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  1. - Top - End - #1
    Banned
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    May 2019

    Default Categories of Witches

    I'm working on an alternate history setting which boils down to a dieselpunk arcana world set shortly after WW II where Witches exist as an off shoot of humanity helping to fight creatures called Mythics which are creatures of magic that can take many different (often monstrous) shapes. In this setting Witches are divided up into a number of broad categories that define their primary powers. I have five so far and I'm just looking for some input on them to see if I have the majority of different types of powers covered.

    For reference this setting is meant to be used with the Mutants & Masterminds system because it allows for a vast and varied method of developing powers to suit any type of Witch.

    These are meant to be very broad categories, and most Witches will have some powers that bleed between different groups. The ones I have so far are:

    SOULBREAKER
    The ability to manipulate a person or animal mentally, with no direct effect on its physical condition or the environment. Simple Soulbreaker powers may include the ability to raise someone’s adrenaline, while some individuals can manipulate a being’s perception, or even induce amnesia. Telepathy, hypnosis, and even possession fall under this umbrella of abilities.

    SPELLSMITH
    The ability to manipulate physical matter across the world. This may entail elemental control, as well as directly controlling, manipulating, or re-imagining artificial physical constructs. Spellsmith powers focus almost exclusively on the creation and manipulation of physical objects such as bending metal, controlling plants or creating solid objects from raw energy.

    SHIFTER
    The ability to transform, grow or lose parts of one’s body and/or one’s entire body to various degrees. Growth effects are always bound to the individual’s energy, and seem to require a certain “cost”. Simple Shifter powers may include the ability to enhance one’s physiology or regenerate, while some individuals can grow appendages or fully transform themselves to gain new physical abilities such as growing wings to fly.

    FARWALKER
    The ability to wield powers that propel or displace objects in space or time. Simple Farwalker powers may increase an individuals speed or jumping distance, while more powerful abilities can teleport, fly or become insubstantial to pass through solid barriers. Many Farwalkers also possess powers that extend or enhance their senses, with a priority on their sight.

    CONDUIT
    The ability to manipulate and create a wide variety of raw energies. These powers can range from the simple control of how bright or dim the ambient light is, to producing fire from nothing. Most Conduits focus on a single type of energy to master, though some choose complimenting elements such as light and electricity, or earth and metal. Truly powerful Conduits can even transform their physical body into pure energy.

  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: Categories of Witches

    I have a few questions. Where would necromancy fit into the five? What about those that enhance the abilities of others or crafters for that matter?

    Other than those it seems pretty good to me.
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  3. - Top - End - #3
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    Default Re: Categories of Witches

    Quote Originally Posted by Aniikinis View Post
    I have a few questions. Where would necromancy fit into the five? What about those that enhance the abilities of others or crafters for that matter?

    Other than those it seems pretty good to me.
    I didn't really give much thought to necromancy. I suppose a category for summoners and (re)animators would be appropriate.

    Enhancing the abilities of others would fall under Soulbreaker or Shifter depending on what type of enhancement is being done

    I'm not sure crafters should have their own category since crafting is generally recreating another power in item form and potentially any Witch could do that if they chose.
    Last edited by Rider; 2019-05-22 at 04:27 AM.

  4. - Top - End - #4
    Ogre in the Playground
     
    Flumph

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    Santa Barbara, CA
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    Default Re: Categories of Witches

    Some various archetypes that may or may not be useful to you-some could have overlap with each other or the previously mentioned but could also be their own focus.

    Summoner Witches

    Spirit or Necromancer Witches

    Enchanters (make magic objects or spaces that do things)

    Geomancer Witches

    Luck/Fate Magic Witches

    Metamagic Witches

    Concept Witches (somewhat like truenamers-honestly these would be very arch can could be your jack of all trades masters of none types- or have huge narrow powers)

    Social Witches (mess with interpersonal connections, can create/shut down rumours, probably very useful for keeping Witches secret)

  5. - Top - End - #5
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    Default Re: Categories of Witches

    Quote Originally Posted by sktarq View Post
    Some various archetypes that may or may not be useful to you-some could have overlap with each other or the previously mentioned but could also be their own focus.

    Summoner Witches

    Spirit or Necromancer Witches

    Enchanters (make magic objects or spaces that do things)

    Geomancer Witches

    Luck/Fate Magic Witches

    Metamagic Witches

    Concept Witches (somewhat like truenamers-honestly these would be very arch can could be your jack of all trades masters of none types- or have huge narrow powers)

    Social Witches (mess with interpersonal connections, can create/shut down rumours, probably very useful for keeping Witches secret)
    Thanks for the suggestions. I definitely want to do the summoner category, though I'm struggling to come up with a good name for them.

    The necro/spirit category also has some potential, but I'm not 100% sure it will fit in the setting as I envision it.

  6. - Top - End - #6
    Barbarian in the Playground
     
    NecromancerGuy

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    Default Re: Categories of Witches

    I made some thematic categories of witches for a d20 adventure based on The Last Witch Hunter.

    Also, WWII dieselpunk witches make me think of Jon Cameron Li's art gallery: https://www.artstation.com/joncameronli



    Green Bloodline / Herbalists

    Signature Skill: Survival (Wis)

    Signature Spells: Entangle (1st), Barkskin (2nd), Speak with Plants (3rd), Tree Stride (4th), Wall of Thorns (5th)

    Woodland Stride: At first level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

    Tanglevine: At fourth level, you can create a 15-foot-long, animated vine that springs from your hand. This vine can be used to tie up a single helpless creature or to make a single disarm or trip attack, using 1d20 plus your total character level plus your charisma modifier for the attack roll. You can use this power a number of times per day equal to three plus your charisma modifier.

    Massmorph: At seventh level, as a full-round action, you can alter the size and health of plant life in a 30 foot radius as if using Plant Growth or Diminish Plants.

    Tree Form: At tenth level, you can extend roots into the ground. Your can't move, but you gain a +4 bonus to natural armor. You also heal one lost hit point per minute. It takes a Spot check at difficulty 20 to distinguish your shape from a regular tree or other plant.



    Purple Bloodline / Dreamweavers

    Signature Skill: Sense Motive (Wis)

    Signature Spells: Sleep (1st), Augury (2nd), Deep Slumber (3rd), Divination (4th), Dream (5th)

    Lullaby: At first level, you can use Lullaby a number of times per day equal to three plus your charisma modifier. This effect lasts for one minute and does not require concentration.

    Combat Precognition: At fourth level, your insight into the future grants you an advantage in combat. You gain a +3 insight bonus on initiative checks.

    Dreamshaper: At seventh level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. You can enter their dreams and watch them as an invisible spectator or manifest and interact with them, gaining a +4 modier on all Bluff, Diplomacy, Intimidate and Sense Motive checks. A successful Will Save negates the effect, the difficulty of this save is equal to 10 plus 1/2 your Witch level plus your charisma modifier. You can use this power once per day.

    Astral Body: At tenth level, you can project your consciousness outside your body, travel with a speed of 300 feet per round and see and hear your surroundings as if you were physically present. You can re-enter your body at any time by moving your astral body inside it. After one hour has passed or if your physical body is wounded you also snap back into it in a violent fashion and are stunned for 1d4 rounds.



    Blue Bloodline / Arcanists

    Signature Skill: Knowledge (Arcane Lore) (Int)

    Signature Spells: Identify (1st), Levitate (2nd), Dispel Magic (3rd), Dimension Door (4th), True Seeing (5th)

    Arcane Prowess: At first, fourth, seventh and tenth level you gain a free meta-magic feat and access to an additional spell of your highest spell level.



    Black Bloodline / Plaguebearers

    Signature Skill: Craft (Chemicals) (Int)

    Signature Spells: Charm Animal (1st), Summon Swarm (2nd), Contagion (3rd), Repel Vermin (4th), Insect Plague (5th)

    Plague’s Caress: At first level, you can make a melee touch attack that causes a living creature’s flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your Witch level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect. You can use this ability a number of times per day equal to three plus your charisma modifier.

    Accustomed to Awfulness: At fourth level, you become immune to the nauseated condition and to the debilitating effects of disease, but you can still be a carrier of diseases.

    Shroud of Vermin seventh: At seventh level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm.

    Pestilential Breath: At tenth level, the sickness within your body finally becomes so potent that your very breath is deadly. Once per day as a standard action, you can exhale a cloud of pestilence in a 30-foot cone. Those caught in the area of this miasmic cloud receive a single Fortitude save to avoid suffering the effects of a disease disease of your choice: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes or slimy doom. The difficulty of the Saving Throw is equal to 10 plus 1/2 your Witch level plus your charisma modifier.



    White Bloodline / Healers

    Signature Skill: Treat Injury (Wis)

    Signature Spells: Cure Light Wounds (1st), Delay Poison (2nd), Remove Disease (3rd), Remove Curse (4th), Raise Dead (5th)

    Master of Potions: At first level, you may brew potions of healing spells at half the usual price or in half the usual time (you make this choice at the start of each brewing process).

    Dedicated Healer: At fourth level, your healing spells and potions heal an additional die of hit points.

    Beacon of Hope: At seventh level, you and allies in a 20 feet radius gain a +4 morale bonus on Saving Throws against intimidation and fear effects.

    Aura of Purity: At tenth level, you gain a bonus on all saving throws equal to your charisma modifier.

  7. - Top - End - #7
    Banned
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    May 2019

    Default Re: Categories of Witches

    Quote Originally Posted by Berenger View Post
    Also, WWII dieselpunk witches make me think of Jon Cameron Li's art gallery: https://www.artstation.com/joncameronli
    I now have a powerful urge to rewrite my setting to incorporate some of these idea. I really like the tone and aesthetic of this art.

  8. - Top - End - #8
    Ogre in the Playground
     
    Flumph

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    Default Re: Categories of Witches

    Actually with necromancers

    You could go the ghost talking/summoner route
    But could also incorporate other "death" related powers
    Like the ability to hold death at bay-blocking the harm of wounds, disease, or poisons (which may or may not lead to cures, healing etc)
    The ability to effect ageing
    The ability to render very specific things dead (selective death spell for cancerous cells, kudzu, or invasive bacteria could be handy)

    Also it could be that death energy and life energy are too linked in your setup to divide and "necromancers" are also healers, fertility specialists, and the Witch CDC team

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