Wika Spells

Beware of those that use the Wika style of magic. For they do not always follow the laws of the land. -Sir Cullen Silverhand
Witches are mostly female. Though it has to be mentioned this is not always the case. Men have been known to join or even create their own coven.  

Hexes

Fit of Laughter- The target if fails the resistance will laugh and will not be able to stop. They will not be able to talk well, or attack at all. the defense roll will be 3d4 and cannot add anything else. 3 mana cost. 1 time.   Itching hex- same rules as Fit of Laughter hex but they drop their weapons or anything in the target's hands. As they scratch all over their body trying to stop the itchiness. 3 mana cost. 1 time   Weaken armor- this hex targets the armor. The spell has to beat 2d6 if the armor is not enchanted. If enchanted GM looks at the die level of the enchantment and rolls three of that die type. 3 mana cost. 2 turns.   Weaken weapon- Same rules as weaken armor hex, but it effects the weapons instead. 3 mana cost. 2 turns.   Simple Illusion- 3 mana cost. 1 time. the Witch cast a spell on a target or area that those that walk into it will have to resist the spell. If they fail than the illusion will take full effect on those that fail. the illusion can be fear effect, lust effect, comedy effect, survival effect. but the witch can only set or pick one effect.   Harm- This hex effect the body of the target. if the target fails the resistance of the spell. then a limb of the choice of the witch. will break in 2 places by the smallest touch or lightest breeze. The nerves will be step up 2 in sensitivity.   Material plane Binding- The witch can bind a spirit or fae or underworld being to an object. This is a ritual; thus, the ritual rules are applied.  

Dolls

Crafting magical dolls that can either act as little golems or be used as idols to cast your spells and even effect a certain target.   Living doll- (ritual spell) The small to medium doll can do basic things. like house chores, as long as the orders are simple. living dolls can also be used as like a security alarm system.   Cursed doll- The witch creates a doll that can either curse her enemy. As long as the witch has the blood or hair of the target. At that point she can send directly to them a curse. with no defense roll. The other thing she can do is place a spirit in the doll and then have someone find the doll. then once the target has the doll. the Spirit in the doll can get to work messing with the witch's target.   Healing doll- the healing doll is used to care for a target person the witch made the doll for. Once in the arms or on the bed of the target, spell of healing are releases in doses to help the sick or injured.  

Casting Spells for the Witch:

Taking one of the five elements to form and release dangerous spells.These elements are the how the witch view and tap into the five elements. The element go as follows:
  • Spirit/Wood- The Fae connection to the physical realm, this elements has spirits of natures or the Fae spirits. Using it as evocation ussally can have the risk of having spirits pay attention to the caster. possibly posses them. If the caster pressence is not strong enough. this is the spirit element to the witch.
  • Fire- Dragon connection to the physical relam, this elements has raw power. the eternal fire of all life and that tapping into this element can have the risk of burnning the caster to ash. If the caster Pressence is not strong enough agaainst the spells threshold.
  • Earth- The element of dirt and mountains, this element has power giants and the deep gnomes. Using the evocation usaaly move the rock and the earth around the witch. The risk of this element is turning into a pillar of salt or turning to dust.
  • Metal/Aire- The element of storms and alchemy. This is the element of the titans of the olde world, tapping into the bones of the world. The risk of this elemts is the caster may turn to stone or be struck down by the storm.
  • Water- The element of Chaos and Rebirth. This element is tapping into the Deep of Oceans and the waters of life. The risk into tapping into this element is giving up some life force of the caster. ( Some of the lifespan is given up.) The other risk is the caster begins to dry up. As their life water has left their body.
    Witches can cast spells with out taking damage or being hit by the threshold. The easiest way is just like all casters. the higher the caster's Pressence vs. Threshold of the spell equals no risk or backlash. For the witch the pressence is equally important as the Psyche stat. One trait that aids the witch is coven shelter trait. This trait is magical protection against the thresholds/veil. The Coven shelter trait - Spend P.P. to add the die when the G.M. says the threshold of the spell is too high. the Player takes pressence and the trait and the necesaary sice that work with this to beast the thresholds/ Veil's backlash. Without spending a plot point the player adds half the trait die to the pressence stat. Example: Coven Shelter trait is a d8 and the Pressence stat is d10.  
  • If the player spends a plot point and grabs pressence d10 and trait d8 plus their d8 of being a witch. the roll all three vs the threshold of the spell. if the Threshold is greater then the total the player rolled than the witch is hit with the backlash of the spell or the risk of their magic. If the roll beats the threshold than no backlash.
Without spending a plot point then the player simply adds half the die to the pressence stat. in this case that would be 14. As long as the threshold in under 14 than no backlash or risk is taken.  

Witch's Familiar

The animal companion of the witch is away for the witch to spy, do touch spells without getting close. Different covens have laws about these aniamal companions. One of the Covens like the Cresent moon coven the law is to never harm the cat. never leave a cat in need. Always feed and house a cat. In doing thesde laws a cat becomes a witch's friend and when the witch does the rite of the companion. the cat's mind becomes magical and as inteligent as the witch herself. The witch adds d6 upto d10 to their Psyche ad bonus psyche. thus the witch can cast more powerful spells than normal wizards.

Blood magic

Adding blood to the spell to enhance the spell or make it potent. Any casters can use blood magic to their spells to make it hurt or make it take on the conditions. Lower the life points by the number of damages done to oneself to add to the spell effect.


Cover image: by Aleksandra Kuk