| Athame |
1 |
SP physical |
A ritual knife-strike guided by whispered intent rather than brute force. |
| Candleward |
1 |
MP magical |
Light a warding candle and wrap yourself in a small hedge-hex of protection. |
| Thornsprite |
1 |
MP magical |
Conjure a tiny hedge sprite from thorns, ash and spite. For a short while it harasses whatever you fight, giving you extra attacking opportunities without replacing your later black-cat familiar. |
| Witchbolt |
2 |
MP magical |
Point a finger and snap a blue-white stitch of hedge lightning at a living foe: the Witch's first reliable ranged magic attack, leading into evileye and heavier hexes beyond. |
| Bloodprice |
3 |
MP magical |
Buy back a measure of your own strength through a draining little sacrifice. |
| Familiar |
3 |
MP magical |
Summon a witch's black cat familiar to follow you and help in combat. |
| Evileye |
4 |
MP magical |
Lay the evil eye on a foe, stinging them with bad luck and a spiteful little curse. |
| Greenbalm |
4 |
MP healing |
Work a green witch's balm over yourself or another living creature, closing wounds with hedge-lore rather than holy grace. It is gentler than a cleric's true healing prayers. |
| Blackpin |
5 |
MP magical |
A binding hex: drive a black pin through a foe's luck and leave them momentarily fixed in place. |
| Broomstick |
5 |
MP magical |
Conjure a witch's broomstick and fly toward a player, monster, or place you have already discovered on your map. Flight drains magic every coordinate and ends wherever your power runs out. |
| Winterward |
5 |
MP magical |
Syntax: winterward. Witch only. Tie a personal hedge-hex which moderates harmful cold but never heat. Potency equals your Conjuring skill, capped by 40 plus three times your level and never above 100%. Thus a level 20+ Witch with 100 Conjuring receives 100% cold moderation. Duration is 120 seconds plus eight seconds per Wisdom and four per Intelligence. The hex costs 27 mp and uses the normal two-round magical recovery. Recasting replaces and refreshes your existing personal climate ward; wards do not stack and announce their expiry. It affects only you, not the room or other players. It moderates cold exposure, freezing-weather damage, movement fatigue, and cold's effect on healing. It gives no heat protection and does not prevent wind, lightning, hail impact, or other non-temperature hazards. Example: winterward. |
| Sableveil |
6 |
MP magical |
Draw a sable veil about yourself: half glamour, half omission, sharpening wit and concealment. |
| Gravechill |
7 |
MP magical |
Call up the cold of the grave to numb a foe with pain and stiffness. |
| Witchlight |
8 |
MP magical |
Kindle a wandering witchlight to follow you, bringing eerie light and a little protective glamour. |
| Covenant |
9 |
MP magical |
Seal yourself into a brief covenant with the old powers, deepening presence, will and witchcraft at a cost of stillness. |
| Souljar |
10 |
MP magical |
Rake the last warmth from a corpse and trap it as soul-embers that can be consumed for stolen strength. |