.
Herbal Remedies: When you or an ally in the scene clears 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.
Enchanted Talisman: Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest.
Witch
The Void v1.5
Hedge
Specialization
Walk Between Worlds: During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress 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. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it.
Vexing Malison: You have advantage on attacks against Hexed creatures.
Witch
The Void v1.5
Hedge
Mastery
Circle of Power: Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle.
Witch
Play the Moon if you want to embody celestial power to amplify your magic
Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.
Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.
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 your allies gain a +1 bonus to Spellcast Rolls and can see through illusions.
Ire of Pale Light
When a Hexed creature within Very Far range fails an attack, 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:
Night’s Glamour: Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you.
Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.
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 your allies gain a +1 bonus to Spellcast Rolls and can see through illusions.
Ire of Pale Light: When a Hexed creature within Very Far range fails an attack, 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:
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