Class Information

Witch

Curses, bargains, broomsticks and a familiar with claws.

A woman and a man of the Witch class

What It Feels Like

Witches are the most folklore-rich caster path: hexes, wards, blood price, familiars, flying and small cruel workings. They are magical, but not clean or academic.

Choose Witch if you like systems with personality: a cat at your heels, a broomstick above the map, and magic that feels personal rather than scholarly.

Focus

  • conjuring and curses
  • familiar support
  • witchcraft utility
  • broomstick travel

Good Race Matches

  • FaeriePerfect if you want uncanny folklore and fragile magic.
  • ElfStrong magical base and a slightly dangerous elegance.
  • Half-elfFlexible enough for curses, stealth and survival.
  • GnomeGood for careful, crafty witchcraft.

Core Skill Shape

Trainable class skills from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Conjuring8100
Magic attack6100
Magic defence290
Craft485
Bargaining185
Faith370
Knife465
Stealth255
Defence155
Melee155
Blunt250
Polearm140
Attack040
Equine135
Healing135
Blade025
Locks025
Projectile020
Stealing015
Dual wield010
Murder010

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
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.